Arma 3
Diwako's STALKER-like anomalies rework
210 Comments
FurryFailure 13 Oct @ 1:03pm 
After having this mod working, it's fantastic, ty diwako for your hard work <3
diwako  [author] 13 Oct @ 11:58am 
Frankly no idea. I would need some reproducibility example, else i can only guess.
Warlock 13 Oct @ 11:10am 
I’m not able to check atm but I’m sure it is I forgot to mention they can see some but not all of them. I have an open room and they can see those but the ones in a little hallway usually won’t show up for them
diwako  [author] 13 Oct @ 7:24am 
Make sure that everyone has the mod loaded and it is enabled in the addon options for everyone.
Warlock 13 Oct @ 6:59am 
Hello I am making a mission using this mod and when I tested it with other people the anomalies are invisible for everyone but the host and they still do damage and react to the bolts you just can’t see them
FurryFailure 6 Oct @ 9:43pm 
After more testing, I've figured my Mission file is corrupted, I think it's due to having used the old version first, then tried to load the new one. Because it just flat out refuses to work.

On a new mission, it is now working.
diwako  [author] 6 Oct @ 2:43am 
Check if the server logs have anything in them. Check if the mod is loaded on server. check if the server does not accidentally disable the mod inside the addon options menu, there is a toggle for that for mission makers that only want it on when they really intend to.

ZEN is required for server and zeus as far as i am aware, but you'd need to check that with the author of that mod.
FurryFailure 6 Oct @ 12:08am 
I'm a little lost here.

I've placed the Anomalies in the Mission file in the Eden Editor, When I test it, it works, but when I load it onto my server, they're gone.
Does 3den need to be loaded on the Server for the Anomalies to persist? I use ZEN for my Zeus activities, and only use 3den to edit the map, it isn't loaded on the server.

Is there any additional set-up required? the way this mod reads tells me I can just place the module like any other asset, save it and load it like normal.

For context, I'm working on an Evannex server, and I've never encountered anything like this before. Yes the Anomalies mod is loaded on the server. I'm also placing the individual Modules.

I feel like I'm missing something, but it's also been a long day. Any help is appreciated.
diwako  [author] 28 Sep @ 12:05pm 
the bolt items are "grenades" . Give them to your in the arsenal for example, select them, and start throwing
Person Dry 27 Sep @ 6:22pm 
how to throw bolts?
Voiden Venari 18 Sep @ 12:37am 
ok, thanks.
diwako  [author] 18 Sep @ 12:34am 
If you do nothing and just load the missions, then it is all manual
but you can activate the procedural system inside the addon options to just spawn anomalies around players on the fly.
Voiden Venari 17 Sep @ 1:45pm 
Works in any Scenarios like DCO, DRO, RIS ?

Or it's manually ?
Anatoly Ilyushin 28 Aug @ 7:40am 
Yes, but it’s nothing serious. The teleporter works correctly on open terrain, but if it’s placed inside a building, it activates and sends the player onto the roof of the structure. That’s why we switched back to the old, reliable script.
diwako  [author] 28 Aug @ 7:39am 
Is one or both teleporters above the sea? Judging by the use of the CDLC ship i would assume so. I can take a look later, if I find the time.
Anatoly Ilyushin 28 Aug @ 6:54am 
Dear creator, your anomalies help us a lot, but we’ve encountered a minor issue that we can live with. We use the ship from the CDLC Expedition Forces for roleplay, and when using your teleporters to move between different parts of the ship, we noticed that the teleporters located at different height levels don’t always work correctly. Sometimes they teleport the player above the ship itself, or even outside of it entirely. Is there any way to fix this, or would it be better for us to use a different teleport system? Thank you in advance for your reply.
orion♪ 30 Jun @ 11:24am 
That's a good point too! However, the game master module was set up properly for me & all other addons were showing up properly - I set it up myself. The issue was resolved, on the same exact mission, for me, by adding that launch option and moving my own profiles over to the same installation folder as arma 3 is usually again. No other tinkering was done besides that. Not sure why that fixed it for me, honestly!
diwako  [author] 30 Jun @ 2:34am 
Sorry for the late reply. I was traveling the last few days.

The Zen modules should show up if the game master module in 3den is set to include things from addons not present in the mission.

If you use a mod, script or mission that just creates the zeus interface for your, then you will need to check those to include addons not present in the mission
orion♪ 29 Jun @ 10:25pm 
figured out the problem with ZEN... added the launch option -profiles=Profile preceded by the location of my arma installation files and all of a sudden all of the ZEN scripts that i had been missing now appeared in my zeus menu. for some reason not having your player profiles saved to the main arma 3 installation file (which for me was on the d drive, while my profiles were on the C drive, specifically microsoft one drive) prevented the game from loading the options
Viceroy 28 Jun @ 3:00pm 
So cool man. I am making a mod that extensively uses this - a STALKER A-life type deal.
orion♪ 27 Jun @ 8:16pm 
ive got zeus enhanced & back up puddles on june 22nd - not seeing anything related to this mod
diwako  [author] 23 Jun @ 12:02am 
you need to load the mod Zeus enhanced
puddles 22 Jun @ 3:31pm 
I can't find anything related to the mod in the Zeus directory, including modules
diwako  [author] 22 Jun @ 1:39pm 
Update released. Added Razor anomaly
we have it working for now, i will keep you updated on troubleshooting if it occurs, thankyou for quick response and support :)
diwako  [author] 7 Jun @ 1:30pm 
Glad to hear. Just saying once more. I do not know why it is crashing for the both of you, i would require to take a look at the latest RPT file after it crashed.
These/Those Square Nuts 7 Jun @ 1:06pm 
we really do appreciate your help, we wouldnt be having as much fun if it werent for peeps like you making great mods like this.
diwako  [author] 7 Jun @ 12:50pm 
@Pissing for Everton right now
can you take a look into the latest RPT file when it happens? Maybe there is some clue. Right now I do not know how ot help other than ask for this file. The mod + ace + cba + a bunch of other mods i have for testing works fine on my end. so i am unsure here.

@These/Those Square Nuts
Same goes to you then. It is a bit hard to take a stab into the dark here.
These/Those Square Nuts 7 Jun @ 12:48pm 
so if you couldnt already guess me and the piss guy are buds. apparently it makes it crash very frequently when we launch the game. we only got it to work by unloading all mods and loading them again until we were lucky enough for it to not crash.
@diwako , i repaired all my mods, i do have over 20 mods installed that might be conflicting, but when i remove this mod it starts fine
diwako  [author] 7 Jun @ 12:39pm 
@Pissing for Everton right now
Try to repair the mods you are loading. I just tried this locally with just cba and this mod loaded and that works just fine.
diwako  [author] 7 Jun @ 12:32pm 
@These/Those Square Nuts
Hey can you describe the issues in more detail? What is happening, any errors?

@Pissing for Everton right now
It crashes just by starting the game with this mod and cba?
These/Those Square Nuts 7 Jun @ 12:20pm 
Howdy, since you updated the mod its caused issues with a antistasi ultimate campaign me and a few friends of mine have been doing. is there any way to fix this? or perhaps a way for us to roll back to the previous version of the mod?
i have updated this mod and it it now my arma 3 wont launch with this mod on, when i remove this and my other cba_a3 mods arma 3 works, any help?
diwako  [author] 7 Jun @ 8:38am 
Small update released

Some fixes and adjustments
diwako  [author] 6 Jun @ 4:03pm 
That depends on the map, really. The blowout code just sets the volume of rain not the type. So, if the map itself has snow as its rain type, then it would snow after a blowout.
mrgreenrg 6 Jun @ 3:46pm 
Of course, I understand that I'm in trouble with my head. But is there a way to cause snow after a "blowout" instead of rain?
Steele 4 Jun @ 3:55pm 
Doh! of course, thanks for quick reply mate :steamthumbsup:
diwako  [author] 4 Jun @ 3:36pm 
Setting the unit to be invulnerable (disabling damage) or just setting the "anomaly_ignore" variable on the unit will make an anomaly ignore or not damage a unit then.

https://github.com/diwako/stalker_anomalies/wiki/Functions-and-Variables#anomaly_ignore
Steele 4 Jun @ 3:19pm 
Love this so much!
Is there a way to make certain units immune to the effect of the anomalies either as a whole or individual anomaly types. I know I can do the Fog with a mask, just wondering about the others? (as there doesn't seem to be info in the wiki)
diwako  [author] 2 Jun @ 4:07am 
That is very much up to the antistasi ultimate devs. I basically just provide the tools.Tho i have already basically contacted them through their discord server just to inform about both the blowout module (or just which function to call, really) and the dynamic anomaly spawning system.
Franky Dank 2 Jun @ 3:11am 
Yeah I'm trying to figure out how to use it lol, would just be a bit easier for getting antistasi running as it doesn't sound like they'll be switching over to your version any time soon even though it's much better than the alternative imo
diwako  [author] 1 Jun @ 8:43am 
it is an 3den module
Franky Dank 1 Jun @ 7:56am 
The new random anomalies system is fantastic but I can't see the option for random blowouts in the in-mission CBA settings, would you consider adding it in there or zeus if it's not too much trouble?
trey0verkill 1 Jun @ 7:04am 
Thanks a ton man!
diwako  [author] 1 Jun @ 2:02am 
New update.

Added systems for random blowout events and a system to add anomalies across the whole map
diwako  [author] 30 May @ 11:45pm 
I am considering an 3den module for that then. For zeus there is still the dedicated blowout module.
trey0verkill 30 May @ 10:07am 
in relation to what @Glendering was saying with antistasi, could it be possible to add a system for random emissions? I have no experience with scripting and tbh i think the TTS emissions look and play really jank
diwako  [author] 12 Mar @ 2:38am 
Being thrown on the ground only happens if you are not in shelter. There is a scroll wheel action to check if you "feel safe", or an ace interaction instead if you have ace loaded. You can also always use the isInShelter function to check through the debug console
https://github.com/diwako/stalker_anomalies/wiki/Functions-and-Variables#isinshelter
Glendening 11 Mar @ 7:11pm 
Related to stage 4 of the blowout.
If I am indoors, I should not get thrown to the ground? Or is it just that I won't die? I ask because when testing it, I was thrown to the ground while indoors. Though I had it set to non lethal so I didn't know if it was deadly or not. Guess I can go test that now.