Arma 3
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Drongos Spooks and Anomalies
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Data Type: Mod
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48.908 MB
19 out. 2020 às 7:34
21 de out. às 14:04
34 notas de alterações ( ver )

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Drongos Spooks and Anomalies

Descrição
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

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
v0.18
Added: Option for projectile-based damage
Fixed: Various issues
Discussões Populares Ver todos (5)
2
22 de fev. às 0:09
Daytime Question
Boyarin_Spice
2
12 set. 2023 às 11:28
SPECIFICALLY what weapons? Your answers here!
ShadowedDreamer
1
14 nov. 2023 às 3:06
cognitohazard
Furry
676 comentários
LunaMoonsBane 4 de nov. às 23:13 
Hello I have noticed a slight issue with this mod. I cant seem to play as one of the spooks even though I have set it to be a playable character in eden editor, I have the mission file on a server and it still refuses to allow the player scripts to work. Is there anyway to fix this issue?
Brim 28 de out. às 12:15 
What's the detector called? I tried all the ones I could find but they don't seem to detect anything properly.
_Socatti_ 28 de out. às 8:43 
The funny thing is, that i could zeus control the spooks, that are playable, before. I thought this was how its supposed to be.
Beerbellygod 26 de out. às 10:23 
Liru the Lance Corporal runs a Zeus youtube channel where he has repeatedly remoted in as a spook. Like the Abomination. I don't know how he does it, maybe his group have added extra code, if so maybe they could share it with you. I'm sure youre right about remoting spooks, I just wanted to point that out.
Drongo  [autor] 25 de out. às 15:45 
I just tested the spooks and they all work fine. Please test with no other mods loaded and post reproduction steps. It has never been possible to remote control spooks, players have to start the mission as a spook or the player control scripts won't start.
_Socatti_ 25 de out. às 6:04 
As for the zeus controlled spooks. For some reason this doesn't work anymore. I don't know if its because i added the detector script but i can only control their movement. Using ctrl-double click or the remote control module only m´lets me control their movement, using alt-double click doesn't do anything and just brings up the attributes. However it worked before the update so i don't know if i have to redo them. Since spawning them not from my composition list, controlling them does not work as well. I don't know what i'm doing wrong...
Boone 24 de out. às 16:53 
was working yesterday but today I try to use it and non of the spooks or anomalies functions work? their textures for the anomalies dont work but they do on the spooks. but neither do what they are suppose to. Like they arent loading. did the arma update break the mod?
Drongo  [autor] 21 de out. às 14:05 
Thanks for the report, it should be fixed now.
BAXENATOR 21 de out. às 9:04 
In the file `dsa\scripts\CognitoAffected.sqf`, on line 17, the function call for DSA_fnc_damage is missing a paramater, throwing errors for my players. Please fix and I love your mod!
BERRYBOMBS 15 de out. às 14:17 
nevermind, that shits hard, and im too dumb to figure it out lol i only got as far as being able to make the spook teleport but not a another npc