STALKER like anomaliesby
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.
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.
This project is aiming to be compatible with addons CBA and ACE. ACE itself is a soft requirement and is only needed for the burner anomaly right now. It should work in single and multiplayer. It tries to use as much content as vanilla offers, so this project can be implemented on mission basis and does not need any addons (besides CBA and ACE).
Anomaly detector (item requirement can be added)
It is possible to throw bolts (item requirement can be added)
System to show anomalies only around players to safe those scarce FPS
Installation / Usage:
For usage instructions and information of how to use the STALKER like anomalies please refer to the included documentation and/or example mission.
Some more anomalies
Handling for anything dropping into an anomaly that is not human
License / Disclaimer:
Copyright 2017 diwako
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Exception to the above license:
You are not allowed to use these scripts on any monetised server which offers services or rewards in exchange of real life currency.
-Gib effect has now surface collision
-Detector beep speed is now more accurate
-Added support for air vehicles and objects based on class "Man"
-Anomalies can now be spawned in the air (useful to spawn them in buildings)
-Switched from addAction to CBAs persisten player actions, which means CBA will handle readding the actino to players after resapawn
-Added function to create a randomized anomaly field. (it uses CBA_fnc_randPosArea as its core, so read up on their documentation)
-Added Debug variable which will create markers where anomalies have been created if it is set to true
-Added light when a burner anomaly has been activated
-Fixed delete function not deleting everything
-Hopefully fixed electra anomaly effects bug
-Fixed Electra damage without ACE medical enabled
-Bolt throwing has been added
-fixed actions disappearing upon respawn when not using ACE
-Added Zeus Ares/Achilles support
-Added feature to delete anomalies
-General nil exception fixes
-fixed players not taking damage without ACE medical present
-reduced cool down time for all anomalies
-added feature to check if an item is present in a units loadout (used for anomaly detector)
-anomaly detector feature can now be set up to require an item present in a units loadout. Can be set in init.sqf. empty string means no item needed.
Added a small showcase in mission file
Added vehicle support!
Fixed missing script file to spawning springboards
Vehicle support is now in! It is based on what kind of vehicle and how heavy it is.
A tracked vehicle driving into a burner will not lose its tracks, but a wheeled vehicle will. Both vehicles will take some engine damage because of the heat.
A vehicle weighing more then 10 Tons will not be thrown away by a springboad, but a lighter vehicle will.
Teleporters will only teleport vehicles weighing less then 10 Tons.
Electras will disable a vehicles engine temporary and damage the engine in the process.
Lighter vehicles will be sucked into a Meatgrinder and receive hull damage. Heavier vehicles will not be affected by the Meatgrinder.
Added Teleport anomaly
Create methods now return just created trigger
Added burner anomaly
Sprinboards now have idle sounds
Anomaly particles are now rendered according to your camera position and not your player position (for zeus and spectator support) (respawn support is still not in ¯\_(ツ)_/¯)
Some small bugfixes here and there
- BI forums