Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
if not thats alright thanks for your time.
Sorry, I honestly don't know mate, I would assume that if the modules are placed into the mission file then it would cause a dependency, but I'm not sure if simply having the mod active while creating a mission would cause a dependency for that mission file.
If you want to use it via Zeus, then both client and server would need the mod active, if that's what you mean.
No
If I figure out how to implement options like this for Zeus modules in the future, I may come back and update mods with options such as this, but at this time no plans are in place for this. Sorry.
@Era
Still no workaround for this, it's just a part of how the beam script functions.
I'm trying to think of a workaround for this, sorry for late reply
And thankyou! Honestly using this with the TTS Emission module is super fun- its like throwing down a hammer and watching people run- only to run into a wall of radioactive tsunami lmao
I wish there was more directional / spawn location options with that for multiplayer ops
Awesome video man! Thank you very much for sharing. Out of interest, was that with the lightning storm module too? Looked much more "in control" than last time :P
Was able to use it again, thankyou :D
Lightning storm script here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2576568210
Could really use feedback on it regarding performance/fps etc. I'll try get a version of it with options for the zeus module too, at the moment you can put down multiple modules for a more intense storm effect. Enjoy :)
Its honestly unbelievable how much modules like this can improve the immersion or shock people when they have no idea whats coming (also, I've never seen members /drop all of their equipment and clothes/ to run away because stamina is enabled)
I'll put together an independent lightning storm module seperately when I have time, if I have the motivation tomorrow maybe. I don't know how to implement options dialogs into the zeus modules yet, so I'll see what I can wrangle together
There's no way you can make a seperate module that has the lighting but no "meteor" effect could you? lmao
Done, lightning script removed. Will still change weather to overcast, and induce fog for a while, but it shouldn't be as intense with a million lightning strikes going off around you anymore.
at the moment its just attached to a visible "device" that spawns everytime you use it, which is not great for op immersion
also, if you want any manpower for menial tasks just let me know haha
The generic "Nuke goes off as the server ends" got very stale. Will admit though, I didn't try it out prior to that op, so /everyone/ was surprised- I didn't know what I expected but holy crap it was awesome haha
Looks like a really cool op, glad my modules were of use! And thank you very much for the footage!
thankyou for this amazing opportunity
Yes
Soon™
Not quite, I've adapted some of his scripting functions and particle effects for my own use here and there, but I haven't made plans to adapt all his scripts.
Stay tuned though, I do have other things in the works that use some of Alias' scripting magic :)
I'm not really that good at scripting so I'm gonna look forward to you
I must have derped hard and not saved the changes or packed the .pbo before the last update.
My bad. Glad I got it fixed.
Thanks for letting me know, I had never received that error message so it's helpful to have the feedback. Cheers mate.
Now it´s fine :) Thanks
I've updated again, hopefully that fixes it. Made sure I repacked the .pbo after saving the changes...
Those lines no longer exist in the script, so I'm not sure why it's still throwing the error
14:46:10 Error in expression <jects[_logic,[],150];
[] spawn {
while {_cutremur} do {
"earthquakes" remoteExec>
14:46:10 Error position: <_cutremur} do {
"earthquakes" remoteExec>
14:46:10 Error Nicht definierte Variable in Ausdruck: _cutremur
14:46:10 File \WNZ_Gravity\WNZ_GravityStrike\scripts\gravity_ray_effect.sqf [WNZ_fnc_GravityStrike]..., line 114
Cheers mate, I've removed that code and tidied it up a bit, let me know if there are any other issues
while {_cutremur} do {
"earthquakes" remoteExec>
10:25:24 Error position: <_cutremur} do {
"earthquakes" remoteExec>
10:25:24 Error Nicht definierte Variable in Ausdruck: _cutremur
10:25:24 File \WNZ_Gravity\WNZ_GravityStrike\scripts\gravity_ray_effect.sqf [WNZ_fnc_GravityStrike]..., line 114
If you can attempt to narrow it down to whichever mod is conflicting, or send me your modlist, it would help with identifying the problem here.
Damn. I'll look into it later tonight. Might be able to change some params but I can't promise anything at the moment