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EQP_Anomaly (S.T.A.L.K.E.R.E.D) ver 2.0. [RELEASED] 01.03.2016
olke replied to olke's topic in Scripts
old theme of the previous version of the script..- 66 replies
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EQP_Anomaly (S.T.A.L.K.E.R.E.D) ver 2.0. [RELEASED] 01.03.2016
olke replied to olke's topic in Scripts
Hey. Work on the script arose because I disappeared for work , but returned . Now I plan to do a quest to plug exile modes. Which will include not only code , but also new models quest characters, new quest items , and a new code in the server-side and animations and put as additional modes. Unfortunately arma3 complete shit : 0 Laid script by the way works for me without problems .- 66 replies
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EQP_Anomaly (S.T.A.L.K.E.R.E.D) ver 2.0. [RELEASED] 01.03.2016
olke replied to olke's topic in Scripts
hm on 0.9.6. Namalsk all work good... check you rpt log files... client and server side- 66 replies
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EQP_Anomaly (S.T.A.L.K.E.R.E.D) ver 2.0. [RELEASED] 01.03.2016
olke replied to olke's topic in Scripts
My script tested on vanilla Arma3 and vanilla Exilemod without Battleye filters. All work.. For run with "Advanced Banking" need check config option as: class CfgSounds { sounds[]={}; class gazmask { name = "gazmask"; sound[] = {"EQP_Anomaly\ogg\gazmask.ogg", 2, 1}; titles[]={}; }; class anm { name = "anm"; sound[] = {"EQP_Anomaly\ogg\anm.ogg", 1, 1}; titles[] = {}; }; class geiger { name = "geiger"; sound[] = {"EQP_Anomaly\ogg\geiger.ogg", db-10, 1.0}; titles[] = {}; }; class electro { name = "electro"; sound[] = {"EQP_Anomaly\ogg\electro.ogg", db-10, 1.0}; titles[] = {}; }; }; class RscTitles { class gazmask { idd = -1; movingEnable = 0; duration = 10000; fadein = 0; fadeout = 0; name="gazmask"; controls[]={"gazmask"}; class gazmask { x=safeZoneX; y=safeZoneY; w=safeZoneW; h=safeZoneH; text="EQP_Anomaly\paa\gazmask2.paa"; sizeEx = 1; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="PuristaLight"; }; }; }; cfgSounds and RscTittles can be duplicated in Advanced banking... You need combine classes within one rscTitles and cfgSounds that for Advanced Banking, that for any other mods.- 66 replies
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EQP_Anomaly (S.T.A.L.K.E.R.E.D) ver 2.0. [RELEASED] 01.03.2016
olke replied to olke's topic in Scripts
EQP_zonespawn.sqf -> settings anomaly zone spawn, quest npc spawn, warning table spawn, wreck and radioactive waste spawn, on/off markers on map. EQP_gazMask.sqf - gasmask GUI EQP_Hazard.sqf - radioactive wreck array, radiation damage, anitrad-suit array настройки, geger speceffects... EQP_anmMedia.hpp - ...class CfgSounds and class RscTitles EQP_anmDetector.sqf и EQP_TriggerClient.sqf anomaly check and damage anomalyIdle.sqf, electra.sqf, fluff.sqf, gravi.sqf, jarka.sqf, meat.sqf... - particle animation anomaly EQP_QuestDetect.sqf - settings quest item, quest text, quest logic.... EQP_quest.sqf - check quest step, questitem and take prize (money, reputation, items for quest) ../ogg anm.ogg - anomaly sound gazmask.ogg - gazmask sound geiger.ogg - gegersound ../paa - gazmask2.paaGUI gazmask gui sign_warning.paa - warning sign texture- 66 replies
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EQP_Anomaly (S.T.A.L.K.E.R.E.D) ver 2.0. [RELEASED] 01.03.2016
olke replied to olke's topic in Scripts
in EQP_zonespawn.sqf _useAnmzone = true/false use anomalyzone if false anomaly zone not spawn _useGarbage = true/false create garbaje area in center anomaly zone _useMarker = true/false create quest marker for stuppid playes on map and arrow above npc head _useDebug = true/false use debugmod _anmnumbers = 15 anomaly number on zone... (random spawn) _spawnCenter = [[23538.9,18636.4,0],[x.y.z],[x1.y1.z1]; (center anomaly zone ... _min = 10 minimum meters anomaly spawn _max = 250 maximum meters anomaly spawn _rad = (_max*2) /anomaly zone radius for table spawn _mindist = 1 /meters spawn anomaly vs object _water = 0 /not waters spawn anomaly _shoremode = 0 / not shorespawn anomaly _questmancoord = [ ['C_Nikos',[14642.1,16888.2,0],135,'Basil_Obukhov'], // Format ['Modelname',[x,z,y],setdir,'Questman name'] Start EQP_Anomaly Quest in South Aero ['C_man_p_beggar_F_euro',[23332.1,24165.4,0],135,'Ivan_Demidov'], // Format ['Modelname',[x,z,y],setdir,'Questman name'] Unit 2 EQP_Anomaly Quest in East Tradezone ['B_Soldier_F',[3031.86,18148.8,0],310,'Boris_Britva'] // Format ['Modelname',[x,z,y],setdir,'Questman name'] Unit 3 EQP_Anomaly Quest in West Tradezone ]; _mapcolor = 'ColorRed' - color for mapmarkers- 66 replies
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EQP_Anomaly (S.T.A.L.K.E.R.E.D) ver 2.0. [RELEASED] 01.03.2016
olke replied to olke's topic in Scripts
Russian help and file see -> exilemod.ru- 66 replies
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EQP_Anomaly (S.T.A.L.K.E.R.E.D) ver 2.0. [RELEASED] 01.03.2016
olke replied to olke's topic in Scripts
RELISED 2.0. check GitHUB. Topic updated...- 66 replies
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EQP_Anomaly (S.T.A.L.K.E.R.E.D) ver 2.0. [RELEASED] 01.03.2016
olke replied to olke's topic in Scripts
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EQP_Anomaly (S.T.A.L.K.E.R.E.D) ver 2.0. [RELEASED] 01.03.2016
olke replied to olke's topic in Scripts
check space, in you scripts, something wrong, i post scripts on work server.- 66 replies
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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
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EQP_Anomaly (S.T.A.L.K.E.R.E.D) ver 2.0. [RELEASED] 01.03.2016
olke replied to olke's topic in Scripts
For russian use only RUS mission translate- 66 replies
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EQP_Anomaly (S.T.A.L.K.E.R.E.D) ver 2.0. [RELEASED] 01.03.2016
olke replied to olke's topic in Scripts
# EQP_Anomaly ver 1.8.0 [TEST.RELEASE] 18.01.2016 23:46 GMT+6 https://github.com/olkeakavitacite/EQP_Anomaly/ CHANGE LOG 1.81 (18.01.2016) 1) Added check to the fact of taking the quest ( to avoid dupe by car ); 2) Adding anomaly sound pack (not inside need download download anomaly soundpack; 3) Fixing small bug and folder arh; 4) Starting second quest brucnh; 5) Adding config in init.sqf 6) on/off Markers on global map for locate quest npc; 7) Fixing quest balance;- 66 replies
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USE_ANMZONE= TRUE; SET_MARKER= TRUE; _zonecoord = [ [[14544.271,16902.896,0],175, 'Anom1', true],// TraderZone Folia [[14527.828,16922.42,0],175, 'Anom2', true], // Mafia Trader Zone [[14508.646,16902.037,0],175, 'Anom3', true] // TraderZone Silderas ]; if (isServer) exitWith { if (USE_ANMZONE) then { { _center = _x select 0; _radius = _x select 1; _name = _x select 2; if (SET_MARKER) then { _marker = createMarker [format["GreenZone:%1", _name], _center]; _marker setMarkerType "selector_selectedMission"; _marker setMarkerText "Anomaly detected"; _marker setMarkerColor "ColorRed"; _pickedLocReal = setPos _center _gravi1 = "#particlesource" createVehicleLocal getPosWorld _pickedLocReal; _gravi2 = "#particlesource" createVehicleLocal getPosWorld _pickedLocReal; _gravi3 = "#particlesource" createVehicleLocal getPosWorld _pickedLocReal; _gravi1 setParticleCircle [3, [0, 0, 0]]; _gravi1 setParticleRandom [0, [0.25, 0.25, 0], [0.175, 0.175, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _gravi1 setParticleParams [["\A3\data_f\cl_rock1", 1, 0, 1], "", "SpaceObject", 1, 7, [0, 0, 0], [0, 0, 0.75], 0, 10, 7.9, 0.075, [10, 2, 4], [[0.1, 0.1, 0.1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.08], 1, 0, "", "", ""]; _gravi1 setDropInterval 0.05; _gravi2 setParticleCircle [0, [0, 0, 0]]; _gravi2 setParticleRandom [0, [0.25, 0.25, 0], [0.175, 0.175, 0], 0, 0.25, [0, 0, 0, 0.1], 0, 0]; _gravi2 setParticleParams [["\A3\data_f\cl_grass2", 1, 0, 1], "", "SpaceObject", 1, 12.5, [0, 0, 0], [0, 0, 0.75], 0, 10, 7.9, 0.075, [5, 2, 4], [[0.1, 0.1, 0.1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.08], 1, 0, "", "", ""]; _gravi2 setDropInterval 0.05; _gravi3 setParticleCircle [1, [0, 0, 0]]; _gravi3 setParticleRandom [0, [0, 0, 0], [0, 0, 0], 0, 0.2, [0, 0, 0, 0], 0, 0]; _gravi3 setParticleParams [["\A3\data_f\ParticleEffects\Pstone\PStone.p3d", 8, 3, 1], "", "SpaceObject", 2, 7, [0, 0, 0], [0, 0, 3], 0.5, 4, 1, 0, [1, 1, 1], [[1, 1, 1, 1], [0.25, 0.25, 0.25, 0.5], [0.5, 0.5, 0.5, 0]], [0.08], 1, 0, "", "", ""]; _gravi3 setDropInterval 0.1; }; } forEach _zonecoord ; }; }; , what is the problem, where I'm wrong ... why havent spawn particles
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EQP_Anomaly (S.T.A.L.K.E.R.E.D) ver 2.0. [RELEASED] 01.03.2016
olke replied to olke's topic in Scripts
updated to v 1.3.b 3 step quest was complite- 66 replies
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