AtmosFear is a mod for S.T.A.L.K.E.R. - Call Of Pripyat that tweaks and expands the vanilla weather system to be more realistic and various.
The video presenting the new feature of upcoming AtmosFear 3 for S.T.A.L.K.E.R. Call of Pripyat - psi storm. Psi storms are the new kind of weather anomaly that is very dangerous to unequipped stalkers. Psi radiation cumulates in vortexes which generate high psi levels when they discharge. Decent armor/drugs protection reduces the mind damage but the vortexes are still dangerous as they generate hi-voltage electrostatic damage in close distance.
Lookin' good. Just a pet peev though. Change the sound of the vortex discharge to something else. Using the default electro anomaly sound just feels weird.
Another weird thing is that music. It sounds familiar. Anyways, keep it up. Good to see original content like psi-storms being invented.
I'm pretty happy with the sound as it is some kind electro/psi anomaly. It generates psi and electro impulses.
haha all those birds falling at 245 XD
Fascinating! Really good idea, yeah =)
Can you, please, tell the name of the song?
As previously: Covenant - Stalker (club remix this time)
Thanks)
SWEET! A ZOMBIE MAKING STORM!!! ...uh, could be right?... Well hopefully a mod will grant this storm that ability. "Fear the Psi-Vortex lest you become zombie and fear nothing forever more..."
XD
Beautiful as always!
All I can say is, " Holy **** this is utterly beautiful ".
Your work has done so much for every one of us who've experienced the Zone wrapped in it. I can honestly say that I'll never play vanilla again - it just seems to be so much...less now. Thank you for all your efforts CrommCruac.
Do you die at point blank ? Does the damage fall off with distance or do you take damage no matter how far you are ?
The damage lowers gradually with the distance. Max distance that vortexes hit the player is 200m but the real danger is in about 50m radius (depends on difficulty level - here I'm talking about 'stalker' level). They appear with slowly rotating dust and there is about 20 sec before they discharge so there is a plenty of time to run in opposite direction to limit the damage.
It seems that this lightning from discharge don't cast any dynamic lights/shadows/sunshafts or i'm wrong?
They don't. It is a particle effect. They don't emit any light or cast shadows AFAIK
It's possible to spawn light sources (via scripts), I think.
Remember these signal rockets, for example? Or fireball anomalies? Or, well. Even destructible lamps in any STALKER game are actually a dynamic spawn object. Which means it can be placed whenever and whereever you want.
Maybe it's possible to make some kind of a dummy skeletal object with configured light emission (it's being attached to one of skeletal object's bones) and spawn it at the same coordinates as your vortex. Would look awesome! :D
So maybe it's worth some testing and trying.
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Also, I'd like to ask to make some quite bigger particle effect, playing secondary role, marking the approximate area of danger. For example, it could look like a field with random electric sparks appearing in the air. And/or as a post-effect with some noise over the screen (associated with static electricity).
Or as some dust, leaves etc starting to levitate from the ground, again, pointing to anomaly and static electricity.
Would definitely add immersion and understanding for your feature.
Yeah, I remember rockets in Limansk in CS. They have light source attached. Those in CoP don't. I need to investigate how to spawn light sources.
Post effector on hit has been added already. Actually I've added 2 of them. One for electro damage in close range and the other for psi damage. The intensity of them depends on the distance from the vortex.
I'll think about this secondary particle effect but I think it should appear only around the actor. Very big particle emitters require a big amount of particles to be noticed. And this causes slowdowns.