Black Hole Anomaly
Singularity Anomaly adds a Zeus-deployable black hole event to Arma 3, creating a suspended gravity rift that pulls nearby terrain objects into its core and consumes exploding with a visual sci-fi effect once at critical mass.
This is a composition script to use it in your own mission place it using the custom composition feature.
Note if you set it to explodeAfterObjects = 10000000; if you want it to just keep on sucking everything up it could suck the whole map up i am not sure is it a net performance gain since it’s actively deleting map objects?
——————-CONFIGURABLE OPTIONS————- private _bh_centerATL = getPosATL _bh_anchor; _bh_centerATL set [2, 15]; Controls where the anomaly spawns. The first line uses the placed Zeus/composition object as the anchor position. The second line sets the anomaly height to 15 metres above ground. Increase this value to make the black hole float higher. private _maxActive = 5; Controls how many terrain objects can be pulled into the anomaly at the same time. Higher values make the black hole consume faster but cost more performance. Lower values are safer for public servers. private _pullSpeed = 90; Controls how quickly objects are pulled toward the anomaly. Higher values make objects get consumed faster. Lower values make the pull look slower and heavier. private _tickRate = 0.06; Controls how often the object suction animation updates. Lower values make movement smoother but cost more performance. Higher values improve performance but make movement less smooth. private _minScale = 0.03; Controls the smallest size an object reaches before it disappears. Lower values make objects shrink almost completely. Higher values make objects disappear while still more visible. private _scanStep = 250; Controls how far the anomaly expands its search radius each scan cycle. Higher values find objects faster but may cause more performance load. Lower values are smoother but take longer to search the map. private _scanRadius = _scanStep; Controls the starting scan radius. By default, it starts using the same value as _scanStep. private _maxRadius = worldSize * 1.5; Controls the maximum area the anomaly will search for terrain objects. By default, it can eventually search most or all of the map. Lower this if you only want it to affect the local area. private _coreBaseScale = 35; Controls the starting visual size of the black hole. Higher values make the anomaly begin larger. Lower values make it begin smaller. private _coreGrowthPerObject = 2; Controls how much the anomaly grows each time it consumes a terrain object. For example, 2 means the anomaly grows by 2 size units per absorbed object. private _explodeAfterObjects = 100; Controls how many objects the anomaly must consume before it triggers the final purple explosion and disappears. private _exploded = false; Internal state variable used to track whether the anomaly already exploded. This prevents cleanup from deleting the core twice. private _terrainTypes = […] Controls which terrain object categories the anomaly can consume. This includes buildings, rocks, fences, trees, walls, towers, fuel stations, hospitals, and similar map objects. Remove entries if you want the anomaly to ignore certain object types.