Arma 3
Anomaly Series
Beast 22 Apr, 2018 @ 9:23am
Anomaly inflict ACE Medical damage
Good afternoon Alias,
Huge fan, but I have an inquiry on the structure of your scripts. If I was to edit the damaging portion of your script to inflict quasi-random ace damage to the player instead, where would I look within the scripts?
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Showing 1-13 of 13 comments
TheDragon117 10 Jul, 2018 @ 12:52pm 
I would second this, just starting to play with them a bit, love the work done if its possible would be helpful, if you haven't had a moment to look into this I'll be happy to share what I find when I do.
Beast 10 Jul, 2018 @ 3:29pm 
so Update: a buddy of mine DID find a way to make that possible, and successfully tested it in a working mission. I did show him this post for him to decide if he would demonstrate what he did to make it possible. out of respect for him and ALIAS, i will leave that up to him.
ALIAScartoons  [developer] 27 Aug, 2018 @ 1:44pm 
@TheBeast5282
Sounds great, tell your friend he has my approval to make the ACE compatible version public via workshop as long as he credit me and he adds me as co-author, or just share his edits and i will implement them as optional feature giving credits to him, it's up to him.
Originally posted by TheBeast5282:
so Update: a buddy of mine DID find a way to make that possible, and successfully tested it in a working mission. I did show him this post for him to decide if he would demonstrate what he did to make it possible. out of respect for him and ALIAS, i will leave that up to him.

If you have any updates to this, it would be much appreciated. These scripts are amazing but it would be great if they were ACE compatible.
Beast 6 Sep, 2018 @ 1:15pm 
I will poke him now before i forget
Nillers 25 Oct, 2018 @ 4:58pm 
Any update on this?
ALIAScartoons  [developer] 3 Jul, 2019 @ 10:25am 
Check out the solution proposed on this page by a member of our community
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1395604511
A. Ares 21 Jan, 2021 @ 5:31pm 
Exactly my thoughts when I was taking a look at your "Anomalies" series @ALIAScartoons... Although the proposal that the member of your community seems that it would work! It would be amazing if you can implement a snippet or a part of code that can take a boolean variable on the params of your scripts to declare if ACE is used and if yes to use ACE medical else, to use vanilla! It will make your scripts way more usable especially since the biggest part of the community uses ACE nowadays! But again, it is up to you!

No matter what you choose to do, I thank you for your amazing scripts!

Cheers mate and keep up the awesome work!
Kyoptic 18 Jun, 2021 @ 8:19am 
Currently working on ACE compatibility for the Screamer anomaly. Promising tests so far! Yet to test with dedi or anything complicated.
Veteran 23 Nov, 2021 @ 6:59am 
Any update about ACE compatibility ?
I tried by myself the solution for STRIGOI, works fine.
Same for FARTY.
Now i'm stuck with the flamer, I have ACE damage when nearby, but I can't find the solution for the on ground fire and the blaze...
I have not start the others, I am going step by step.
I am quite new at scripting, even if I am learning fast it's still hard, any help would be much appreciated ;)
Veteran 26 Nov, 2021 @ 6:19am 
After many tests, and using the solution proposed on STRIGOI discussion, I found partial solution for some anomalies:

_selection = selectRandom ["body","head","hand_r","hand_l","leg_r","leg_l"];
[_x, 0.8, _selection, "stab"] remoteExec ["ace_medical_fnc_addDamageToUnit", _x];

Adatping the _x for each of your script. Like this, it's working on solo, hosted and dedicated.

But for now, it still not work for the ground flames of the FLAMER.

Tested for :
- FLAMER - not for ground flame
- Nuke - not radiation damage for IA inside radius after explosion
- FARTY - Ok
- Sparky - Ok
- Smuggler - Ok
- screamer - ok
- steamer - Ok
- strigoi - Ok

I will keep on your others scripts. At the end I will published a more precised file with all solutions.

After, maybe I will try to make it detect if ace is present, but for now, this is out of my skills...
A. Ares 26 Nov, 2021 @ 6:43am 
Originally posted by Veteran:
After many tests, and using the solution proposed on STRIGOI discussion, I found partial solution for some anomalies:

_selection = selectRandom ["body","head","hand_r","hand_l","leg_r","leg_l"];
[_x, 0.8, _selection, "stab"] remoteExec ["ace_medical_fnc_addDamageToUnit", _x];

Adatping the _x for each of your script. Like this, it's working on solo, hosted and dedicated.

But for now, it still not work for the ground flames of the FLAMER.

Tested for :
- FLAMER - not for ground flame
- Nuke - not radiation damage for IA inside radius after explosion
- FARTY - Ok
- Sparky - Ok
- Smuggler - Ok
- screamer - ok
- steamer - Ok
- strigoi - Ok

I will keep on your others scripts. At the end I will published a more precised file with all solutions.

After, maybe I will try to make it detect if ace is present, but for now, this is out of my skills...

Mate, thank you for that. I believe (not sure cause I haven't done any search on it) that detecting if ACE3 is loaded is not that difficult (asking around the forums or maybe a video on YouTube will help you with that). It would be really nice if you could co-operate with @ALIAScartoons for that! So, all of his scripts will be updated to include your snippet and work perfectly fine with ACE3 too!

Again, thank you for sharing your solution! Cheers!:steamthumbsup::NATO:
Veteran 26 Nov, 2021 @ 12:51pm 
Yeah, I will have a look for this ! I have already read plenty of topics ! I will keep my updates here ! Also if one day I finish the mission I want I will publish it.
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