Arma 3
Drongos Spooks and Anomalies
685 Comments
vaderdidwhat 4 Jul @ 8:37am 
Do the spooks responsible after you use the module? I killed but they don’t respawn after and is it possible i have them appear if the player gets close or leaves the area?
Drongo  [author] 14 Jun @ 4:28pm 
I've never seen anything like that. What is the mission description?
Lord-Wolf 14 Jun @ 10:14am 
Hello, we recently installed the mod on our dedicated server and noticed that when we spawn any spooks or even traps/anomalies, it creates a mission. Is it normal ? Or is there a way for a Zeus to use the spooks without having it creating missions ?
Drongo  [author] 14 May @ 12:46pm 
Assign the object this variable:

_object getVariable["dsaDetectable",TRUE,TRUE];
Innocent Traitor 14 May @ 10:56am 
Anyway to have the anomaly detector to go off on AI or objects that are not in the mod?
knivesseveren 12 Apr @ 10:16pm 
твой шедевр.
с мутантами тоже не плохо.
Foxtrott 11 Mar @ 8:27am 
Hey tried using the anomalies in zeus and eden and neither works
Von Bocchini✓ˢᵉⁿᵖᵃᶦ 31 Dec, 2024 @ 4:54am 
work ace medical?
4N0N H4X0R||Floof 9 Dec, 2024 @ 3:14am 
so i m trying to get a small script to work in the cognitohazard script field, but anytime i do look at it, the game just throws an error, saying it couldnt find the script, while listing the whole script.
I also tried writing the script in the init field of another object and calling it, same issue.
Calling the script in my console works tho.
Any ideas?
Shinano 4 Nov, 2024 @ 11:13pm 
Hello I have noticed a slight issue with this mod. I cant seem to play as one of the spooks even though I have set it to be a playable character in eden editor, I have the mission file on a server and it still refuses to allow the player scripts to work. Is there anyway to fix this issue?
Brim 28 Oct, 2024 @ 12:15pm 
What's the detector called? I tried all the ones I could find but they don't seem to detect anything properly.
_Socatti_ 28 Oct, 2024 @ 8:43am 
The funny thing is, that i could zeus control the spooks, that are playable, before. I thought this was how its supposed to be.
Beerbellygod 26 Oct, 2024 @ 10:23am 
Liru the Lance Corporal runs a Zeus youtube channel where he has repeatedly remoted in as a spook. Like the Abomination. I don't know how he does it, maybe his group have added extra code, if so maybe they could share it with you. I'm sure youre right about remoting spooks, I just wanted to point that out.
Drongo  [author] 25 Oct, 2024 @ 3:45pm 
I just tested the spooks and they all work fine. Please test with no other mods loaded and post reproduction steps. It has never been possible to remote control spooks, players have to start the mission as a spook or the player control scripts won't start.
_Socatti_ 25 Oct, 2024 @ 6:04am 
As for the zeus controlled spooks. For some reason this doesn't work anymore. I don't know if its because i added the detector script but i can only control their movement. Using ctrl-double click or the remote control module only m´lets me control their movement, using alt-double click doesn't do anything and just brings up the attributes. However it worked before the update so i don't know if i have to redo them. Since spawning them not from my composition list, controlling them does not work as well. I don't know what i'm doing wrong...
Boone 24 Oct, 2024 @ 4:53pm 
was working yesterday but today I try to use it and non of the spooks or anomalies functions work? their textures for the anomalies dont work but they do on the spooks. but neither do what they are suppose to. Like they arent loading. did the arma update break the mod?
Drongo  [author] 21 Oct, 2024 @ 2:05pm 
Thanks for the report, it should be fixed now.
BAXENATOR 21 Oct, 2024 @ 9:04am 
In the file `dsa\scripts\CognitoAffected.sqf`, on line 17, the function call for DSA_fnc_damage is missing a paramater, throwing errors for my players. Please fix and I love your mod!
BERRYBOMBS 15 Oct, 2024 @ 2:17pm 
nevermind, that shits hard, and im too dumb to figure it out lol i only got as far as being able to make the spook teleport but not a another npc
BERRYBOMBS 15 Oct, 2024 @ 1:48pm 
Cool, thanks was going crazy trying to figure out if I was dumb or if it just wasn't implemented lol would be cool though in future versions if possible? I know modding arma can be a little tricky especially making it do stuff it really wasnt intended to do, such as have a player character touch another player character and then make them teleport away... though I suppose I could code it in myself? Worth a shot. Great mod though!
Drongo  [author] 15 Oct, 2024 @ 4:26am 
Not exactly, here are the details:

PLAYABLE SPOOKS
Wendigos, Vampires, 411s, Snatchers and Rakes can be used as playable units. The commands are as follows:

Attack: FIRE
Grab/throw: THROW
Leap: LEAN RIGHT
Jump up: LEAN LEFT
Night vision: BINOCULARS
Hunt vision: NVGs
Howl: RELOAD

If spooks attempt to use a firearm, they will be instantly killed.
BERRYBOMBS 15 Oct, 2024 @ 4:10am 
can the players use the special attacks? Such as the Snatchers ability to teleport players away?
Drongo  [author] 14 Oct, 2024 @ 2:18pm 
The is a DSA module called Core, use that.
_Socatti_ 14 Oct, 2024 @ 7:16am 
What would be a core module in this regard? A standard module or a DSA Module? Because from these I only used the "Enable detector" module. Thats it. From standard there are some "Hide/Show" modules, game master, respawn etc.
Drongo  [author] 13 Oct, 2024 @ 4:32pm 
Are you using a Core module? If so, try deleting and replacing it, if not, try placing one.
_Socatti_ 13 Oct, 2024 @ 4:06pm 
Hello. I started building a custom Zeus mission before the update. After the update, nothing works. The spooks mentioned in the readme that can be accessed by zeus, I am unable to get into them. They don't attack the player and act like a civilian. Stand there and do nothing. Also the sound modules don't work anymore. Don't know if the update just destroyed a 3 months build or if i'm doing something wrong. Happy about any help.:ISSmask:
Drongo  [author] 12 Oct, 2024 @ 8:49pm 
What's the error?
Mercenary Ork 11 Oct, 2024 @ 6:41am 
Keep getting error messages with the cognito hazard.
Amit 8 Oct, 2024 @ 10:23am 
Awesome explanation, thanks!
Drongo  [author] 8 Oct, 2024 @ 4:11am 
The old method uses setDammage. This bypasses some revive scripts and doesn't work properly with armour. The new method spawns a bullet and uses setVelocity, so the damage is inflicted in the same way as getting shot. The bullet type and velocity is very roughly based on the 1-100 scale set in the modules. Overall this means greater compatibility with mods and scripts.
Amit 7 Oct, 2024 @ 8:29pm 
@Drongo: What is this projectile-based damage you speak of?
Phenosi 5 Oct, 2024 @ 2:37am 
Thanks for the update!
Drongo  [author] 4 Oct, 2024 @ 6:50pm 
Small update:

CHANGELOG
v0.18
Added: Option for projectile-based damage
Fixed: Various issues
Drongo  [author] 13 Aug, 2024 @ 11:05pm 
You'll have to do it by scripts in your mission folder.
Mr. Kain 13 Aug, 2024 @ 9:41pm 
This usually does the trick "if (isServer) then {[this, "AfricanHead_01"] remoteExec ["setFace", 0, this]};" but where should I put it to apply on spawned units? I have tried to put it in the init field of units synced with start module, but that didn't worked.
Drongo  [author] 13 Aug, 2024 @ 4:10am 
Try using setFace, but you'll have to wait a few seconds until the spook has initalized.
Mr. Kain 13 Aug, 2024 @ 2:47am 
Is there a way to assign heads to spooks, like african, middle east, etc.? Having sinced units with the start module uses the equimpment, but ingores identities and heads.
Drongo  [author] 30 Jul, 2024 @ 10:52pm 
The spook will move to the position of the closest enemy on the map (the target is not revealed to the spook, only the position). IT FOLLOWS can only be activated by syncing spooks to an [AI] It follows module. No special AI, basically it just makes it move to the closest enemy, even if it doesn't know about the enemy.
JcNaY 30 Jul, 2024 @ 10:51pm 
never mind, i checked the read me
vlk7 21 Jul, 2024 @ 7:53am 
Anomaly Detector is somehow listed as "premium content" from DLC - also can it perhaps be set up as a "works from inventory" item much like Webknight's head lamp?
Drongo  [author] 24 Jun, 2024 @ 2:17pm 
It has a kind of zombie called "Crazies", but Webknight's Zombies and Demons and DevourerKing's Necroplage Mutants both contain better zombie units.
Walzmine 24 Jun, 2024 @ 12:07pm 
are there kind of Zombies in this Mod? Zombies and demons ist poorly dead.
Drongo  [author] 14 Jun, 2024 @ 1:54am 
Spawning by trigger is not supported I'm afraid. For spawning in a certain area, maybe try my Map Population mod.
macedonich 9 Jun, 2024 @ 8:44am 
Can I do somehow spawn in some one point, instead spawn around me ?
macedonich 9 Jun, 2024 @ 1:27am 
how start spawn by trigger ? When I put core module and startspawn ambient module, spawn starts auto, but I want to do it when I need it.
Drongo  [author] 6 Apr, 2024 @ 8:36pm 
Sorry for the late replies. The readme has guides for how to set up the detector and silver ammo.

This works with DMP, I often use the two together in missions.
Twom 6 Apr, 2024 @ 8:08pm 
Can I run this and DMP at the same time?
Crowcus7X 31 Mar, 2024 @ 1:56pm 
Where is the command to activate the detector? Idk how to get it to work.
Mr. J Soda 11 Mar, 2024 @ 9:45pm 
Is there a way to add new ammo types to the "DSA SpookKillers" class? I'm working on my unit's sub mod, and it was requested to make our own silver tipped ammos.
Kebable 10 Mar, 2024 @ 3:02am 
having issues with the detector, only 411 are seen on it using the module. the rest require a command to be seen via the detector.