Arma 3
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Max_Alien
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Data Type: Mod
File Size
Posted
Updated
59.305 MB
25 Jul, 2018 @ 1:10am
7 Nov, 2021 @ 8:08am
13 Change Notes ( view )

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Max_Alien

Description




MAX_ALIEN by Maxjoiner

This Mod adds Xenomorphs, FaceHuggers, PredAlien, Xeno Eggs and Xeno Queen.
You can Find them in OpFor Faction only the Eggs are in Empty\Alien Eggs.
The Aliens units will attack automatically the Humans and also all the vehicles.

notes:
If You Enjoyed with my Mod Like To Support My Content Click This Link:
https://www.paypal.com/paypalme/maxjoiner1970
Subscribe at my Youtube Channel:
https://www.youtube.com/user/maxjoiner

LICENSE OF USE:
It's possible to use only the page of download authorized by author,
re-upload elsewhere is not allowed.
It's not possible to modify my MOD without my permission.
It's not possible to use parts of my MOD without my permission.
It's not possible to use my MOD in private servers (ex.Stratis life or Altis life)
without my permission.
It's not possible to resign my MOD without my permission.
For information contact me:
[email protected]

Commands lines to manage Aliens Units:
to stop egg blow effects: name_egg setvariable ["not_egg_blow", true];
to stop Alien attacks: name_alien setvariable ["not_Alien", true];
to reactive Xenos Attacks: nul = [name_xeno] spawn alien_FNC_Xeno;
to reactive Queen Attacks: nul = [name_queen] spawn alien_FNC_Xeno_queen;
to reactive FaceHugger Attacks: nul = [name_FaceHugger] spawn alien_FNC_FaceHugger;
to stop Acid blood effects for xenos and queen: name_alien setvariable ["not_acid_effects", true];
to stop the aliens attacks only on an unit:
name_unit setvariable ["Alien", true];
name_unit setvariable ["Bad", true];

How to use the Alien Motion Tracker:
nul = [name_unit] spawn alien_FNC_MTA;
To active/Deactive use key 3

589 Comments
Maxjoiner  [author] 4 Nov @ 2:16pm 
Thanks for your help! It's much appreciated! :steammocking:
Beerbellygod 4 Nov @ 12:55am 
BUG Workaround: This mod doesnt work with Dedicated Servers. The aliens wont aggro if placed in editor or Zeus. The best workaround is using marker spawns via script OR Ryans Zombies Spawner modules. Put in the class name and they work just fine.
Arkana :> 23 Oct @ 12:37pm 
To make it kinda compatible you have to put this in the initServer.sqf of your mission:

ace_medical_selections = ["Head", "Body", "LeftArm", "RightArm", "LeftLeg", "RightLeg"];
publicVariable "ace_medical_selections";
Maxjoiner  [author] 23 Aug @ 9:28pm 
Not at moment
SovietWildHunt 18 Aug @ 6:42pm 
is there going to be any further development?
Maxjoiner  [author] 16 Jul @ 8:41am 
For the moment the only one solution is removing ace
Hatsumi 15 Jul @ 12:00pm 
hey max love the mod so far im hosting a mission and my players cant take ace damage from the xenos anyway to fix this aside from removing ace?
Maxjoiner  [author] 1 Jun @ 8:59am 
Some buildings are not FaceHuggers-friendly
Sgt Gum 29 May @ 5:59pm 
I have noticed the Facehuggers when indoors go into a state of constant falling not sure if there is a fix for that or not.

They work perfectly fine when outdoors.
Maxjoiner  [author] 3 Apr @ 8:20am 
Yes