Arma 3
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Drongos Spooks and Anomalies
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Data Type: Mod
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48.894 MB
19 oct. 2020 à 7h34
26 nov. 2023 à 18h38
32 notes de changement ( voir )

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Drongos Spooks and Anomalies

Description
This mod adds a variety of highly-configurable AI spooks (12 types) and anomalies (4 types) to Arma 3. Five spook types are also playable. SP and MP compatible. Easy setup and tweaking with modules. Includes population modules, a mission-generator module and silver ammunition for fighting spooks. There is a readme and a demo mission in the mod folder.

Discord for my mods[discord.gg]

STRONGLY RECOMMENDED
Not what they seem by monk1junk1 (makes the Wendigo look better)
Devourer's Necrophage Mutants (more horror units)

NOTE: Not compatible with Blood Lust.

FEATURES
  • Wendigo, Vampire, Shadowman, Hatman, Rake, Mindflayer (based on the "controller" from STALKER), 411 (based on Missing 411), Abomination, Snatcher, Thrall, Crazy and Cursed Idol
  • Playable Wendigos, Vampires, Rakes, 411s and Snatchers
  • Tested in SP and MP
  • Varied AI behaviour: Idle, Hunt, Lurk, Sleep, Stalk and Flee
  • Special attacks and sound effects for each spook
  • Anomalies (Zapper, Leech, Launchpad and Trapdoor)
  • Cognitohazards
  • Population modules (spook, anomaly, man, ambient spooks/anomalies)
  • Mission generator module (Kill, Purge, Recover, Investigate, Destroy Idol, Rescue)
  • Armour reduces melee damage
  • Easy module-based setup and tweaking
  • Silver bullets for the Vermin SMG, .45 ACP, P07, 9mm SMGs and MX rifles
  • Custom machine-pistols (based on P07 and .45 ACP)
  • Custom automatic shotgun (based on Promet)
  • Spooks are vulnerable to headshots
  • Spooks can be made vulnerable to certain ammo types
  • Spooks can regen health
  • Vampires can be set to die in sunlight
  • Before dawn, vampires will seek a building to sleep in
  • After dusk, vampires will awake from their slumber and hunt again
  • If Not What They Seem is installed, the wendigo will use the deer mask from that mod
  • DeltaX Operator, specops trained for anti-spook warfare
  • Ambient Animals module
  • ACE medical support

Atmospheric demo mission by VedKay
Another mission by VedKay


SPOOK INFO
  • Wendigo: This creature resembles a humanoid deer. It is fast and tough. When close to an enemy, it will attack by leaping at them.
  • Shadowman: These beings are completely black. They can teleport and attack with psychic blasts.
  • Hatman: A shadowman with a hat.
  • Vampires: Fast and tough, they leap into and out of combat. Can attack with melee and leaps.
  • Mindflayer: Slow but deadly psychic creatures. Their powers allow them to attack from a distance. Then can mind-control targets and turn them into thralls.
  • 411: Near-invisible ambush predator. Turn your back on it when close and it can pounce and kill in a single hit. Your best defence is your eyes.
  • Rake: These creatures are completely white. They move hunched over and attack with melee.
  • Abomination: Shrouded in a cloud of black, these creatures launch powerful stab attacks from long range.
  • Snatcher: These semi-visible creatures can change their texture to match their environment. They can teleport their target hundreds of meters away to isolate them.
  • Crazy: A basic zombie type creature
  • Cursed Idol: An active version of the Cursed Idol object. They require heavy weapons to kill and perform powerful melee attacks.

ANOMALIES
These are static points of danger with aural or visual cues. There update period and range of effect can be set in the Core module.
  • Launchpad: Throws victim a random distance.
  • Leech: Drains stamina, may also knock victim down and drain health.
  • Trapdoor: Teleports victim up to 1000m away.
  • Zapper: Calls down lightning on the victim.

PLAYER CONTROLS
Attack: FIRE
Grab/throw: THROW
Leap: LEAN RIGHT
Jump up: LEAN LEFT
Night vision: BINOCULARS
Hunt vision: NVGs
Howl: RELOAD

BASIC USE
  • The modules can be found under Systems > Drongo's Spooks and Anomalies.
  • The spooks can be found under Civilians > Drongo's Spooks and Anomalies.
  • Place a Drongo's Spooks * Core * module.
  • Place a Drongo's Spooks module for each of the types you will use.
  • Set the options in the core and type modules.
  • Place the AI units.

NOTE: The units are not playable. Also note that the units will switch to side RENEGADE/ENEMY shortly after spawning. They will not attack each other.

MISSION GENERATOR
  • Place a Mission Generator module
  • Edit desired types and amount of missions
  • AO radius is the radius from the module that a mission area can be created
  • Mission radius is the circular mission area within which tasks will be created (within the AO radius)
  • If "Center Modules" is set to TRUE, Spawner modules for spooks, men and anomalies will be centered on the Mission Generator module before starting spawns (set these module's radius to the AO radius for best results)

COGNITOHAZARD
Objects synced to this module will become "cognitohazards". Units in range can suffer the effects detailed in the module. Visual hazards require units to have line of sight to the hazard, aural hazards do not. Protective equipment can be designated with these arrays (the helmet on Delta X units is included by default):

dsaCognitoHazardCMvisual=["H_HelmetB_TI_arid_F"];
dsaCognitoHazardCMaural=["H_HelmetB_TI_arid_F"];

CREDITS
Scripting/config: Drongo
Textures: VedKay
Testing: Warlocc
Eyes: Chops

Big thanks to all my Patrons and supporters.

My Patreon[www.patreon.com]

LICENSE
Arma and Dayz Public License Share Alike (ADPL-SA)
https://www.bohemia.net/community/licenses/arma-and-dayz-public-license-share-alike-adpl-sa
If you need an exception to this license, contact me.

THEFT OF MY WORK
My artillery mod was stolen, edited and re-released in violation of the license by BlackAlpha of tier1ops.eu. Here is a video showing my original work and his stolen edit:

https://www.youtube.com/watch?v=Oe7G6WwxQVU

Please share this video and let the community know.

CHANGELOG
v0.179
Fixed: Minor script issues

v0.178
Added: Option to disable player damage systemChat
Added: Auto-detection of Webknight's Zombies and Creatures
Added: Auto-detection of DevourerKing's Necrophage Mutants
Fixed: Wendigo failing to attack
Changed: Infected units turning to Crazies are now completely healed at turning
Discussions populaires Tout voir (5)
2
22 févr. à 0h09
Daytime Question
Boyarin_Spice
2
12 sept. 2023 à 11h28
SPECIFICALLY what weapons? Your answers here!
JasonFromSU
1
14 nov. 2023 à 3h06
cognitohazard
Furry
652 commentaires
Drongo  [créateur] 13 aout à 23h05 
You'll have to do it by scripts in your mission folder.
Mr. Kain 13 aout à 21h41 
This usually does the trick "if (isServer) then {[this, "AfricanHead_01"] remoteExec ["setFace", 0, this]};" but where should I put it to apply on spawned units? I have tried to put it in the init field of units synced with start module, but that didn't worked.
Drongo  [créateur] 13 aout à 4h10 
Try using setFace, but you'll have to wait a few seconds until the spook has initalized.
Mr. Kain 13 aout à 2h47 
Is there a way to assign heads to spooks, like african, middle east, etc.? Having sinced units with the start module uses the equimpment, but ingores identities and heads.
Drongo  [créateur] 30 juil. à 22h52 
The spook will move to the position of the closest enemy on the map (the target is not revealed to the spook, only the position). IT FOLLOWS can only be activated by syncing spooks to an [AI] It follows module. No special AI, basically it just makes it move to the closest enemy, even if it doesn't know about the enemy.
JcNaY 30 juil. à 22h51 
never mind, i checked the read me
vlk7 21 juil. à 7h53 
Anomaly Detector is somehow listed as "premium content" from DLC - also can it perhaps be set up as a "works from inventory" item much like Webknight's head lamp?
Drongo  [créateur] 24 juin à 14h17 
It has a kind of zombie called "Crazies", but Webknight's Zombies and Demons and DevourerKing's Necroplage Mutants both contain better zombie units.
Walzmine 24 juin à 12h07 
are there kind of Zombies in this Mod? Zombies and demons ist poorly dead.
Drongo  [créateur] 14 juin à 1h54 
Spawning by trigger is not supported I'm afraid. For spawning in a certain area, maybe try my Map Population mod.