Drongo's Spooks and Anomalies for Arma 3 v0.16 8 August 2021 by Drongo and VedKay Discord for my mods: https://discord.gg/XSRHPEd Support me on Patreon: https://www.patreon.com/DrongoMods OVERVIEW This mod adds a variety of highly-configurable AI spooks (12 types) and anomalies (4 types) to Arma 3. SP and MP compatible. Easy setup and tweaking with modules. Includes population modules, a mission-generator module and silver ammunition for fighting spooks. STRONGLY RECOMMENDED Not what they seem by monk1junk1 https://steamcommunity.com/sharedfiles/filedetails/?id=2187272188 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. 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 ACE medical support 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. AI MODES IDLE Most spooks start in this mode. If their patrol radius is over zero (set in the respective module), they will wander around. If they detect a target, they go into HUNT mode. HUNT Spooks that detect a target go into HUNT mode. They will attack a randomly selected known target. If their known targets reaches zero, they will go back into IDLE mode. LURK Spooks in IDLE mode have a chance to enter LURK mode. The spook will move to the closest tree and hide next to it for a period of time or until a target is detected. SLEEP Spooks that are set to prone go into SLEEP mode. They can only detect targets at under 5-10 meters or if shot. If a target is detected, the spook goes into HUNT mode. AMBUSH Spooks placed inside buildings go into this mode. They can only detect targets at under 7 meters or if shot. If a target is detected, the spook goes into HUNT mode. IT FOLLOWS 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. FLEE When damage exceeds a specified limit, there is a chance the spook will try to flee to a point up to 1000m away. Upon reaching this point, the spook will go into IDLE mode. STALK (Wendigo only) The spook will approach the closest target then stop and stare. If attacked or if the distance between spook and target becomes to short, the spook will switch to HUNT. FLANK (Wendigo only) If targets are detected and are over 100m away, there is a 50% chance the spook will attempt to move 150-300 meters to the target's left or right, then attack. OTHER MODULES [AI] It follows: Sync spooks to this to put them in IT FOLLOWS mode. [AI] Thrall: Sync regular AI units to this to turn them into "thralls" as if mind-controlled by a Mindflayer. [NPC] TRUST THE SOYENCE: A more realistic depiction of mindless zombies. Detectable Spooks: Enable detectors to respond to spooks. 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. (OPTIONAL) Place a Drongo's Spooks * Core * module. (OPTIONAL) Place a Drongo's Spooks module for each of the types you will use. (OPTIONAL) Set the options in the core and type modules. Place the AI units. NOTE: All modules depend on the Core module. If spooks or anomalies are used without the Core, they will load default values. However, modules will not work without Core being placed. 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) If units are synced to the module, those unit classes will be used for Recover and Rescue missions ACTIVE IDOLS As of version 0.15, there are also "Cursed Idol" spook types (an addition to the static objects). They attack with a powerful melee attack and require heavy weapons to kill. To prevent them moving at the start, put this in their init field: this disableAI"MOVE"; When they detect an enemy, they will be able to move. In addition, the Active Idol chance now affects the chance of an idol spawned by the mission generator as actually being an active idol (it will not move until it detects enemies). Idols that are spawned as just a static object retain the chance to perform the old jump-scare action. HOW IT WORKS Generally the spooks have two ways of detecting targets. They have a configurable "scent" range, at which they will automatically sense targets. In addition, they use the Arma 3 engine to detect enemies within range. The spooks will move towards the closest target and attack with various scripted means. Spooks must have line of sight to hit a target. Spook attacks can be mitigated by armour (for example, a punch to the chest by a vampire will have its damage reduced depending on the armour value of the target's vest). The mod supports ACE medical. As well as damage, spooks may stun, shove, KO, kill or thrall a target. Stun will drain stamina. Shove will push the target a short distance. KO will knock the target down and cause them to be defenceless for several seconds. Kill will instakill the target regardless of armour. Thrall will turn the target into a mindless slave on the side of the spook. Head shots and silver bullets do extra damage to most spooks. Any ammo type can be set to do the same in the respective module. Targets can be men or vehicles with men in them. Vehicles can be damaged by spooks, unless their armour is over the specified value (set in the respective module). Psychic spooks can attack the crew inside a vehicle. OTHER If dummy units are synced to the Vampire module, their uniforms will be used by vampires. The dummy units will be deleted. FUNCTIONS DSA_fnc_AllSpooks: Returns an array of all living spooks (not anomalies) on the map. DSA_fnc_AllSpooksDead: Returns true or false. Checks if there are any living spooks (not anomalies) on the map. DSA_fnc_AllAnomalies: Returns an array of all anomalies on the map. DSA_fnc_AIdisable: Disables a spook. (_this call DSA_fnc_AIdisable) DSA_fnc_AIenable: Enables a spook. (_this call DSA_fnc_AIenable) SPAWNER (SPOOKS) Spawns clusters of spooks at mission start. SPAWNER (ANOMALIES) Spawns clusters of anomalies at mission start. SPAWNER (AMBIENT) Continuously spawns clusters of spooks and anomalies around players. SPAWNER (ANIMALS) Continuously spawns clusters of animals around players. SPAWNER (MEN) By default, this module will spawn DeltaX operators. You can change this by syncing men from vanilla or other mods to the module. Units with rank of private will be used as infantry. Any other rank will be used as squad leaders. Vehicles can not be used. 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"]; SOUNDS These modules are designed for use with Zeus. When placed, they will play the sound type at that location and then automatically delete the module after 5 seconds. DETECTOR Detectors require the DSA_EnableDetectors module to be placed. Detected spooks and anomalies will be detected if the detector is in the GPS slot. Mission editors can select to either player a ping sound, show markers on the GPS/map or both. The detector also functions as a GPS. CLASSNAMES cfgPatches "DSA_Spooks" Units "DSA_SpookBase","DSA_SpookBase2","DSA_Vampire","DSA_Wendigo","DSA_Shadowman","DSA_Hatman","DSA_Mindflayer","DSA_411","DSA_Rake","DSA_Abomination","DSA_Snatcher","DSA_Crazy","DSA_ActiveIdol","DSA_ActiveIdol","DSA_DeltaX_Operator","DSA_DeltaX_Breacher","DSA_DeltaX_TL","DSA_DeltaX_Medic" Anomalies "DSA_Launchpad","DSA_Leech","DSA_Zapper","DSA_Trapdoor", Modules "DSA_Core","DSA_SpawnerSpooks","DSA_SpawnerAnomaly","DSA_SpawnerMen","DSA_Vampires","DSA_411s","DSA_Mindflayers","DSA_Shadowmen","DSA_Wendigos","DSA_Rakes","DSA_Abominations","DSA_Snatchers","DSA_Crazies","DSA_ActiveIdols","DSA_Stalk","DSA_Thrall","DSA_Soyence" Weapons "DSA_MachinePistol9mm","DSA_MachinePistol45","DSA_SMG_01_F" Magazines "DSA_16Rnd_9x21_Mag","DSA_11Rnd_45ACP_Mag","DSA_25Rnd_45ACP_Mag","DSA_30Rnd_45ACP_Mag_SMG_01","DSA_30Rnd_9x21_Mag","DSA_30Rnd_9x21_Mag_SMG_02" Disabled NVGs "DSA_NVGoggles","DSA_NVGoggles_OPFOR","DSA_NVGoggles_INDEP","DSA_NVGoggles_tna_F","DSA_NVGogglesB_blk_F","DSA_NVGogglesB_grn_F","DSA_NVGogglesB_gry_F","DSA_O_NVGoggles_ghex_F","DSA_O_NVGoggles_grn_F","DSA_O_NVGoggles_hex_F","DSA_O_NVGoggles_urb_F" Eyes (goggles) "DSA_EyesBase", "DSA_EyesRed", "DSA_EyesGreen", "DSA_EyesWhite", "DSA_EyesYellow", "DSA_EyesYellowP" FUTURE PLANS Custom models CREDITS Scripting/config: Drongo Textures/audio: VedKay Testing: Warlocc Eyes: Chops Big thanks to all my Patrons and supporters. RECOMMENDED VIEWING Missing 411: The Hunted https://www.youtube.com/watch?v=yZT8gUm-BVA The Nightmare https://www.youtube.com/watch?v=DoPsjWqvwT4 Beyond Creepy https://www.youtube.com/channel/UCW9QJjdFT9IdCjGpf1U74GQ Chass https://www.youtube.com/channel/UCWxeTEKDroz0N1B6HuVYwVg/videos Paranormal Mysteries Podcast https://www.youtube.com/c/ParanormalMysteriesPodcast/videos 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. Brief summary of this License PLEASE, NOTE THAT THIS SUMMARY HAS NO LEGAL EFFECT AND IS ONLY OF AN INFORMATORY NATURE DESIGNED FOR YOU TO GET THE BASIC INFORMATION ABOUT THE CONTENT OF THIS LICENCE. THE ONLY LEGALLY BINDING PROVISIONS ARE THOSE IN THE ORIGINAL AND FULL TEXT OF THIS LICENSE. With this license you are free to adapt (i.e. modify, rework or update) and share (i.e. copy, distribute or transmit) the material under the following conditions: •Attribution—You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material). •Noncommercial—You may not use this material for any commercialpurposes. •Arma and DayzOnly-You may not convert or adapt this material to be used in other games than Armaand Dayz. •Share Alike—If you adapt, or build upon this material, you may distribute the resulting material only under the same license. 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 that BlackAlpha and tier1ops.eu are thieves. Some config entries for the XTS are from the Benelli M4 Super by Purple Note: This mod contains sounds sourced from YouTube. These sounds belong to the licensors. Wendigo sounds from YouTube user Mazellmi: https://www.youtube.com/watch?v=rRjM9QFhzpA ShadowMan whispers from here: https://www.youtube.com/watch?v=zZ43bDyy-Gc ShadowMan attack sound from here: https://www.youtube.com/watch?v=2nzpQA6yeXc&ab_channel=FreeAudioZone Zapper effect from here: https://www.youtube.com/watch?v=B6ecyvYF2fw&ab_channel=TechnoMania Mindflayer effect from here: https://www.youtube.com/watch?v=cf6S-uErp2M Choking effect https://www.youtube.com/watch?v=pCGIYMtZWro Vampire sounds: https://www.youtube.com/watch?v=U_Lh28jM4vc https://www.youtube.com/watch?v=Z-sSy8urj-c Rake sounds: https://www.youtube.com/watch?v=48n-lUhJGr8 Some sound effects from here: https://www.youtube.com/watch?v=77Gzbbk0cvw https://www.youtube.com/watch?v=MiojWOQb_aY https://www.youtube.com/watch?v=7HCyp_sq8Dk https://www.youtube.com/watch?v=Q6MemVxEquE https://www.youtube.com/user/SoundEffectsFactory/videos https://www.youtube.com/watch?v=eG13gtMrQQc Crazy sounds: https://www.youtube.com/watch?v=BFDP8ZUEYhE https://www.y2mate.com/youtube/B_6JtjtyW6k Active Idol sounds: https://www.youtube.com/watch?v=GIl0752PGl0 https://www.youtube.com/watch?v=MDqah_9Etz4 CHANGELOG v0.16 Added: Cognitohazards (and countermeasures) Added: Destroy Cognitohazard mission type Added: Two destroyable statue types v0.15 Added: Cursed Idols are now a spook type Added: Slug ammo to XTS Added: High Explosive Armour Piercing ammo to XTS Added: Functions to enable/disable spooks (DSA_fnc_AIenable/DSA_fnc_AIdisable) Changed: Idol death effects Fixed: Vehicles could be damaged by spooks even if set to invulnerable Fixed: Non-critical bug with sound modules v0.14 Added: Enable Detectors module Changed: Anomaly detector no longer uses mine detector system Removed: Detectable Spooks module v0.13 Added: "Crazy" spook class, basically a zombie Added: Soyence module for a realistic 2021 experience Added: Anomaly detector Added: Anomalies can now be detected by detectors Added: Module to allow detectors to detect spooks Added: Anomaly detector to Delta X Team Leader Fixed: Some DeltaX units were missing pistol ammo v0.12 Fixed: Conflicts with ACE medical (thanks Pied Piper) Fixed: Integration with DMP v0.11 Added: Option in spawner modules to only allow spawning at night time v0.1 Added: Option in the Core module to set spook side Added: Option in the Mission Generator to end/not end when all missions are complete v0.091 Fixed: Vampire uniform registration v0.09 Added: More eye types v0.08 Added: "Snatcher", a new spook with chameleon and teleport abilities Added: Optional glowing red eyes for Shadowmen, 411s and Abominations Added: Silver mags for MX rifles Added: One-shot sound effect modules for use with Zeus Added: DeltaX Team Leader Added: DeltaX Medic Added: DeltaX CBRN Added: "Allow water" option to better support islands like Tria Changed: Improved Cursed Idols Changed: Updated demo mission Changed: Lowered default scent range of most spooks Fixed: Rescue mission was not working Fixed: Spook spawner was always spawning Wendigos Fixed: Anomaly spawner was always spawning Zappers v0.072 Fixed: HUNT sounds not playing v0.071 Fixed: Spook scripts were active in the editor v0.07 Added: Ambient Animals module Added: XTS automatic shotgun (based on the Promet) Added: DeltaX breacher using XTS Added: Random wait to Wendigo main script Fixed: Wendigo freezing after HUNT mode changes to IDLE Fixed: IT FOLLOWS module not working Fixed: Delta X team now works in Zeus Changed: Wendigo default STALK chance to 0 Changed: Default armour value to 100 Changed: Default random delay to 1 Changed: Abomination death sound Changed: Machine pistols now have single mode as well v0.06 Added: New STALK and FLANK behaviour to Wendigo Added: DMP can now be used to handle missions Added: Rescue mission type Added: Units used for Recover and Rescue can be customized (sync to module) Added: 411 ambient sounds Fixed: Spooks stop moving when switching form HUNT to IDLE Fixed: Throw not working in MP Fixed: Mindflayer ambient sounds Fixed: A bug where DMP prevented damage from being inflicted by spooks Changed: If no Core module is placed, default values will load Changed: Rewrote Wendigo AI scripts Changed: Reduced frequency of spook shrieks Changed: STALK module is now called IT FOLLOWS module (to avoid confusion with new STALK behaviour) Changed: 411 default behaviour favours ambush attacks Changed: License is now ADPL-SA v0.05 Added: Disabled versions of vanilla NVGs Added: Delay to spook starting scripts Added: Option to disable "end on all down" in the mission generator Changed: Spook init scripts now run local to the spook Changed: Lurk chance in defaults is mostly set to 0 Fixed: "Frozen spook" bug v0.042 Fixed: Spook effects were disabled v0.041 Fixed: Player damage was disabled v0.04 Added: Ambient spook/anomaly spawner Added: Zeus-compatible debug module for checking spook status mid-game Added: Disabled PIR on spooks Added: Option to disable visual death effects to improve performance Fixed: The anomaly spawner was spawning random anomalies in all cases v0.03 Added: Shooting spooks no longer reduces the shooter's rating (turning them to RENEGADE) Added: Option in Core to massively boost player rating Added: If no Core module is placed, default values will load automatically (ie. Core is only needed if adjusting values) Added: If no [START] module is placed for a spook type, default values will load automatically (ie. module is only needed if adjusting values) v0.02 Added: Disabled Vcom on spooks v0.01 Public release