Arma 3
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Diwako's STALKER-like anomalies
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Data Type: Mod
File Size
Posted
Updated
2.701 MB
12 May, 2018 @ 2:04am
7 Oct, 2020 @ 12:03pm
16 Change Notes ( view )

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Diwako's STALKER-like anomalies

Description
Description
This is a small side project of mine to create some anomalies like they are found in the STALKER game series. By no means are these feature complete and there are still tons of bugs. I started working on this as I noticed a lack of available addons or mods that offer anomalies, like they are found in the zone.

This project is aiming to be compatible with addons CBA and ACE. It should work in single and multiplayer. It tries to use as much content as vanilla offers, so the script only version can be implemented on mission basis and does not need any addons (besides CBA ).

Additionally a mod verison has been added which adds some items and uses CBA settings, so mission makers do not need to add the sounds and scripts to their missions. Just make sure to enable the anomalies in the CBA settings first!

Also check out BI forums thread[forums.bistudio.com]
If you like this idea and want to contribute, just do a pull request. If you want to use this in a mission, sure go ahead, but please write me in the credits.

Currently in
-Anomalies:
-Springboard
-Meatgrinder
-Electra
-Burner
-Teleport
-Fog
-Fruit Punch

-Anomaly detector (item requirement can be added)
-It is possible to throw bolts as grenade items
-System to show anomalies only around players to safe those scarce FPS
-Ares Achilles and ZEN support
-Support for ACE medical and ACE interactions
-CBA Settings support (mod version only)
-Anomaly detector and bolts "grenade" items (mod verison only)
-Anomalies place able from the editor!

Usage for mission makers
Make sure to enable the anomalies first in the Addon settings, otherwise no detector, bolt bag or the anomaly effects will work!
in Eden, go to settings -> Addon options -> select "mission" tab -> select "Diwako stalker like anomalies" -> enable checkbox called "Enable"
[_pos] call anomaly_fnc_createMeatgrinder; //Meatgrinder [_pos] call anomaly_fnc_createElectra; // Electra [_pos] call anomaly_fnc_createSpringboard; //Springboard [_pos] call anomaly_fnc_createBurner; //Burner [_pos] call anomaly_fnc_createFruitPunch; //Fruit Punch [_pos, _id] call anomaly_fnc_createTeleport //Teleport, _id is used to link teleports with matching _id's [_position(pos ATL!), _radius(number), _isRectangle(Boolean)] call anomaly_fnc_createFog // create fog anomaly [[[_pos, _radiusA, _radusB, _andlge, _isRectangle]],_howManySpringboards,_howManyElectras,_howManyBurners,_howManyMeatGrínders] call anomaly_fnc_createAnomalyField // create anomaly field with randomly placed anomalies

Special thanks
Pilotguy for the awsome art
[SeL] Belbo for bringing the scripts into mod format
Mallow for the custom made bolt model
REALM (Препод) for Russian translations and bugfixes
Necrossin for Russian translations

Please refrain form re-uploading this mod, you can create collections and server presets for your players instead.

License
Copyright 2018 diwako

This work (diwako_anomalies or the like) uses the license Arma Public License Share Alike (APL-SA)

https://www.bohemia.net/community/licenses/arma-public-license-share-alike


Copyright 2018 diwako. This item is not authorized for posting on Steam, except under the Steam account named diwako
Popular Discussions View All (2)
3
13 Dec, 2022 @ 11:40am
Removing anomaly modules
demjand
4
1 Jun @ 10:21pm
Anomalies and Dedicated Servers
Shy
419 Comments
Murphy 20 Aug @ 5:58am 
Does anybody know how this would work in antistasi?
RunForRest 19 Aug @ 5:40am 
I guess we dont get artifacts from those? They r just randomly spawned damage zones?
Mom. 1 Jun @ 10:24pm 
Hello all.
I am having an issue with the AnomalyDetector. When I join a dedicated server running this mod, I am unable to activate the detector in the context (scroll wheel) menu or by double clicking in my inventory. However, if I exit the dedicated server and go into the editor, the detector works as intended.
The CBA settings for the server are correct, I have looked, and I am the only player that is having this issue. The other players are able to interact with their detectors as intended.
Any help is appreciated.
Phenosi 25 May @ 12:58am 
@天使 enable the addon in CBA addon settings
天使 19 Mar @ 4:09pm 
I can't get it to work on a server. They just don't appear.
CosmicTM 25 Sep, 2023 @ 12:25pm 
Detector is not working
TheGreatestDerp 19 Jul, 2023 @ 2:43pm 
Hey Diwako, great mod!

But since recently whenever i use this for the Unit i am in. It causes FPS issues after like an hour with more than 2-3 people untill the fps basically runs on 1 fps for everyone making the OP completly unplayable. THey cna relog and it will be solved for 20-30 mins before they run back on 1 fps.

Do you maybe know why?
Juan Cenar-OD 22 Jun, 2023 @ 3:07am 
Hey mate, first of all really nice work on the anomalies! Cant seem to get the detector working in the MP tho, any tips? The detector seems to shut down on its own when I get out off the inventory. Any key bind to activate it manually? Not using ACE atm
A. Ares 16 Mar, 2023 @ 9:39am 
Well... @An Elaborate Ruse mate, I will give this a try! Thank you for this idea! :) I will let you know if it works! :)
An Elaborate Ruse 16 Mar, 2023 @ 8:57am 
@Ky You can use setPos in the module init to change it's position before you spawn
e.g. "modulevariblename setPos [0,0,0];"