Adds occasional ember particles and crackling snaps to the thermal burner anomalies (because I'm crap, and they ALWAYS get me!)
I made this because these damn anomalies really do... always... get me. Especially in the rain and during the night! That one outside the ecologist bunker in Jupiter has made me nearly ragequit on several occasions.
The script checks for all thermal anomalies in the current level, then plays ember particles and fire crackling noises randomly on them.
This most certainly isn't the best code, but it seems to work for what I need... just that little extra help to maybe not insta-die to these blasted things!
Changelog
V1.5
Fixed all OGG comments.
Moved some variables to top of script in effort to stop particles cutting off mid-animation (which I don't think works, sad face)
V1.4
Totally forgot to check for levels like Agroprom Underground which are not in the dyn_anomalies array!
Thanks to =Krieger= for pointing this out in the comments!
V1.3
Dynamic anomalies fix. The script now checks the dyn_anomalies array created in the bind_anomaly_field.script, making sure each thermal anomalies are dynamically enabled. Previously there were ember particles and crackling sounds on thermal anomalies that were disabled, which was wrong.
Thanks to moddbplsffs for pointing this out! (10 points for username)
V1.2
Changed the method for the delay between each spark/crackle. Using 15 seconds as a base (15000ms), this is divided by how many burners are in the current level, e.g.:
Garbage has 38 burners (not including dynamic anomalies), so 15000ms ÷ 38 = 395ms (rounded up)
Dark Valley has 9 burners (not including dynamic anomalies), so 15000ms ÷ 9 = 1667ms (rounded up)
This helps to stop levels with few burners in them constantly chuck out spark particles.
V1.1
Blunder fix!
I was finding the object's name instead of finding the section name, so it was including the steam jets in Zaton and some other objects that had "thermal" in their name.
It now correctly checks for objects with "zone_mine_thermal" in the section name.
Also, I noticed there are only a few burners in Agroprom, so I have added a couple of "if burner count is greater than 15/30" so the sparks and crackles aren't so spammy when levels have few burners in them. (Zaton has 86 burners in it!)
Super nice and script based. Pure awesomeness Tweaki_Breeki :) !
Thanks!
I don't know how to control positional sounds properly yet. I tried to play a longer sound when testing, but it was getting cut short.
Same thing happens with the sparks, but it's not super-noticable in this situation.
Luckily, these short crackle sounds are so small, they mostly play, good enough for me :D
Script sounds (and particles) will be garbage collected if you don't store them in a variable/table
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Grok, I am addressing you because I know that you have experience, and the author has not been online for a long time.
Do you remember that there was a "thermal" effect from bonfires in Dead Air? Next to them, the screen turned orange. Since I have no experience - I want to ask you how to add this to the anomaly?) I tried it myself in the postprocess.ltx file - but to no avail(
Not unbalanced, not too easy, just right. Nice one ty.
You're welcome! They are the cheekiest anomaly I think :)
Looks very good and even more immersive
Helps a lot for nighttime too... a LOT heh :)
I like the idea really as I got the same problem. So thank you for this mod. Only thing I would like to see is that the sparks fade out instead of getting cut off suddenly. But I'm no modder - it could also be an engine limitation.
I agree, and no it isn't the engine, it's my poor understanding of how to set particles to play properly, heh!
There must be some way to link the burners to the sparks particles, hopefully I'll work it out :)
Thank you very much for replying and trying to figure out new ways of a smoother implementation. Be sure to fill the changelog whenever you update this mod - I'll watch until there's maybe a solution. :)
You're a lifesaver
"Here, take this medkit!"
Finally 11/10
"I'm too overloaded to move." :D
GJ most of the time in my playthrough i was dying casually for this bitch
Cheers! If it's not the burners... it's cats.
Thank you. Those burners are a bitch, especially when you're in combat.
Do you think you could make the activated burner sound fade away as you move away from it?
A good example is in the Military Warehouses at the old farmstead where Duty is sometimes (close to the bar on the hill). A burner is always burning at 600 dBs, but if I move away from it, it just silences completely.
I know the very one, and because it's always burning because of the stash near it, and it's irritating... I remove it!
If you want to do the same, get this:
Evc70.pcloud.com
... and put the "tb_remove_that_silly_zharka.script" into a "gamedata\scripts" folder.
It'll run once on any saved game and remove the silly thing :)
Your graphic settings are gorgeous. You using a reshade?
i'm wondering too... what addons do you use for the graphics? doyou also use reshade?
Yes, the P.R.O.S.P.E.R.I.T.Y. 2.0 Reshade. Nice one to "IENCE" for this!
I'm using the:
"P.R.O.S.P.E.R.I.T.Y. Anamorphic (B) Medium .ini"
Moddb.com
do you use it without michiko weather?
Just Prosperity? The visuals in your video are so rich and clear, with no blown-out sky, good differentiation between grass and dirt, etc. If you released a preset for your graphic settings as an addon it'd be popular for sure.
A long needed addition! Kudos!
Thanks! :)
Thank you for this..they say 'don't.stop.moving' but I always end up crawling around in fear of the flames x)
Especially the random single burners in places like Darkscape... they're the worst. "The lone burners". Evil things.
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I deeply appreciate this mod. It's nearly perfect for what it does. There IS *one* bug that I found, and I detail that below...
Personally, I'd mix up the size/shape of the bits of ember that are flying up in the air. The one that you're using is a good size - I wouldn't make it any smaller, but I'd include some larger ones in there randomly as well.
I set the time down to 1500 seconds from the 15000. I *like* seeing those sparks!
THANK YOU for this!
Now, a BIG favor...
A lot of people use Provac's weapon overhaul mod for Anomaly. It's a GREAT collection of multiple mods rolled into one. Ignore the low score that it has. It does what it does VERY well.
Your can find it here: https://www.moddb.com/mods/stalker-anomaly/addons/provak-s-weapon-overhaul-v24-anomaly-1512
This terrific mod of yours "breaks" it. I can no longer fast travel through stashes nor through official spawn sites (indicated by the yellow-green "House" icon in one's PDA-map). When I try to fast travel to these spots, the screen darkens, fading to black, BUT the icons of my squad mates and my HUD still stay visible. After a few seconds, the black screen fades to normal, and I'm still standing right where I tried to fast travel from.
This mod, for some reason, makes it impossible to fast travel in Provak's masterpiece of a mod.
If there's any way to remedy this, it'd be great, as I'd love to keep using your mod, and would hate to have to give it up to keep playing with Provac's splendid work.
Thank you again for all of your hard work and for freely sharing it with us!
Thanks for the feedback! Some randomness to the ember sizes would be a good idea!
With regard to the fast travel bug, I've had this bug happen to me before I started modding.
Especially just travelling to another level, same fade to black screen, but it doesn't actually send me to the next level.
.
.
I *think* that I found a SOLUTION to this mod's conflict with Provak's mod...
I think that one has to start a game with this mod installed, load up a map, SAVE it, quit the game, restart the game, reload the saved map, and THEN it will all work!!!
I can once more quick travel between stashes and Home icons.
Yup!
Glad that worked out!
I have started downloading the 30Gb torrent to see if there is anything in the mods that might clash, but I'm fairly certain this is a weird general bug in Anomaly :)
the cinder sounds have missing .ogg comments. pops up in the console near them. not gamebreaking or anything but small annoyance. ran them through SAV&T and it fixed.
I agree. Even though people only look at the console if they need to, please can you explain what SAV&T is?
I also like to have minimal errors in my logs before I flush :)
S.T.A.L.K.E.R. Sound Attribute Viewer and Tweaker from this website Metacognix.com to edit the sound files
good job
Cheers! Still need a little work, but it's something for now :)
I think what really annoys me about thermal anomalies in STALKER Anomaly is the lack of ambient temperature mechanic. In STALKER Call of Pripyat, pretty much every burner anomaly radiated heat around it, resulting in the player's health slowly draining when near it, and their vision turning reddish, even if they didn't activate it. In STALKER Anomaly, this only occurs in a few anomaly fields.
It's funny you should say this because I was playing in the debug menu the other day, spawning in NPCs and objects for fun, and there is the anomalies section.
In there are all the anomalies in the game, with variants on each one... and there is indeed stronger thermal anomalies that give you the heat and burning effects.
Might have to have a play around :)
I've no idea if this is feasible, but adding a "hissing" sound effect, like when putting a fire out, when it's raining would be cool and immersive.
Fantastic idea, I really like that! Like zombies in the rain in Minecraft. That is possible to do as well, I will see what I can do :)
Awesome :)
yes!!!
Heh, thanks!
If you're interested in overhauling anomaly effects generally I wonder if you could make the gravitational anomalies (springboards and whirligigs) look a little more like they do in the Stalker 2 gameplay trailer. I especially liked how a decent sized area around the whirligig in the trailer had floating particles of leaves, dirt, etc.
Anomaly/Vanilla anomalies already have particle effects in a small area around them - it might be possible to simply make that affect a larger area.
Good plan! I'll have another look through the particle effects again using the SDK, I'm sure I saw a larger version of the spinning leaves.
There is a lot in there to use!
i'm getting a lot of sparks in random places with no burners. Maybe due to the dynamic anomaly setting ?
Hot areas have this happen in general, in fact it's using those embers, are you near a fire anomaly at all?
EDIT: Actually forget that, I have just had one myself, possibly where a thermal anomaly was as you said because of the dynamic anomalies.
It is weird that Anomaly doesn't save the dynamic anomalies properly. One minute there is one there, then a quicksave/quickload later... it has gone!
I'll see what I can do :)
EDIT: Thanks for pointing this out, just uploaded v1.3, should hopefully stop particles on non-enabled dynamic anomalies!
Nice updates and suggestions comments :) gj