Arma 3
TTS Emission (Blowout)
127 Comments
TheTimidShade  [author] 9 Jun @ 5:31am 
@Viceroy Not with this mod, I wanted to add these features at some point but I lost interest in working on it and didn't know how to get the AI to do this without potentially breaking things
Viceroy 9 Jun @ 4:07am 
Really awesome man. Is there a way to make the emission zombify the AI? And to force the AI to seek shelter?
TheTimidShade  [author] 14 May @ 1:16am 
@Dahl The lightning bolt options will cause the storm to strike the vehicle with lightning when the emission wave touches the vehicle which will instantly destroy the vehicle and kill the crew. The engine on option means that it will only do the lightning bolt if the vehicle engine is turned on, so if the player or AI stops the engine during the storm they won't be destroyed
Dahl 13 May @ 11:18am 
Amazing mod, one question, I'm looking through the mod options and I saw two selections that use the term "bolt" in relation to vehicles, specifically when it comes to the engine being on for grounded vehicles and aircraft. I just wanted to know what exactly this means, cause my interpretation is that the AI controlled vehicle/aircraft attempts to leave the area, and becomes disabled, killing the crew if they can't escape.
TheTimidShade  [author] 1 Mar @ 3:29pm 
@Nyxborne It depends on the map size, bigger maps you would need faster speed and smaller maps slower speed
AI seeking shelter could probably be added but there are two main reasons I didn't do this:
- I'm not very good at getting AI to do what I want
- It might break lots of other scripted behaviour or make AI do unintended things and I don't want to have to deal with fixing that
Nyxborne 1 Mar @ 2:02pm 
Also, you below that there is no behavior that makes AI seek cover from the Emission. Is there a way that can be added? It's kind of unrealistic that friendly and enemy AI just stand around.
Nyxborne 1 Mar @ 1:24pm 
How fast should I make the Emission Speed if I want it to hit 1 minute after the alarms sound?
TheTimidShade  [author] 10 Feb @ 12:40am 
@RectalAssassin There is no behaviour in this mod that makes AI seek cover
RectalAssassin 9 Feb @ 5:51pm 
when i played this mod in antistasi like 8 months ago, the AI used to run for cover during emissions, but now they do not. is there a setting to change or is it something antistasi side?
Pol 23 Nov, 2024 @ 4:21pm 
Will the AI ever try to flee from the emission? Playing Antistasi and I don't wanna have to move them back and forth.
Cade1op 11 Nov, 2024 @ 12:19pm 
thats fine, completely understandable lol
TheTimidShade  [author] 11 Nov, 2024 @ 12:30am 
@Cade1op I'm not sure how to do that sorry
Cade1op 10 Nov, 2024 @ 8:08pm 
hey would it be possible to make this cause radios from TFAR, to cut out and go static-y? if not, cheers, i understand!
UselessFodder 21 Oct, 2024 @ 7:13am 
Thanks for this awesome mod. Just added support for it in my Dynamic Horror Op mission generator. The blowouts are perfect to scare the s**t out of players trying to dodge zombies and other unholy creatures https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3064136265
TheTimidShade  [author] 9 Sep, 2024 @ 2:43am 
@Olothelge Not at the moment no, although you could modify the script to spawn zombies when the units are killed. It's something I tried a while back but there's quite a few different zombie mods and if lots of units are killed by the emission it will spawn lots of zombies which could be quite laggy
Olothelge 8 Sep, 2024 @ 2:34pm 
Is there a way to make everyone killed by the emission turn into a zombie?
TheTimidShade  [author] 24 Jun, 2024 @ 5:36am 
@Dr.Arxangel Thanks, I'll take a look
Dr.Arxangel 24 Jun, 2024 @ 4:55am 
@TheTimidShade, I saw (GitHub) Ai states (move,target and others) in code. As I know, ai in antithesis uses waypoints(search and destroy, move, patrol and some others ) Im not a coder, maybe this is problem.:hardhat:
Dr.Arxangel 24 Jun, 2024 @ 4:43am 
@TheTimidShade, here’s link for collection https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3033192423
(u can launch local server from main menu to test) idk what the problem, seems heavy load scripts/Ai conflict with emission. But at the start - all good
Dr.Arxangel 24 Jun, 2024 @ 4:40am 
@TheTimidShade, antistasi(ultimate mod workshop name) with your mod. I can configure in mod settings min/max time for emission start and disable/enable effect for players and AI.
I can start emission manually via Zeus or just wait 30-60min for automatically start.

Emission works correctly at the start, but after 30 mins (example), emissions ignoring AI and sometimes players too.

Maybe problem with Ai (CPU maybe) heavy load on dedicated server.
TheTimidShade  [author] 24 Jun, 2024 @ 2:16am 
@Dr.Arxangel I've heard a lot of people talk about using this mod in Antistasi. Is there a specific STALKER themed workshop mission that people are playing or are you just playing it on standard Antistasi with the mod enabled and activating emissions etc in Zeus?
Dr.Arxangel 23 Jun, 2024 @ 1:08pm 
Thank u for great mod! But it works strange on ANTISTASI.
Ai doesn't want to die when the setting is enabled :/
Idk what the problem
TheTimidShade  [author] 13 Jun, 2024 @ 6:45pm 
@Venom You would need to edit either fn_waveEffect.sqf or fn_waveEffectMapSweeper.sqf depending on what type of emission you are using, and you would have to use the script version to do this instead of the mod version
The 'drop' command parameters are what you want to change
Venom 10 Jun, 2024 @ 5:26am 
@TheTimidShade Hey there Timid, Love the script quick question, I havent looked into the script yet thought it was worth an ask before hand, Is there an easy way to be able to change the color of the wave?? if so you able to point me to it to help out?
Jowen 6 Apr, 2024 @ 11:54am 
@TheTimidShade Ok, will take a look ! Thank you for your answer !
TheTimidShade  [author] 4 Apr, 2024 @ 3:56pm 
@Jowen Yes, to do this you would just need to check the value of the tts_emission_progressState variable in a script and use that to kill players who are not wearing a gas mask.
Jowen 4 Apr, 2024 @ 9:34am 
Hi, thanks for the mod. I use it in an Antistasi STALKER mod. But I have a question/Request. It seems that the Gas mask are useless in general, I would like to know if it is possible to make the gas mask mandatory for X minutes after an emission, otherwise, players without mask would be considered irradiated and then be killed ?

Thanks !
TheTimidShade  [author] 16 Mar, 2024 @ 7:54pm 
@Dive That's very odd, is it possible you could send me the mission file where this was happening via my Discord? None of the scripts should do anything without the modules
Dive 16 Mar, 2024 @ 6:36pm 
The blowout is freaking epic! The sounds, the lights, the wave etc are really cool.
Unfortunately I ran into an issue when hosting a stalker themed zeus mission on a dedicated server. Despite me not having placed any of the 3 zeus modules, random emissions started happening. Like literally they came out of nowhere and kept happening every half an hour or so. I made sure there was no module placed in Eden and we also tried restarting the mission but it did not help - the emissions kept on coming uninvited.
TheTimidShade  [author] 5 Feb, 2024 @ 2:06am 
@Chief Smackahoe You either need to edit the mission file to configure the script to use the settings you want or set the settings in Zeus whenever you start the mission
Chief Smackahoe 4 Feb, 2024 @ 5:54pm 
how do i edit the storm in antistasi? I want it to not kill me and infect enemy ai
Icarus 10 Nov, 2023 @ 8:21pm 
Super good mod tbh. Really nice for Stalker Antistasi.

No clue if you are up 2 making new mods, but a Hl2 portal storm mod would be wild. Something like this, but it spawns in Xen stuff like Headcrabs.
MetalMerc7 1 Oct, 2023 @ 11:18am 
Might need some type of script or ai addon to make the ai seek shelter as aswell
20 Sep, 2023 @ 9:27am 
fair warning for audiophiles, this has plenty of cracks and pops in the sound
Silence 19 Sep, 2023 @ 3:45pm 
Regarding the zombie suggestion I saw in the comments for webknights zombies

This code loads the zombie AI/anims onto a unit:
[_target, _zombieType] call WBK_LoadAIThroughEden;

_zombieType being:
1 - Crawler
2 - Walker
3 - Shambler
4 - Runner (Calm)
5 - Runner (Angry)
6 - Triggerman
7 - Corrupted Body
8 - Melee Zombie
Though realistically you would only want to be using walker or shambler (I think, I don't really know stalker)

Beware that this function does modify the loadout, from my testing it only removes the weapon and facewear/headwear depending on the face chosen.
TheTimidShade  [author] 6 Apr, 2023 @ 5:08am 
@Blowout I think its a neat idea and I have thought about trying to improve some of the effects in the script but the time I want to spend working on Arma stuff is mostly on new things I am working on and not updating older scripts I am pretty satisfied with
Depressiver Wahnsinn 6 Apr, 2023 @ 4:58am 
In any case, I would have tweaked it and done it myself if a) I had the strength to understand the Arma 3 code and b) if I wasn't suffering from depression. As it is, I'm only offering ideas, in an attempt to justify myself to depression, that I don't insist on my idealism and don't diminish the author's work, as many trolls do. The effect of low self-esteem and the feeling that I am parasitizing society's labor.
Depressiver Wahnsinn 6 Apr, 2023 @ 4:55am 
@TheTimidShade No, the point was not to enhance the effect, but to change its design. That is, for example, those effects that are used in "Fire support +" when spawning a nuclear blast effect cause a brief flash. And this effect just could be used, if you spam over the player, for example, 1 km this thing, but without the yellowish residue, which would be at the spawning of the nuclear blast effect. In general, what do you think about it? I just manually spawn the nuclear blast effect on the side where the wave is coming from, calculating the "blowout impact" timing.
TheTimidShade  [author] 6 Apr, 2023 @ 4:49am 
@Blowout Yep, if it's bright at all it reduces the effects a lot
The demo video above I'm pretty sure I recorded during the day with overcast but it might also vary per map and it's been a while since I worked on it
If you download the script version you can edit the effects to make them stronger if you like but I didn't want to go overkill on my version
Depressiver Wahnsinn 6 Apr, 2023 @ 4:45am 
@TheTimidShade The paradox is that even when it is 100% cloudy, I don't even have a light glow... It only shows up in the early morning or late evening.
TheTimidShade  [author] 6 Apr, 2023 @ 4:43am 
@Blowout I tried my best to get the effects to look alright during the day but lights just really do not do much at all in A3 in bright daylight, having more clouds/overcast helps it show up better
It's also not possible to change the skybox via script that I am aware of so you can't have the pretty glowing sky like in the original game
Depressiver Wahnsinn 6 Apr, 2023 @ 3:23am 
Comrade, is it possible to make the flash (impact) from the ejection bright even during the day? Suppose that there was a bright glow spreading across the sky, as it happens in Stalker? Also flashes from thunderstorms would be better to enhance, because in the daytime there is no flash from Impact, nor from thunderstorms. And in addition, when the wave is close, the red filter with contrast is not enough, and it is weak somehow hits.

Actually, can you enhance these effects to make it all look especially large-scale? Because I have to use nuclear blast effects to add thunderstorm flashes and blowout impact.
Wolfgang 12 Jan, 2023 @ 6:12pm 
Beautiful.
TheTimidShade  [author] 8 Nov, 2022 @ 5:37pm 
@Dick Kickem This version has to be loaded on all connected clients and the server, there is a different version you can install in a mission file which does not require the players or the server to load the mod. You can find instructions for how to use that version by clicking the 'script version' link in the second paragraph on this page.
Dante from Devil May Cry™ 8 Nov, 2022 @ 3:25am 
Does this work client-side or does it have to be loaded on both client and server?
TheTimidShade  [author] 7 Sep, 2022 @ 8:32pm 
No problem, glad you got it working :)
Øperador Geoffry [Hk] 7 Sep, 2022 @ 8:28pm 
Sorry Autor, i fixed with ajusting the wave speed to 230:cta_emo8:
TheTimidShade  [author] 7 Sep, 2022 @ 8:24pm 
@Geoffry [Hk] Could you please send me a link to the map so I can try it myself
If the map is very large it could just be that the emission is taking a while to cross it
You can adjust the speed of the emission using the settings to make it cover large maps faster
Øperador Geoffry [Hk] 7 Sep, 2022 @ 7:24pm 
The emission is bugged on the Chernobyl Zone map, where it's taking time to get to
TheTimidShade  [author] 19 Aug, 2022 @ 3:54am 
@Otto The Enclave Trap I had a look at the mod and I have absolutely no idea how to do this. Seems like the entire mod is inside a single script and I don't really have the time to look through it all to figure out which part does what. If anyone knows how units are converted to zombies in the mod I would be willing to look into it.