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  1. aussie battler

    [RELEASE] Anomaly & Creatures Pack by Alias

    Anomaly & Creatures Pack by Alias modified for Arma3 Exile by @aussie battler If you like this script please support Alias: Become a Patron https://www.patreon.com/aliascartoons Donate a dollar or two to Alias & keep more mods coming https://goo.gl/ySqv9q Original scripts can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1123074587 Shout out to @kuplion who gave me the idea to add random objects & smoke into these missions. About this script: The script places random ToXic field missions on any map with soldiers & anomaly creatures protecting a loot crate. The four creatures are Farty, STRIGOI, Sparky & the Screamer. All creatures can be destroyed with explosives, under-barrel launchers or grenades. It is very easy to install. Farty is a smelly green slug creature that appears from the ground to spit toXic goo on it's enemies. https://goo.gl/FSK7WV Sparky is at every mission protecting the loot crate. It creates electrical shock waves when someone comes to collect the reward. https://goo.gl/zmJrnL The Screamer is an ancient statue that screams sonic waves at it's enemies. https://goo.gl/Pw6KuQ STRIGOI a spectre that runs at lightening speeds with the abilty to jump into tree tops for cover. https://goo.gl/cEZcp6 Flamer a fire demon that shoots fire balls and sets the ground of it's enemies on fire. https://goo.gl/ZKM1CH The soldiers guarding the mission include up to 4 guards, two static guns and an armed vehicle. The loot in the crate includes a variety of Exile items plus $500 to $20000 poptabs. Requirements You must have Exile, Dms & Occupation installed for this to work. Exile http://www.exilemod.com/downloads/ Exile Dms mission System by @Defent: https://goo.gl/R8xjns Exile Occupation by @second_coming: https://goo.gl/YJjKjW Edit files with https://notepad-plus-plus.org/download/v7.5.6.html Install Download & instructions here: https://github.com/aussie-battler/Alias-Anomaly-Creatures Exile mission file - Unpack your mission file and drop the folders Al_Farty, Al_screamer, Al_spark & sound in your mission default directory. Edit your description.ext and and add the following: If you already have a class CfgSounds just add these lines to it: Repack your mission file & that bit is done. a3_exile_occupation - Open @ExileServer\addons\a3_exile_occupation\config.sqf and: Just below"SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes. Paste in the Fart Setup (ToXic Slug), Screamer Setup & Spectre Setup (Strigoi) code. Turn off Anomalies by setting the first line in each section to false. You can also configure each anomaly to your liking. Change the loot gear by searching for SC_LootCrateItems, here is mine: Drop the files deleteMapMarkers.sqf, occupationFarty.sqf, occupationScreamer.sqf, occupationFlamer, startOccupation.sqf into your @ExileServer\addons\a3_exile_occupation\scripts folder. Add this to your mission's initserver: JOB DONE, sit back and have a beer. Optional Mods Change the soldier's uniform in occupationFarty.sqf & occupationScreamer.sqf Add a weed crop by uncommenting CUP_A2_p_fiberplant_ep1 in occupationFarty.sqf & occupationScreamer.sqf Harvest the weed adding this cool script by @GolovaRaoul http://www.exilemod.com/topic/24426-harvest-weed/ Change the loot $$cash$$ amount search for: in occupationFarty.sqf & occupationScreamer.sqf I have shown an example in initserver.sqf of how to start the missions at night. UPDATES: 25.05.18 + Thanks to @VipWip we now have no spamming in the logs. You will need to update your screamer file here: https://github.com/aussie-battler/Alias-Anomaly-Creatures/blob/master/Exile.Mission/AL_screamer/screamer.sqf + Sparky now deals damage, you need to update this file: https://github.com/aussie-battler/Alias-Anomaly-Creatures/blob/master/Exile.Mission/AL_spark/al_orb_move.sqf + Make a Radiation Field at the mission. Thanks to the idea from @ItsDutch you can now make the ToXic field a radiation zone. You will need to wear a gas mask to enter the zone. 1. @ExileServer_Lingor\addons\a3_exile_occupation\scripts\occupationFarty.sqf change lines 43 to 50: 2. @ExileServer_Lingor\addons\a3_exile_occupation\scripts\occupationScreamer.sqf change lines 43 to 50: 3. In Exile.mission\config.cpp UPDATE 30.05.18 Added a new Alias Anomaly, Strigoi. Added a the ability to turn Anomalies on/off in @ExileServer\addons\a3_exile_occupation\config.sqf Cleaned up the sound folder so you can delete sounds to Anomalies that you don't want to use. Made it easier to see which anomaly is loading up in the logs. Sparky now deals damage, players can wear / have a protective item to avoid it. The protection is defined in Exile.Mission\\AL_spark\al_orb_move.sqf in line 6: obj_prot_sparky = "H_PilotHelmetFighter_B"; // I set it to the helmet worn by the mission ai. Thanks to Alias for sharing his Anomaly scripts. https://www.youtube.com/user/aliascartoons Update 5.06.18 Configured an easy setup for each Anomaly in: @ExileServer\addons\a3_exile_occupation\config.sqf Added toast success hint at the end of each misison. Configure it here: @ExileServer\addons\a3_exile_occupation\scripts\deleteMapMarkers.sqf Anomalies wont depawn when the map marker deletes (except for Farty). I extended the player detection range for Farty so you can't run in & delete the map marker (removing the Farty Slug). Updates 26.11.18 Randomly spawn one of the Anomaly missons on each server restart found in: @ExileServer\addons\a3_exile_occupation\startOccupation.sqf Added toast messages at the start of each misison. Configure it here: @ExileServer\addons\a3_exile_occupation\scripts occupationFarty.sqf, occupationFlamer.sqf, occupationScreamer.sqf, occupationSpectre.sqf. Changed the sparky code to deal damage if you dont wear the protective helmet. Added the Flamer mission.
  2. Hello everybody. I just started doing scripts and some things I do not understand . Prompt solution. Anomalies of the stalker is a fantastic phenomenon is fairly well described in the literature. They should appear after each blowout in a chaotic manner . To achieve this, I need to move them from mission.sqf ( where I have them spawn through the sensor ) on the trigger in the script (anomaly.sqf) where I can create random choice of coordinates and associate them with blowout. My problem: Trigger on mission.sqf work good but not random.. class Item4 { position[]={2909.41,0,18351.6}; // point 10m around Altis Airport safe zone a=10; b=10; angle=14.143009; activationBy="ANY"; interruptable=1; age="UNKNOWN"; expCond="true"; expActiv="XC=[thistrigger,10]execvm ""EQP_Anomaly\fluff.sqf"""; class Effects { }; }; another trigger in anomaly.sqf _anomalycoord = [ [[14514.4,17005.1,0],25,'Gravi',true], // Set Anomaly Coord [[23393.9,24411.1,0],25,'Meat',true],// Unit 2 EQP_Anomaly Quest in East Tradezone [[2909.41,18351.6,0],25,'Fluff',true]// Unit 3 EQP_Anomaly Quest in West Tradezone ]; _maptext = "Аномальная активность"; _mapcolor = "ColorRed"; if (isServer) exitWith { { _center = _x select 0; // coords _radius = _x select 1; // radius need for some marker _name = _x select 2; // name of npc _lsign = _x select 3; // true/false on /off personal marker if (_lSign) then { if (USE_MARKER) then { // USE_MARKER on globalmap = TRUE/FALSE ON/OFF _marker = createMarker [format["QuestNPC:%1", _name], _center]; _marker setMarkerType "selector_selectedMission"; // Marker type _marker setMarkerText _maptext; // Text on map _marker setMarkerColor _mapcolor; // Marker color _anm = createTrigger ["EmptyDetector", _center, true]; _anm setTriggerArea [_radius, _radius, 0, false]; _anm triggerAttachVehicle [player]; _anm setTriggerActivation ["GUER", "PRESENT", true]; _anm setTriggerStatements ["this", "nul = execvm 'EQP_Anomaly\jarka.sqf'",""]; }; }; } forEach _anomalycoord ; }; not work... where is the mistake
  3. [RELEASED 2.0 ] (01.03.2016) WARNING!!!!!! 1. This project tested on vanila Exilemode without Battleye filters and in Kally infistarmod... all worked good!!! if you using Battleye and ifistar you need setup it and make filter for you. 2. This code using class CfgSounds and RscTitles in EQP_anmMedia.hpp change it if you using this config another mods..!!!! 3. Particle animation and this code is copyrighted , it can be used freely only with the mod Exile. Do not modify! No modifications in their use! Author animation: olke aka vitacite 2014-2015 , Author script code: SteelRat & olke aka vitacite 2016 INSTALL: 1. Download and copy EQP_Anomaly unpack in for you mission folder... 2. change... you mission folder init bottom description.ext -> #include "EQP_Anomaly\EQP_anmmedia.hpp" top init.sqf -> [] execVM 'EQP_Anomaly\EQP_zonespawn.sqf'; bottom initPlayerLocal.sqf -> [] execVM 'EQP_Anomaly\EQP_Hazard.sqf'; [] execVM 'EQP_Anomaly\EQP_gazMask.sqf'; 3. Know problems ... if you restart you server or players exit step quest dropped... need save in base.. Project github NEW: 1. Fully customizable anomaly zone, spawn radioactive wrack and waste in center, spawn damaged two fased anomaly, and warning sign.... customize it in EQP_zonespawn.sqf 2. Protect suite (gazmask with GUI for gazmask class and antiradiation set 'H_PilotHelmetFighter_O' and 'U_O_CombatUniform_ocamo' customize it in EQP_Hazard.sqf and EQP_gazMask.sqf 3. Media - ogg sound for anomaly, gazmask and geiger... paa - gazmask gui and sing warning... 4. No download any mods, no server files all work in mission folder... 5. Roleplay quest npc with prize - gazmask and protect cloth, reputation and money (using Enigma_Exile_Custom.pbo for save in database money and reputation) 6. Taken from the current server as is. Claims will only be accepted for use in the form of your additions to the code....