Arma 3
Warping Plague 1.10
122 Comments
Ah dang. :steamsad: Well that's understandable I guess.
Rydygier  [author] 24 Jan @ 2:20am 
Unknown. I like the idea, so it is possible, but this update remains not complete. So - assuming I have an epiphany on how to make the gameplay significantly better with it. Also free time and motivation (which is proportional to "actively interested" audience, which seems almost non-existent) required at that time.
Cool looking mission. Would this still receive that 2021 update? :jake::steamthumbsup:
darknight 30 May, 2021 @ 1:33pm 
aha, did miss this, thanks again mate, great idea this
Rydygier  [author] 30 May, 2021 @ 10:56am 
@darkknight, in case, you missed, here's the absolutely latest version:

https://forums.bohemia.net/forums/topic/222550-sp-warping-plague/?do=findComment&comment=3404164

it says "wip" but if/when I get back to this, it may be easily next official version, that fixes some issues present in Workshop version, so feel free to use it, should be safe and stable (I hope...).
darknight 30 May, 2021 @ 10:02am 
i have often enjoyed this , but apreciate its getting on, still would be great if you could spare time to update 1 last time :).
whatever though, thanks you for this
TNDKing 30 May, 2021 @ 8:10am 
Ahh kk fair enough maybe make a similar game but re-branded or different mission structure but have it similar in terms to the idea and modified to work around coop more? But yah would love to see it but understand why.
Rydygier  [author] 30 May, 2021 @ 1:30am 
I see some coop potential in this, but no such plans so far, sorry. It is usually very tedious to adapt complex, SP scripting to MP. Some features need to be completely redone or removed. Also things like literally tousands of simple objects spawned in this scenario possibly may impact MP badly making it no-go. Meanwhile I have no personal interest in MP and lots other stuff on my plate...
TNDKing 30 May, 2021 @ 1:19am 
Found this from the forum, any way / plans to turn this into co-op me and my friends would love to play this together.
Rydygier  [author] 15 Mar, 2021 @ 4:20am 
This one should be fixed in one of 1.20 wip versions, I would suggest to try the newest here:

https://forums.bohemia.net/forums/topic/222550-sp-warping-plague/?do=findComment&comment=3404164

No idea, when I'll be back to this project with official 1.20 update, so don't wait for it... :)
Six 14 Mar, 2021 @ 3:19pm 
Issue: if your favored vehicle is not the quadbike, then it is possible for the vehicle to glitch into another object, and explode after the "Next Day" change over, when it moves the vehicle from its last position, to the original position of the quadbike. This will sometimes merge it into the nearby house. Firstly, I suggest having it not re-position the vehicle during the "Next Day" change over, and secondly, that you remove/hide the BLU-King stall / terrain object (more space, and if the vehicle reposition is necessary, move it there).
Rydygier  [author] 13 Nov, 2020 @ 12:44am 
Thanks. IIRC WLA saving was scripted solution, pretty complex and probably not 100% exact, for sure nothing to be made quickly.

Just to be sure, we are on the same page, workshop's saving issue, although there are some workarounds to it known, IIRC again, is easiest to avoid by playing non-steam version of the mission.
Ozymandias 12 Nov, 2020 @ 8:11pm 
Just a suggestion for the save game issue (which is a killer!) - WLA Amalgamation manage to do an internals ave mechanism. NMot sure how that works but just an FYI!
Otherwise great mod man
Rydygier  [author] 26 Sep, 2020 @ 11:30pm 
No updates this year, except for some wip version available in the BI Forums thread, an update may occur, if I figure out, how to make this scenario more engaging in long gameplay, no such idea appeared so far.
darknight 26 Sep, 2020 @ 2:29pm 
just a question, played this before is/has it been updated? not a crit just curious, was pretty good
spike_mf 2 Mar, 2020 @ 6:41am 
wohoo it worked got data over 75% and now I can start curing the plague :)
Rydygier  [author] 2 Mar, 2020 @ 6:17am 
New wip version available. If anyone's interested in testing it, here's the link and changelog:

https://forums.bohemia.net/forums/topic/222550-sp-warping-plague/?do=findComment&comment=3397922
Rydygier  [author] 1 Mar, 2020 @ 12:32pm 
Maybe Arma sees the pier as a House??

Yes, actually it does. Even AIs seem to move on piers as clumsy, as they do in any building interior IIRC. Well, can be treated as harmless quirk, but possibly I could find a way to filter piers out from possible treasure houses somehow.
spike_mf 1 Mar, 2020 @ 11:20am 
Thanx will try it out. Also got a bug where the 'Treasure' house spawned on the pier/jetty north of Lolisse. The guards were in the water and the Blue exclamation mark was way up in the sky.
Maybe Arma sees the pier as a House??
Rydygier  [author] 1 Mar, 2020 @ 8:55am 
Yes, around there, with some randomization, so can't tell exactly, where. Hm. I wonder, if this may be some bug, like my code clearing the bodies each night is removing this body too. I know, i saw this body in my tests, but it could be at day 1, so before first bodies removal. Would be something to fix, if so. I'll check that.

In the meantime, if there's a possiblity in Zeus or elsewhere to type and execute a code, use this:

RYD_TS_KeyData = true;

and execute (sorry, if not possible). If you also have some weird matter and gatthered >75% of measurement data, next daily report should contain some note about finding new possibilities. To get that ending may be required to obtain key data before reaching 100% of measurement data (which triggers "evacute" ending).

That is an equivalent of finding that body. If it would be there, you would find it, so it's not cheating. :)
spike_mf 1 Mar, 2020 @ 7:27am 
By center of the zone you mean those broken domes; one big and four around it? I've been looking there and in all the bunkers, houses, the helipad etc, even cheated with Zeus camera to remove the colour effect, am I at the wrong place?
spike_mf 1 Mar, 2020 @ 2:13am 
I love you!!!!!
Rydygier  [author] 1 Mar, 2020 @ 1:43am 
The policy here is to keep the scenario DLC-free, therefore there's no use for the player for any DLC content. Such device, I guess, could be spawned as a pistol at random, as the code randomizes pistols from everything, it find in the A3's config. As for that other matter, look for scientist body near ruined research complex (center of the Zone). The body will be marked with white exclamation at close distance in 3D.
spike_mf 1 Mar, 2020 @ 12:51am 
I'm going nuts I found a Spectrum Device with two different antennas, does it do anything, can't seem to get it to work. Also were the F*** (sorry, frustrated) is that thing that helps stopping the plague?!?! Any hints? please :P
Bob Beelze 29 Feb, 2020 @ 12:28am 
fair enough, like this anyways. Thanks
Rydygier  [author] 28 Feb, 2020 @ 11:53pm 
At this point no other versions. It is possible, when main version will be developed fully, in the future some ports to other maps may occur (or not, depends...), but this scenario will not work on big maps, like Altis. Mostly due to technical limitations (warpers are quite heavy, lots of simple objects, as you can see, if there's too many of them, saving/loading takes far too long or even freeze the game and fail and save files become huge, so on the big map there will be too few terrain distortions to make a zone proportional to the map, also enliving such big area would require a lot of new scripting to keep FPS reasonable) and also because plot specificity (must be isolated terrain, that would be possble to travel fairly fast). One workaround would be using only part of the map, still effective quarantine has to be "explainable". Malden size islands seems optimal for possible ports IMO.
Bob Beelze 28 Feb, 2020 @ 3:55pm 
sorry if it's been asked already, but is there, or can there be an Altis Map version?
Rydygier  [author] 28 Feb, 2020 @ 1:25am 
"Conscripted squad AI doesn't seem to want to attack it though. Or even try. They just act like they're invisible."

Unexpected side effect. Those creatures was introduced, when the assumption was, there's no AI conscripts, player only. AIs under player command appeared later. Hm. I'll check, if anything can be dne to change that, thanks for reporting.
Advocated Edict 27 Feb, 2020 @ 2:43pm 
Alright then.

Conscripted squad AI doesn't seem to want to attack it though. Or even try. They just act like they're invisible.
Rydygier  [author] 27 Feb, 2020 @ 1:23pm 
Killable, but bullet sponges. Here's me killing one with a pistol:

https://youtu.be/UX79va-Vurg?t=549

Advocated Edict 27 Feb, 2020 @ 1:03pm 
What exactly can I do about The things near the anomalies that throw explosives at me? I've resorted to doing drive by scanning since they don't seem to be killable
spike_mf 27 Feb, 2020 @ 11:21am 
Yeah the sounds are great, fits perfectly. So I guess I stop looking for that stranded whale then ;)
Rydygier  [author] 27 Feb, 2020 @ 9:45am 
"Is it just ambience?"

I was lucky enough to get some great sfx ambience indeed from some talented guy interested in this scenario. :)

"When I'm at my base/town and I get told "There are signs of survivors nearby", how nearby are they? 1000m? 2000m?"

Much closer. Hard to say exactly, it's complex calculation, but less, than 50. Somewhere inside one of near buildings. Depending on your initial settings, from certain close distance white 3D markers should be seen with their names.

"Also, what does it mean when the red circles on the map that show the anomalies in the north turn orange after I've gone into it?"

It indicates, which warper you started to measure this day. You can measure one warper per day up to certain data limit (your character has limited time each day to analyze this data and limited link to send the package with the results, thus daily limit...). So, you can gather daily portion of data only from this one warper from the point, it turned orange, till tommorow.
spike_mf 27 Feb, 2020 @ 7:45am 
Great scenario btw and with so much potential.
spike_mf 27 Feb, 2020 @ 7:44am 
Just downloaded the wip3 a couple of hours ago ;) Managed to get evacuated, so now I go for the second ending.
Haven't had any problems with multiple vehicles so far. Btw what is that humming on west side of the map, up in the mountains, sounds a bit like whales. Tried to find it's origin with no luck. Is it just ambience?
Advocated Edict 27 Feb, 2020 @ 7:38am 
So, I have several questions.

When I'm at my base/town and I get told "There are signs of survivors nearby", how nearby are they? 1000m? 2000m?

Also, what does it mean when the red circles on the map that show the anomalies in the north turn orange after I've gone into it?
Rydygier  [author] 27 Feb, 2020 @ 3:01am 
"Fast travel bug/annoyance. I fast traveled with my Van to a small town, then ran back to My Town took my Quad drove around a bit, Then took the fast travel back to My town and somehow ended up in my Van and exploded."

Repeated these steps in order to reproduce that issue, but used newest wip. No such problem. Perhaps there's no longer such bug in the newest wip, I was redoing "returning to town" code in wip2. Here's wip3:

https://forums.bohemia.net/forums/topic/222550-sp-warping-plague/?do=findComment&comment=3393062
spike_mf 25 Feb, 2020 @ 10:20am 
aaa, now I get it :P sorry I'm a bit slow. Yeah I didn't connect that scanning and gathering data were two different things. Now it make sense
Rydygier  [author] 25 Feb, 2020 @ 2:32am 
Misleading (to be corrected somehow) may be the fact, the main anomalies, warpers, those, that distort the terrain and radiate, differ in this regard from other types - warpers doesn't leave traces, and have different scanning rules/result, giving main data measurement instead.
Rydygier  [author] 25 Feb, 2020 @ 2:27am 
In other words, you were scanning the foam anomaly in order to grasp its nature well enough, to learn from its traces about the plague in general. Yes, I know, somewhat intricate.
Rydygier  [author] 25 Feb, 2020 @ 2:24am 
Right, this can be misleading, probably I should make it clearer and I'll try.

So, there is a goal to gather 100% measurement data about all the shit, that happens on the island (your character talks about that by the radio with Eithne). Here daily limit applies and you will reach 100% across many days.

Apart from that however, you can also scan several types of anomalies other, than the warper (not all types). This scan will not raise directly gathered data percentage (percents you see indicate rather scanning progress for this anomaly type).When the scan is complete, you understand given type of anomaly enough, to reveal rare "traces" it may leave, marked on the map and in 3D. Quote from daily report:

"DISCOVERY! Data gathered from (anomaly type here) anomaly analysis allowed me to calibrate my detectors, so should be able to see marked any valuable trace, it may leave behind."

Each trace, when collected gives some bonus to main measurement data pool.

spike_mf 25 Feb, 2020 @ 2:12am 
Ok, it stopped as soon as I changed direction, but that was a coincidence then? Also right after, I went to the Foam anomaly and scanned it to 100%?!
Rydygier  [author] 25 Feb, 2020 @ 12:39am 
This data percentage is general value, you gather through whole mission, not data only about particular source/anomaly. At certain percentage levels some events will occur.
Rydygier  [author] 25 Feb, 2020 @ 12:37am 
Direction doesn't matter, only distance (to be exact: radiation exposure, as terrain featurtes/objects affect it too, not only distance). Each day there's limited amount of data, you can gather and always only from one anomaly, so it is normal thing. Exact daily measurment data limit vary depending on morale (5% by default), also some rare data sources may work regardless this limit.
spike_mf 24 Feb, 2020 @ 11:13pm 
no biggy but when approaching a Gravity Anomaly I start to gather info about it. When I look in another direction I stop but when turning back, facing the anomaly again the scanning doesn't restart. I've tried stepping away and come back but it didn't help, I tried another anomaly with no luck. I have to come back next day.
spike_mf 23 Feb, 2020 @ 1:19am 
By lootsystem I meant the usual stuff; finding gear in crates etc. but after thinking about it, it's not a good idea for this type of scenario :P
Rydygier  [author] 23 Feb, 2020 @ 12:03am 
By intention, at fast travel, if the player was using any vehicle and it is near enough, player should be put into that vehicle and teleported with it. Any previous vehicles should be ignored though. I'll check what you did, it was untypical, who knows, some logic gap could be revealed, thanks for reporting.

Looting exist in for of exclamation marks over the buildings. Entering such building equals looting it. (there are planned some slight changes here, as some was complaining about accidental, not desired autolooting sometimes).
spike_mf 22 Feb, 2020 @ 5:09pm 
Fast travel bug/annoyance. I fast traveled with my Van to a small town, then ran back to My Town took my Quad drove around a bit, Then took the fast travel back to My town and somehow ended up in my Van and exploded. So the Van had returned by itself, which it is not a bad feature, but as some scientist explained once about matter existing in the same space etc. yeah, it's kind of explosive... Otherwise Love it, would like to see some sort of loot system though, gets a bit boring just drive past houses searching for survivors.
spike_mf 21 Feb, 2020 @ 8:03pm 
Removed some mods and I can load again :)
Rydygier  [author] 21 Feb, 2020 @ 7:20am 
Not sure about the mods, probably their source doesn't matter, just, need to be all and same, as those used, when you was saving the game. If the save was made using same mission file, resuming should be there... But if for example you was saving using Steam version of the mission, then run non-Steam - there will be not available saves AFAIK.