S.T.A.L.K.E.R Series Megathread: Maybe someday games releasing edition
999 replies, posted
Messing around more and more with the "jobs" system that I touched upon in my last post.
Made a completely "dynamic" Stalker camp, in the sense any Stalker that wanders to this outpost can pick up a job and start enriching the atmosphere.
The main feature of this is that Stalkers will either choose to rest, or to guard the Rookie Outpost, but can only do one or the other for so long. This means that the Stalkers will take shifts and swap between guarding or resting.
https://www.youtube.com/watch?v=Io9qqA9rX9g&feature=youtu.be
Up next:
A trader that NPC's will trade with as well. This is technically already in the game, but it happens so infrequently the only way you might know of its existence is if you've looked through CoC's code. By creating more traders the NPC's know they can trade with, as well as messing around with the scripts, I can up the chance of this happening and make it occur much more frequently.
Had no idea NPCs trade
It's a really underused, but cool feature. I definitely want to make it occur more frequently, but I also want to make sure it's not too annoying for the player to have to dodge around NPCs to get to the trader.
I would love the far cry 4-esque trading system where you'd have a group of 3 NPC; 1 trader and 2 "guards". The NPC with the goods would have a custom visual with a huge backpack and wouldnt trade weapons, mainly small goods. You could go as far as making them a separate faction so you could really do something with communities and relations. They could be the target of bandit squads.
What also would be amazing, since CoC has NPC which are active at all smarts, would be a bounty system. You would get a random task assigned through the PDA like in Clear Sky. The task would be "Kill x NPC for 10.000 ru within X period". You would need to loot his PDA for the task to finish, since that would shoe you killed him (i wouldnt know if the logic works like this). Once confirmed you'd immediately get the money, instead of needing to go Cordon for 10k ru from Pripyat Outskirts :v
Writing another mini-tutorial, hope I'm not clogging up the thread but I found out a useful dialogue trick that is literally documented NOWHERE, I only found out because I'm stubborn and lucky as hell.
https://www.youtube.com/watch?v=BHUvGla2_nI&feature=youtu.be
As simple as this seems, it's actually done using a rather tricky and complex dialogue scripting technique that offers a list of possibilities to the dialogue system, and based on infoportions, chooses the correct one. Here's the code I used:
<dialog id="wepl_radar_stronghold_ecolog_master_1_dialog_1">
<phrase_list>
<phrase id="0">
<text />
<next>1</next>
</phrase>
<phrase id="1">
<text />
<next>2</next>
<next>3</next>
<next>4</next>
<next>5</next>
<next>6</next>
</phrase>
<phrase id="2">
<dont_has_info>wepl_radar_stronghold_ecolog_master_1_dialog_1</dont_has_info>
<text>st_wepl_radar_stronghold_ecolog_master_1_dialog_npc_1</text>
<give_info>wepl_radar_stronghold_ecolog_master_1_dialog_1</give_info>
</phrase>
<phrase id="3">
<has_info>wepl_radar_stronghold_ecolog_master_1_dialog_1</has_info>
<dont_has_info>wepl_radar_stronghold_ecolog_master_1_dialog_2</dont_has_info>
<text>st_wepl_radar_stronghold_ecolog_master_1_dialog_npc_2</text>
<give_info>wepl_radar_stronghold_ecolog_master_1_dialog_2</give_info>
</phrase>
<phrase id="4">
<has_info>wepl_radar_stronghold_ecolog_master_1_dialog_2</has_info>
<dont_has_info>wepl_radar_stronghold_ecolog_master_1_dialog_3</dont_has_info>
<text>st_wepl_radar_stronghold_ecolog_master_1_dialog_npc_3</text>
<give_info>wepl_radar_stronghold_ecolog_master_1_dialog_3</give_info>
</phrase>
<phrase id="5">
<has_info>wepl_radar_stronghold_ecolog_master_1_dialog_3</has_info>
<dont_has_info>wepl_radar_stronghold_ecolog_master_1_dialog_4</dont_has_info>
<text>st_wepl_radar_stronghold_ecolog_master_1_dialog_npc_4</text>
<give_info>wepl_radar_stronghold_ecolog_master_1_dialog_4</give_info>
</phrase>
<phrase id="6">
<has_info>wepl_radar_stronghold_ecolog_master_1_dialog_4</has_info>
<text>st_wepl_radar_stronghold_ecolog_master_1_dialog_npc_5</text>
</phrase>
</phrase_list>
</dialog>
Now to dissect this monstrosity:
<phrase id="0">
<text />
<next>1</next>
</phrase>
This first empty phrase 0 section is a hack to return the dialogue BACK to the NPC, since each <next> section bounces the current speaker between the actor and the npc. If you remove this, it will be the player saying the dynamic phrases such as "..." or "Stop annoying me" instead of the NPC. To counteract this, we just add that empty section to bounce it from the player back to the NPC.
<phrase id="1">
<text />
<next>2</next>
<next>3</next>
<next>4</next>
<next>5</next>
<next>6</next>
</phrase>
This is the "secret" dialogue behavior that I discovered by accident, basically, since we supply each of these phrase id's with preconditions, it will actually choose the correct one. Very useful!
<has_info>wepl_radar_stronghold_ecolog_master_1_dialog_1</has_info>
<dont_has_info>wepl_radar_stronghold_ecolog_master_1_dialog_2</dont_has_info>
These are our preconditions. Make sure your logic is valid and that there is always a choice that can be made, I'm fairly certain the game will crash if there is no valid dialogue route for it to take.
Also, this goes in gamedata\configs\gameplay\dialogs.xml. You can choose whatever dialog file you want to put it in.
And these are the strings I used, these go in a xml file of your choice in gamedata\configs\text\eng\yourfile.xml
<string id="st_wepl_radar_stronghold_ecolog_master_1_dialog_npc_1">
<text>Talk to PLACEHOLDER, he's the guy who runs everything around here. I just guard the place.</text>
</string>
<string id="st_wepl_radar_stronghold_ecolog_master_1_dialog_npc_2">
<text>Just talk to PLACEHOLDER, he knows more than I do.</text>
</string>
<string id="st_wepl_radar_stronghold_ecolog_master_1_dialog_npc_3">
<text>I don't have anything else to say to you.</text>
</string>
<string id="st_wepl_radar_stronghold_ecolog_master_1_dialog_npc_4">
<text>Stop annoying me.</text>
</string>
<string id="st_wepl_radar_stronghold_ecolog_master_1_dialog_npc_5">
<text>...</text>
</string>
Hope this helps anyone looking to make dynamic start/end/whatever dialogues! This is a very useful dialogue behavior I will most definitely be using in the future.
I was wondering... (Its just rambling/question not any request. + Im not any expert at scripts so I can be wrong in some points.)
Repair mode right now is based on one number in function "how_much_repair"(inventory_upgrades.script), where you set factor low or high depending on how much you want to pay for repair(typical is 1.2-1.3).
Would it be possible to separate this factor to categories where you can set different pricing for armor repair, weapon repair and eg. melee weapon?
Plus class of gun could have more to say when setting price, where AK-based guns with their interchangeable parts would be way cheaper to fix than eg HK G36, the same with pistols and types of armor, where light suits need just some stitching and basic armor parts(Kevlar patches, etc) and heavier need more custom parts specific for suit type(plexi glass, metal, electronic).
For most of time in mods that have repair function its just hilarious that, for example, sharpening 70-80% condition knife you pay almost x2 more than price of knife it self, and fixing guns and cheap jackets cost fortune, and most of time you need to sell few artifacts to actually repair your gear that is not even bellow 60% condition.
Yes, I know that its one of artificial way to make game harder at the beginning, but as I said many times all what you really need to do is set other aspect of game to make it hard, like damages, where it dont matter what gun you have, bullet is a bullet: it kills, and you choose gun by its features(rpm, scope etc), caliber and look. So paying x2 of price of new gun just to repair few percentages of its condition it is just stupid, especially when if we look at guns, its not like you need to repair/replace half of gun(anyone who actually own gun know get it, most of time proper cleaning is enough... its not like you need to replace barrel after every 1000 shoot...).
Separating those factors also could give game some new features where one mechanic is good and cheap at fixing weapons and other is cheap at fixing suits...
This is a planned feature, atleast in my mod. I plan to give each individual weapon a repair modifier as well as give different types of equipment varying repair modifiers as well. I do like the idea of certain mechanics being better at repairing certain things better than others, and that should be easy to implement so that's now a planned feature as well.
Is there any animation to it, or does the Stalker just walk up to a trader and trade stuff in a split second?
https://www.youtube.com/watch?v=jVwzYDuFwNE&feature=youtu.be
Trade orders, get it?
But yeah, there is an animation. The one in the video is obviously a placeholder, theres a huge list of "states" I can choose from, and I'm sure theres one in there that will suite my needs.
For a little more in-depth on how an NPC trades items:
Basically, everytime an NPC picks up an item, it's added to a table of items that they've collected throughout their travels. They want to keep a minimum stock of their best gun, ammo for their best gun, medical supplies, and food, but sell the rest of the stuff to the trader, if the trader is willing to buy the items they're willing to sell. They then get a rank increase for being a good boy, as well as money, which they can then use to purchase ammo, medical supplies, or food if they're low on supplies.
Trying to get into DEAD AIR.. Installed an addon with a bunch of tweaks for pricing / misc. stuff like a tiny passive HP regen for the marked one..
Can anyone tell me how to disable the asthmatic breathing when stamina is <= 25% ? Or a way to rebalance the thing entirely? Like having a faster stamina regen when resting? At 20/45 kg you can walk a total of 40 seconds before having to rest for 15 seconds.. It's a massive ball breaker.
wepl, I have another idea after reading the trader info you have given. What if lone stalkers after a while of getting a high rank and enough money, decide to exit the zone via Swamps or Darkscape (This can help this map have more movement and sense than being a pretty open space). I think you could use the scripts used in Call of Pripyat after the spetsnaz and the player reach the square. They are "extracted" (Just disappear), so you can perhaps use it for stalker that "exit" the zone.
I mean, that's easily doable, and it sort of makes sense - but why would we ever want to remove our precious alife NPCs? Obviously too many NPCs is too many NPCs, but I don't think it'd be a good idea to script the removal of NPCs without having scripts that add NPCs. We could script in the "arrival" of new stalkers by simply spawning them in - but you would never really tell the difference between them and those who were just spawned in a smart terrain.
It's a neat idea, but I ultimately feel like it's too much work for too little reward.
How does the game handle the removal of NPCs anyway? Does it actualy simulate NPCs dying out of map?
Yes. You may be right. Its too much simulation for a little gain. What about quests from rookies that want to go from Cordon to Zaton, like tourists willing to pay good money (It would be a challenge to keep them alive) if you have good reputation? Or some Master stalker wanting to "retire" from Zaton to Rookie Village (We could just leave Master stalkers in Rookie Village, Clear Sky Base or the Sawmill in Darkscape) and giving you an artifact, some weapon mod or a rare weapon if you manage to escort him from the North to the South? (Again if you have good rep).
shit man you're making things I dreamt about being in stalker
Mutants and stalkers exist until they die. Some smart terrains act as respawners. For example one smart will spawn a squad every few hours until a maximum, like 3. It will not respawn again until 1 or more of these squads die. When you first start a new game, population will sort of grow for a few in game days and reach it's maximum, until the player pretty much explores and npcs die from combat, allowing the respawn cycle to continue.
i wish more games took up the concept of a-life and added and optimized on it, but we havent even fully understood stalkers alife yet because of the whole lot of wizardry shit goin on
Ayyy, really great news. After a tireless struggle with XRay's level editor, me and @Theman! managed to finally work it out and because of this, map edits and additions are practically 100% going to be in the mod.
What, exactly, we're going to entirely do is still not decided yet, there may be new maps or just overhauls of the old ones.
Anyways, heres some Radar editing we've already done:
https://files.facepunch.com/forum/upload/180967/df4f5bc9-dd3a-4daa-896b-14d3d063d6dd/497333d803721f8243479645b805eeb4.jpg
Let me know what you think, and if you have any suggestions. Thanks in advance.
so i was bored and digging through the SHoC sound files and sounds\ambient\random has a file called rnd_hos3.ogg which is the "ok lets go" line from a cs1.6 hostage
Any chance you could clean up the roads a bit? Push broken cars and stuff to the side so vehicles can actually run the roads?
be careful, the feature creep is getting bigger and bigger
That moment when you wanna work on item scripts and see this:
-- ration_ru x7if(s_obj)and(s_obj:section_name()=="ration_ru_7")then
alife():create("ration_ru_6", db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), db.actor:id())
endif(s_obj)and(s_obj:section_name()=="ration_ru_6")then
alife():create("ration_ru_5", db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), db.actor:id())
endif(s_obj)and(s_obj:section_name()=="ration_ru_5")then
alife():create("ration_ru_4", db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), db.actor:id())
endif(s_obj)and(s_obj:section_name()=="ration_ru_4")then
alife():create("ration_ru_3", db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), db.actor:id())
endif(s_obj)and(s_obj:section_name()=="ration_ru_3")then
alife():create("ration_ru_2", db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), db.actor:id())
endif(s_obj)and(s_obj:section_name()=="ration_ru_2")then
alife():create("ration_ru", db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), db.actor:id())
end-- mre x3if(s_obj)and(s_obj:section_name()=="mre_3")then
alife():create("mre_2", db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), db.actor:id())
endif(s_obj)and(s_obj:section_name()=="mre_2")then
alife():create("mre", db.actor:position(), db.actor:level_vertex_id(), db.actor:game_vertex_id(), db.actor:id())
end
This is CoM/Last Day btw, I don't understand why some people do this in scripts :/
The Faction War for Clear Sky is still the best mod of its kind, right? Warfare for CoC is pretty infantile, isn't it?
I was enjoying my first playthrough just doing random quests of SoC but I ended up stumbling upon what I assumed was the final stretch of the game since I suddenly had characters mention that I'm near the Monolith and should hurry up so I thought why not but I was clearly not ready and had a rough time moving through the first part of that segment (with the Monolith faction members attacking me from the rooftop apartments) that it just killed my mood to keep playing, definitely have to pick it up again though because doing those quests beforehand was pretty damn fun.
How would one increase the weapon damage done in CoC? I want the damage model to be similiar to that of Dead Air, kinda feeling like enemies are stil too bullet spongy.
Are there any cool environment sound mods that add things like birds chirping or bugs buzzing, winds blowing things like that?
kind of like this
https://www.youtube.com/watch?v=E-O00VIvHd0
(rip wormwood)
To anyone who's played Anomaly, when you chopped a chimera, did you get ... an unusual kind of meat from it? Like, x6 of rodent meat? I've carved up like 6 chimeras now, and they've only given me x6 rodent meat. Am I missing something?
someone got a bit over-enthusiastic with the copy-paste
Now that I've encountered the mutants more, apparently I missed that these fuckers are called Lurkers. Whatever the hell those are. I guess they're R.O.U.S. (Rodents of Unusual Size?) They act just like Chimeras.
Yes in anomaly there are two types of "chimera-like" mutants. One is proper chimera that look and act like normal one, and other is more like mix of hyena and dog creature that make that specific sound like horn, they are pretty easy to kill, you do the same strategy as with snorks, you just wait when they jump and do small step to the site and then just blow their head. But I honestly prefer just running around them and use knife... with some practice you can kill them in one hit and they cant turn around fast enough to attack. But as you noticed they left just roten meat so its not point of fighting them unless they block your patch.
As for chimeras, you can often find them in Military Warehouse near the crashed heli and often behind school in Dead City.
Sorry, you need to Log In to post a reply to this thread.