Arma 3
Diwako's STALKER-like anomalies rework
194 Comments
orion♪ 30 Jun @ 11:24am 
That's a good point too! However, the game master module was set up properly for me & all other addons were showing up properly - I set it up myself. The issue was resolved, on the same exact mission, for me, by adding that launch option and moving my own profiles over to the same installation folder as arma 3 is usually again. No other tinkering was done besides that. Not sure why that fixed it for me, honestly!
diwako  [author] 30 Jun @ 2:34am 
Sorry for the late reply. I was traveling the last few days.

The Zen modules should show up if the game master module in 3den is set to include things from addons not present in the mission.

If you use a mod, script or mission that just creates the zeus interface for your, then you will need to check those to include addons not present in the mission
orion♪ 29 Jun @ 10:25pm 
figured out the problem with ZEN... added the launch option -profiles=Profile preceded by the location of my arma installation files and all of a sudden all of the ZEN scripts that i had been missing now appeared in my zeus menu. for some reason not having your player profiles saved to the main arma 3 installation file (which for me was on the d drive, while my profiles were on the C drive, specifically microsoft one drive) prevented the game from loading the options
Viceroy 28 Jun @ 3:00pm 
So cool man. I am making a mod that extensively uses this - a STALKER A-life type deal.
orion♪ 27 Jun @ 8:16pm 
ive got zeus enhanced & back up puddles on june 22nd - not seeing anything related to this mod
diwako  [author] 23 Jun @ 12:02am 
you need to load the mod Zeus enhanced
puddles 22 Jun @ 3:31pm 
I can't find anything related to the mod in the Zeus directory, including modules
diwako  [author] 22 Jun @ 1:39pm 
Update released. Added Razor anomaly
we have it working for now, i will keep you updated on troubleshooting if it occurs, thankyou for quick response and support :)
diwako  [author] 7 Jun @ 1:30pm 
Glad to hear. Just saying once more. I do not know why it is crashing for the both of you, i would require to take a look at the latest RPT file after it crashed.
These/Those Square Nuts 7 Jun @ 1:06pm 
we really do appreciate your help, we wouldnt be having as much fun if it werent for peeps like you making great mods like this.
diwako  [author] 7 Jun @ 12:50pm 
@Pissing for Everton right now
can you take a look into the latest RPT file when it happens? Maybe there is some clue. Right now I do not know how ot help other than ask for this file. The mod + ace + cba + a bunch of other mods i have for testing works fine on my end. so i am unsure here.

@These/Those Square Nuts
Same goes to you then. It is a bit hard to take a stab into the dark here.
These/Those Square Nuts 7 Jun @ 12:48pm 
so if you couldnt already guess me and the piss guy are buds. apparently it makes it crash very frequently when we launch the game. we only got it to work by unloading all mods and loading them again until we were lucky enough for it to not crash.
@diwako , i repaired all my mods, i do have over 20 mods installed that might be conflicting, but when i remove this mod it starts fine
diwako  [author] 7 Jun @ 12:39pm 
@Pissing for Everton right now
Try to repair the mods you are loading. I just tried this locally with just cba and this mod loaded and that works just fine.
diwako  [author] 7 Jun @ 12:32pm 
@These/Those Square Nuts
Hey can you describe the issues in more detail? What is happening, any errors?

@Pissing for Everton right now
It crashes just by starting the game with this mod and cba?
These/Those Square Nuts 7 Jun @ 12:20pm 
Howdy, since you updated the mod its caused issues with a antistasi ultimate campaign me and a few friends of mine have been doing. is there any way to fix this? or perhaps a way for us to roll back to the previous version of the mod?
i have updated this mod and it it now my arma 3 wont launch with this mod on, when i remove this and my other cba_a3 mods arma 3 works, any help?
diwako  [author] 7 Jun @ 8:38am 
Small update released

Some fixes and adjustments
diwako  [author] 6 Jun @ 4:03pm 
That depends on the map, really. The blowout code just sets the volume of rain not the type. So, if the map itself has snow as its rain type, then it would snow after a blowout.
mrgreenrg 6 Jun @ 3:46pm 
Of course, I understand that I'm in trouble with my head. But is there a way to cause snow after a "blowout" instead of rain?
Steele 4 Jun @ 3:55pm 
Doh! of course, thanks for quick reply mate :steamthumbsup:
diwako  [author] 4 Jun @ 3:36pm 
Setting the unit to be invulnerable (disabling damage) or just setting the "anomaly_ignore" variable on the unit will make an anomaly ignore or not damage a unit then.

https://github.com/diwako/stalker_anomalies/wiki/Functions-and-Variables#anomaly_ignore
Steele 4 Jun @ 3:19pm 
Love this so much!
Is there a way to make certain units immune to the effect of the anomalies either as a whole or individual anomaly types. I know I can do the Fog with a mask, just wondering about the others? (as there doesn't seem to be info in the wiki)
diwako  [author] 2 Jun @ 4:07am 
That is very much up to the antistasi ultimate devs. I basically just provide the tools.Tho i have already basically contacted them through their discord server just to inform about both the blowout module (or just which function to call, really) and the dynamic anomaly spawning system.
Franky Dank 2 Jun @ 3:11am 
Yeah I'm trying to figure out how to use it lol, would just be a bit easier for getting antistasi running as it doesn't sound like they'll be switching over to your version any time soon even though it's much better than the alternative imo
diwako  [author] 1 Jun @ 8:43am 
it is an 3den module
Franky Dank 1 Jun @ 7:56am 
The new random anomalies system is fantastic but I can't see the option for random blowouts in the in-mission CBA settings, would you consider adding it in there or zeus if it's not too much trouble?
Trey 1 Jun @ 7:04am 
Thanks a ton man!
diwako  [author] 1 Jun @ 2:02am 
New update.

Added systems for random blowout events and a system to add anomalies across the whole map
diwako  [author] 30 May @ 11:45pm 
I am considering an 3den module for that then. For zeus there is still the dedicated blowout module.
Trey 30 May @ 10:07am 
in relation to what @Glendering was saying with antistasi, could it be possible to add a system for random emissions? I have no experience with scripting and tbh i think the TTS emissions look and play really jank
diwako  [author] 12 Mar @ 2:38am 
Being thrown on the ground only happens if you are not in shelter. There is a scroll wheel action to check if you "feel safe", or an ace interaction instead if you have ace loaded. You can also always use the isInShelter function to check through the debug console
https://github.com/diwako/stalker_anomalies/wiki/Functions-and-Variables#isinshelter
Glendening 11 Mar @ 7:11pm 
Related to stage 4 of the blowout.
If I am indoors, I should not get thrown to the ground? Or is it just that I won't die? I ask because when testing it, I was thrown to the ground while indoors. Though I had it set to non lethal so I didn't know if it was deadly or not. Guess I can go test that now.
diwako  [author] 10 Mar @ 12:18am 
Possible, might put it onto the list. GH issues would be preferred for safe keeping.

If you need something like that earlier, there is an api for the blowout using CBA events. Detailed here:
https://github.com/diwako/stalker_anomalies/wiki/CBA-events-for-mission-makers#blowoutstage

TLDR, set the blowout to non lethal, use the event with stage 4 as given parameter, wait 10 seconds, check if they are indoors and if not, knock them out with what ever medical system you are using.
Glendening 10 Mar @ 12:07am 
Reasonable. My next question is a feature request. The TTS emissions mod allows, rather than just lethal or non, a knock out option for players and AI. Would that be something possible to throw on the low priority list of enhancements?
diwako  [author] 10 Mar @ 12:05am 
In this case, yes. Tho that is a fairly simple loop logic then. Min time to wait, max time to wait, some random command in between and done.
Glendening 10 Mar @ 12:01am 
Right. So I would need to write my own timer to call that script based on whatever my timing settings are?
diwako  [author] 9 Mar @ 11:59pm 
There is no system for random emissions in this mod, tho there is an API to create an emission when ever you want.

https://github.com/diwako/stalker_anomalies/wiki/Blowout-Emission#scripting
Glendening 9 Mar @ 9:40pm 
Hey Diwako. Question related to Antistasi. Currently they use TTS Emissions for their STALKER mod set. Looking at the code on github, TTS allows a "simple" call for random emissions between x and y time in minutes. Do the emissions from this mod have a similar call?
diwako  [author] 9 Mar @ 3:40pm 
Sadly same answer as before. I do not have the knowledge to port them over to arma. Artifacts also need animations, special effects and shaders.

Making a model is a start, but then the porting to arma is the next thing.If you are passionate about modeling some artifacts, sure. I just cannot promise anything really.
diwako  [author] 9 Mar @ 5:51am 
Probably.
Hawkins 9 Mar @ 5:29am 
Does this work for the Antistasi Gamemode?
Anatoly Ilyushin 7 Mar @ 8:43am 
It's a shame, because I'm not very good at it myself. Anyway, we will wait for new and interesting anomalies. Take care.
diwako  [author] 7 Mar @ 8:42am 
You see, I do not really model myself nor know that much about porting them to arma. Even if I had bought assets, i would not get them ingame by myself.
Anatoly Ilyushin 7 Mar @ 8:35am 
As someone who uses your mod, I would really like to see artifacts in your mod, but there is one but. I am not a programmer, but if such a possibility is provided, I could buy a ready-made artifact model at your discretion.
diwako  [author] 7 Mar @ 8:24am 
Only if someone can make me some models.
Anatoly Ilyushin 7 Mar @ 8:20am 
Hello, do you plan to add artifacts as scenery to interact with when exploring anomalies?
Jimmy_boi 3 Mar @ 12:54am 
Easier than i thought xD and there is information- lower= more. Is that true? doesnt 1000 mean that Field will be full of anomalies?