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Thanks man!
I am not 100% sure cuz i wrote the script long time ago and i don't remember the details but i think if you delete the object everything else goes away.
As for the distance you need to find the part of the script where i select the random position, i think the value was 1500 m, replace that with desired value.
Yes, if you want check out these missions or the those from TANOA In Black, to see examples
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=919328329
Would I need to combine all the init.sqf(s) and destription.ext(s) into one init and description?
You can use as many scripts as you want in a mission, you need the sounds and scripts files under your mission.
Yeah, i still do stuff in Arma in my limited spare time, currently i work on this project
https://www.youtube.com/c/DanTronic/videos
Thanks mate! Is not so easy to edit the effect and the way it looks depends on light and terrain since they have different settings. So you would need to tweak it specifically for time of the day and the terrain you want to use it on. In principle you have to look into setParticleParams' array and tweak the values for alpha channels which is contained in color's array, is the last value in it. For instance you have this array for color [1,0.5,1, 0.3] in this 0.3 is the value for the alpha channel.
Let us know how it worked.
@DiaZ
Keep it up mate! :) Far as i remember tho this anomaly doesn't inflict damage to units, unless you want to implement a damaging effect.
I plan on using DayZ Medic's time lapse script along with *this script in combination with the teleport to mimic the intro of the movie when the women 1st enter the shimmer:
[1, "BLACK", 5, 0] spawn BIS_fnc_fadeEffect; titleText ["3 Days Later...", "PLAIN", -1]; titleFadeOut 5;
:) Dunno why would you do that, but if you want to use this script for that purpose just place the anomaly close to spawn point of the player without giving him the detector.
Otherwise you could use setpos to change his position via a trigger
until i have time to have a look set as detector something what anyone would have, like a watch or map
You need to have the detector in your inventory to see the anomaly.
Got some fun with that try cause was teleported inside the strigoi territory haha
The demo mission works for you? Mind the delay, when you move away (i think 2KM) the script pauses and restarts when you get back in. If your character is too far the anomaly waits for you to get closer
I use this line to call it :
null = ["smugg_1",false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf";
I don't if im doing something wrong but if i use the first release that work im able to see it.
Changes:
- some fixes and optimizations for use on dedicated
- SFX small tweak
Short video update
https://www.youtube.com/watch?v=GB5ZIax4lgg
Changelog:
- misc fixes, optimizations and tweaks
- added new sounds and visual effects
SCP is child's play compared to Stalker!
I only become aware of that scp concept in the past few months because someone suggested few of them for scripting.
As me could be more people not knowign what they are, anomaly is a much simpler concept to understand what is all about, especially that we had STALKER and METRO without mentioning movies and novels featuring anomalies.
Only if you edit the script, cuz currently the position is random. Not on my comp ATM, remind me next week and i will give you the lines you need to edit
Good job mate! Thank you for the feed-back!
Its work perfectly with trigger on dedicated server, i use all your anomalies script burper, worm.... and activate it with trigger, so when a player is near the anomaly (+-100 m) thats work, for the gravity script i use a addaction + a trigger, for exemple activate red or blue switch good switch the good one pop up with a reward, bad switch the deadly ray comes for you ;)
The only things on dedicated server its the smuggler and burper don't move if true.
https://www.youtube.com/watch?v=1Y9fJ9Q19xg
Video is made on editor but everything is tested and work on dedicated
Thanks for the input mate!
@Alec
I'd try what Dada suggested
smugg1 = ["smugg_1",false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf";
smugg2 = ["smugg_2",false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf";
etc
Trigger thing would work in SP but in MP it might be tricky and un-reliable but you can try it.
smugg1 = [smugg_1,false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf";
smugg2 = [smugg_2,false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf";
......
Thanks, I'll be waiting for your reply. Very beautiful anomalies, very sorry that I can put only one of each type.
I will when i have the time buddy.
Oh, there's a problem. I can not create more than one anomaly on the map. If I'm wrong, show an example of correctly calling several anomalies in an INIT file.
Thanks for the answer, but it does not work on my server (Exile). So far, I can only copy by creating a new variable. Perhaps this is not very correct when the INIT file contains 100+ lines. Is it possible to create in one line of any number range, for example from 1 to 100, so that when copying a marker a new variable is correctly assigned. Like smuggler_1, smuggler_2 ets
for exemple :
null = [smugg1,false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf"; for marker smugg1
null = [smugg2,false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf"; for marker smugg2
null = [smugg3,false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf"; for marker smugg3
null = [smugg4,false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf"; for marker smugg4
.......
What Dada suggested could work well on SP, not sure about MP but should work too.
The simpler way is to run the script from init. It is possible to spawn it randomly but additional scripting is required and is not recommendable for beginners.
Anyways, Exile is a different kind of animal and i don't know enough about it to assist you.
Try to get in touch with MangoAU on STEAM, he managed to implement all anomalies on Exile.
create a trigger, Activation player and put this in the activation field :
null = [smugg1,false,"",[],0,""] execVM "AL_smuggler\alias_smugg.sqf";