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Yes, but the script would need some editing. You could have an array of items to check instead of one.
sURE. Have fun!
Effects are pretty nice !
remove the sleep from waituntil loop, that way of using it is no longer supported by the engine.
deleted vehicle _c...
error undefined behaviour: waituntil returned nil. True or false expected
how exactly do i fix this ive been looking for what it is asking for but i feel like ive messed something up when putting it in my mission.
I am not 100% sure, i don't remember how i've set it up, but i think you can have several of these anomalies in your mission if is what you asking
Okay many thanks. Can I set that there is only one monster/anomaly?
do you remember where in the script that says?
Thank you.
Far as i remember the Farty anomaly/monster can be killed with explosives.
The script as it is doesn't allow using multiple items for protection, you would need to edit the script to accommodate that
I still have a question, how do I have to write it in the script if I want to use several helmets or gas masks? so that doesn't just bring protection to you.
so?:
""classname1","classname2";" classname3""
??
Thank you
and again you wrote a very ingenious script.
Thank you very much for that.
By anomaly, do you mean the "monster" that shoots at me?
If so, how can I disable this?
Thank you
Nope
i don't remember how i've done it, i will have to look at it, i am a bit busy atm. Remind me next week if you don't find a solution. Look for setdamage command and check discussion in Strigoi about ACE damage
Yes, i will update the script at some point
chk_players = true;
while {chk_players} do
{
allPlayers_on = call BIS_fnc_listPlayers;
//allPlayers_on = allPlayers_on - entities "HeadlessClient_F";
publicVariable "allPlayers_on";
sleep 60;
};
https://youtu.be/KtBwrI1AIeo?t=1321
:) #dam_rabbits, that shouldn't happen, must be something messed up with thier class name.
1. Toxic puddles by themselves do not inflict damage
2. Yeah, comment/delete the line where that shound is issued. I think sound is called breath. Far as i remember there is a loop, not sure but i think you can remove the entire loop. See initplayerlocal ...i think, not on my comp to be exact
3. As it is now you cannot set multiple items as protective gear, but the script could be tweaked to accomodate that
works in MP.
You can change the gas mask with anything you want as mentioned in the video, you just need the class name of the item you want to use as gas mask
You making a MP mission with respawn? I didn't test for that, i will have a look ASAP
While my anomalies are inspired by STALKER and other SciFi games and movies was never my intention to reproduce STALKER's anomalies, however i have in work something that is somehow close to that.
There is a guy who ported STALKER's anomalies to Arma, maybe he made the burner too. The name escapes me but i think he recently published a mod on workshop
You use it on Exile?
:) Thanks mate!
Very good idea to have an object then move it wherever you want, is even easier to manipulate the position. I would do the same, i would place an object, then i would move the marker to that object by hand or via scripting.
The reason i used a marker to set the anomaly' location in the first place was for situations when i don't want an object in the middle of the toxic field.
Thanks @alias for sharing. I love the puddle effects & the big fat farty anomaly.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1389110988