• S.T.A.L.K.E.R Roleplay
    213 replies, posted
um guys can you help me out here? the traders are not working :(
I am not trying to be harsh or anything, but if I wanted to do this, couldn't I just play the actual game? The game has great replay value, and actually contains all the content. Is there anything I will benefit from downloading this?
well you ge tot play stalker in garrysmod 10 does that help you're liking? :D [b]Edit:[/b] you get stalker in gmod does that help you at all? :D
[QUOTE=Gmod4ever]Wow.. Talk about fast replies! You get a winner for being so fast! :v:![/QUOTE] you get a lua king for this :D when i say you get lua king for this i mean for the gamemode :D
I'm going to download this.It seems like everyone likes it.Winner for who ever made it. [b]Edit:[/b] :(.For some reason when i start my temporary server I don't even have a chance to view its glorious features.I wish I could run my server without it crashing at the start.
Ok, big idea here. With the release of the new Gmod update. NPC AI will be availible. We should create a couple Stalker NPC's that walk around their base. Sit down once and a while and sometimes go out on patrol. Plus, another big suggestion. We need to have a really high quality map. Something that's worthy of the game Stalker. Here are some guidlines I would follow if you(or anybody) make a Stalker map just for the gamemode. 1. Map size should be as large as it can go on the source engine. The bigger the map, the Stalkier the gamemode is. 2. Vary the landscapes to suite all players. Flat grasslands, to wet swampy areas, to dry desolate wastelands(kind of like a desert), to lush vegetated areas, and country side like rolling hills. 3. Landscapes don't have to be huge, just make sure each type of landscape gets an equal piece of the large map. 4. Make transitions between landscapes feel seamless and natural. Preferably make natural looking plateaus around each landscape and around the border of the map, forcing the player to go through canyons that cuts through the plateau. In the middle of the canyon, can be setup electric gates that can be opened on either side by the player. These can be a strategical points on the map if guarded by a faction to ckoke off other factions. 5. DON'T make the terrain flat and boring. Someplaces can be relatively flat like the grasslands and the deserts. Looking at some real-life references will help you recreate them. Making the map with more terrain will improve system performance because you won't have to have a extremely large viewdistance like rp_csdesert 6. Along with good terrain, make it so using the terrain is an advantage by 7. The map should have a dark and gritty look to it, Preferably make it noon with overcast clouds. 8. Make about one small town for each landscape so each faction has a place to rest and pm eachother. 9. Make the small towns detailed. A good place to start is an accessable sewer system in each town. 10. Don't put lights in the game, it's the zone. Let the player put in lights by using the lamp or light tool(light tool comes out in the next Gmod update, it's like a light bulb, and it's less laggy) 11.In the center of the map, make an underground merchant building As far as gameplay, here is what I suggest. 1. Loot system, after killing a foe, you can press E on their ragdoll, which will bring up your inventory and his inventory, just drag and drop everything. After your done, click dispose body to make the ragdoll go away. 2. Trading system. Trade with other players through the inventory. You will be forced to holster everthing for 20 seconds after the trade to ensure that the person won't kill you after a trade and loot you. 3. Anomalies. Can be identified with the geiger counter from HL2, or from a pocket of the heatwave effect. If you run into a anomaly, you lose 20hp each second you are in it. Anomalies will only exist outside of towns. 4. Food system, instead of dying when you don't eat. A stamina bar will be on the screen, if you eat plenty, and keep your stamina bar full, you will be fit and run quite fast in sprint mode. If you don't eat, the bar will deteriorate and eventually get empty, which at that time, sprint mode will be a slow jog and normal run will be a walk. Which makes you a sitting duck. The higher the stamina, the faster you run. Different foods can be purchased at the merchants underground building in the center of the map. 5. Real ammo clips, instead of finding ammo, you find clips, which can be traded. 6. Artifacts, randomly spawned around the map, gives you cool attributes. Slow regenerating health, really fast sprints that last a short amount. Jump higher, artifacts that can also keep your stamina at max. Improved vision in the dark or better hearing from long distances. If you have artifacts and you are killed, the artifacts are gone forever until you find new ones. Not even the looter will find the artifacts on your body. A little warning, I will be adding to this mammoth wall of text. Plus I will put pics of map layouts and trade sytem user interface, Hud interface and what not and see if you like anything in here that you want in the gamemode.
[QUOTE=HostelEffect]Ok, big idea here. With the release of the new Gmod update. NPC AI will be availible. We should create a couple Stalker NPC's that walk around their base. Sit down once and a while and sometimes go out on patrol. Plus, another big suggestion. We need to have a really high quality map. Something that's worthy of the game Stalker. Here are some guidlines I would follow if you(or anybody) make a Stalker map just for the gamemode. 1. Map size should be as large as it can go on the source engine. The bigger the map, the Stalkier the gamemode is. 2. Vary the landscapes to suite all players. Flat grasslands, to wet swampy areas, to dry desolate wastelands(kind of like a desert), to lush vegetated areas, and country side like rolling hills. 3. Landscapes don't have to be huge, just make sure each type of landscape gets an equal piece of the large map. 4. Make transitions between landscapes feel seamless and natural. Preferably make natural looking plateaus around each landscape and around the border of the map, forcing the player to go through canyons that cuts through the plateau. In the middle of the canyon, can be setup electric gates that can be opened on either side by the player. These can be a strategical points on the map if guarded by a faction to ckoke off other factions. 5. DON'T make the terrain flat and boring. Someplaces can be relatively flat like the grasslands and the deserts. Looking at some real-life references will help you recreate them. Making the map with more terrain will improve system performance because you won't have to have a extremely large viewdistance like rp_csdesert 6. Along with good terrain, make it so using the terrain is an advantage by 7. The map should have a dark and gritty look to it, Preferably make it noon with overcast clouds. 8. Make about one small town for each landscape so each faction has a place to rest and pm eachother. 9. Make the small towns detailed. A good place to start is an accessable sewer system in each town. 10. Don't put lights in the game, it's the zone. Let the player put in lights by using the lamp or light tool(light tool comes out in the next Gmod update, it's like a light bulb, and it's less laggy) 11.In the center of the map, make an underground merchant building As far as gameplay, here is what I suggest. 1. Loot system, after killing a foe, you can press E on their ragdoll, which will bring up your inventory and his inventory, just drag and drop everything. After your done, click dispose body to make the ragdoll go away. 2. Trading system. Trade with other players through the inventory. You will be forced to holster everthing for 20 seconds after the trade to ensure that the person won't kill you after a trade and loot you. 3. Anomalies. Can be identified with the geiger counter from HL2, or from a pocket of the heatwave effect. If you run into a anomaly, you lose 20hp each second you are in it. Anomalies will only exist outside of towns. 4. Food system, instead of dying when you don't eat. A stamina bar will be on the screen, if you eat plenty, and keep your stamina bar full, you will be fit and run quite fast in sprint mode. If you don't eat, the bar will deteriorate and eventually get empty, which at that time, sprint mode will be a slow jog and normal run will be a walk. Which makes you a sitting duck. The higher the stamina, the faster you run. Different foods can be purchased at the merchants underground building in the center of the map. 5. Real ammo clips, instead of finding ammo, you find clips, which can be traded. 6. Artifacts, randomly spawned around the map, gives you cool attributes. Slow regenerating health, really fast sprints that last a short amount. Jump higher, artifacts that can also keep your stamina at max. Improved vision in the dark or better hearing from long distances. If you have artifacts and you are killed, the artifacts are gone forever until you find new ones. Not even the looter will find the artifacts on your body. A little warning, I will be adding to this mammoth wall of text. Plus I will put pics of map layouts and trade sytem user interface, Hud interface and what not and see if you like anything in here that you want in the gamemode.[/QUOTE] I agree with [b]MOST[/b] of that, you should be able to move bodies, but not dispose of them unless with an explosion, let them rot like have the ragdoll change to a old dead body like the burnt corpse or something. And players should be able to take artifacts from your body if they killed you. The game mode will need work and such but it is alright now. I hope he works on this again and adds more stuff and the day/night script. :sigh: Also there should be SOME map made lights, like map set lamps. Players can add custom lights though...
Holy shit. This isn't dead? Well, when next gmod update is [b]officially[/b] released (is it?) I'm gonna do a complete rehaul of this game. Build it back from the ground up.
I'm glad you agree with most of the things I said. And yes, adding the day/night script would be an awesome addition. As long as there is going to be a very high quality map and fun a solid gameplay features. I think StalkerRP would be better than ZS, DarkRP, and every other gamemode combined.
There is already a better script for S.T.A.L.K.E.R Roleplay. Lootascript.
Never heard of lootascript. Let me guess: Super exclusive?
[QUOTE=HostelEffect] 1. Map size should be as large as it can go on the source engine. The bigger the map, the Stalkier the gamemode is. [/QUOTE] If you would create a that big map, it would: 1. Lag as hell 2. Take forever to finish.
[URL=http://imageshack.us][IMG]http://img234.imageshack.us/img234/6774/stalkermappb7.jpg[/IMG][/URL] Shot at 2007-07-30 Okay, nothing high quality, just a map layout. The walls surrounding each landscape are a plateau. And the grey walls are gates leading to each landscape. And the other grey blocks representing towns are not buildings. They are zones where multiple buildings should be built. Also, I didn't put in any dirt roads or trails, put plenty of winding trails and roads, if you make a map. Added Gameplay ideas: 1. Weapons are extremely inaccurate unless you are using ironsights. 2. Realistic damage. This does not mean, one or two shots an you are dead. It means if your health is below 50 hp, bleedout will start and you will lose 3hp every 7 seconds. To stop bleedout, use bandages purchased from merchant to restore your health back to 50hp. You will hear shaky/heavy breathing if you sprint for more than 8 seconds or you have low health. Once your sprint meter has fully deteriorated you can still keep sprinting but in the effect that you lose 1hp every second. 3. Weight system. The more crap you carry the slower you are. 4. And my favorite. Advanced weapon system. Large amount of varying weapons. Several different types of pistols, rifles, machineguns, grenades, silencers, scopes, bullets, and barrels. some pistols may be more accurate than others, more powerful, have less recoil, a faster rate of fire. Same goes with rifles and machineguns, but some rifles may have bolt action(slower), or some may be semi-automatic(faster). Some scopes zoom in farther, have differents sights, or have infrared(good for seeing anomalies), night vision, ect. Some silencers may be quieter than others, or reduce accuracy more. Weapons deteriorate every time you use it and eventually break down, which at that time you will use a weapon kit that is purchased from the merchant to repair the broken weapon. Weight also affects every weapon and accessory. Some pistols are lighter than others, you get the picture. 5. Random Blowouts! If you are above ground in the blowouts you lose 1hp every second. So make sure to take refuge underground! Sewers, underground merchants building, or anything else that is underground is good. Blowouts last about 10 min. Gas masks bought from the merchant can protect yourself from blowouts when you are above ground. One gas mask lasts 2 minutes and each one is quite pricy. I'll be putting new pics on tonight of the trade interface and other HUD interface features. Remember these are just suggestions, I'm not saying you have to do these things, I'll be posting more map recomendations and gameplay features soon. [QUOTE=Mango]If you would create a that big map, it would: 1. Lag as hell 2. Take forever to finish.[/QUOTE] It won't neccasarily be laggy, The plateaus and hills will limit your distance keeping the game smooth. And anyways, hardware today and 2 years ago will handle the map easily at max settings. The largest sized map you can have is the size of gm_hugeflatconstruct. Which should be big enough for a Stalker gamemode map. And yes, I know that making a map this large will take a long time. Which is why I think we need need to have a dedicated team to this map. So they can all work on it. Remember, this is only a suggestion. [b]Edit:[/b] [URL=http://imageshack.us][IMG]http://img216.imageshack.us/img216/2021/grasslandce4.jpg[/IMG][/URL] Shot with [URL=http://profile.imageshack.us/camerabuy.php?model=Canon+PowerShot+A70&make=Canon]Canon PowerShot A70[/URL] at 2007-07-30 Grassland, grass and trees can be less abundant in the map. [URL=http://imageshack.us][IMG]http://img413.imageshack.us/img413/5004/rollinghillsnp5.jpg[/IMG][/URL] Shot at 2007-07-30 Rolling hills, great for the map. [URL=http://imageshack.us][IMG]http://img413.imageshack.us/img413/8745/woodlandswm8.jpg[/IMG][/URL] Shot at 2007-07-30 Woodlands. Once again, vegetation can be less abundant, but make it still feel like the woodlands. [URL=http://imageshack.us][IMG]http://img265.imageshack.us/img265/2097/swampjx9.jpg[/IMG][/URL] Shot at 2007-07-30 And lastly, the swamps. I think this could somehow fit in the game. I didn't put a desert picture. I'm sure you can recreate a desert just fine. This is the last time I'm going to say this. These are just suggestions. Added Gameplay Feature Suggestions: 1. Improved voice chat. If you are in a faction. your voice chat will go only to others in your faction. If you are a loner, you talk to nobody, you can only type if you are a loner. 2. Stalker NPC's. With the next Gmod update, you will be able to make your own AI. We could make Stalker NPC's that will go to the merchants to get food to eat if they need food, rest once in a while by sitting down on the ground, patch themselves up, upgrade their weapons when they have enough money, try to kill you if you are in a different faction, roam around the map using AI paths on the roads and trails.
Megasized post is megasized :geno: Now to read it... Okay, the blowouts are way to long, but are alright just a few minutes shorter. Also silencers sometimes make guns MORE accurate, they just slow down faster and THEN fall and become less accurate. Also, when steam community comes out, we should make a stalker group or something. I was one day planning on making a half life 2 mmo or something but this will do fine, as long as we get enough people to help. I will help with the mapping process a little bit. Also, I am sure players can handle the map fine, or atleast most players can. The question is can the hosts? Only bought servers can run that good, because unfortunately alot of player made servers suck no matter what game. If it comes down to it and this becomes way to big, we can ask for permission to use gmod tower or the conna server set up where you transport to other servers. Mostly the lag shouldn't be to much of a problem unless this becomes so big it comes to be like a huge game, in which case we might want to make a seperate mod for this or not, I am not sure. Some players have crappy mods installed on gmod that do autorun things and can lag their games, but it should be fine.
Well then, if some of you guys are gonna make that map, add LOTS of fog.
[QUOTE=Mango]Well then, if some of you guys are gonna make that map, add LOTS of fog.[/QUOTE] Yes it is critical to add the view distance far and to smooth things out slowly, to stop lag. Fog is sometimes realistic, sometimes not though. Course if we do the fog wrong, it can ruin the map completely and lag.
There is no Desert in S.T.A.L.K.E.R so why bother adding one?
Best way to optimize large open-scale maps is to add fog and then func_areaportalwindow brushes alot. And make it so that the areaportalwindows do start to fade from little longer distance than the fog, and end at the same point as fog. And people should fill the maps with them. Then it would really make the map faster. And people, first make the displacement surface, then make the 3d skybox, and after they are done start making the buildings and other details. And things like Trader rooms and other places that have only one passage should have func_areaportalwindow too, so they can be easily faded off. It makes the framerate much better but it only works if Vvis is ran at normal. And then the compile time will be long. I decided that my next map project will be remaking and finishing rp_zone.
Nice, Looking forward to it
Also, I was going to make a thread for everyone to read but I won't. Not yet. Anyhow I was going to say that we need modellers as well as mappers to help with the building. I am not sure if games use prefabs or what, but I think all the big open games use models for buildings, which is why the game hard drive space is huge and you see the same thing alot. Also, before engine/valve bashers come valve KNEW this and did it for reasons like certain explosions, etc. Models and mapping made buildings are needed for different things. Models, may help with the lag, or maybe the fact it is the same model or prefab helps, so it doesn't load different things, I am not sure. If anyone can confirm my suspicion that would be nice.
Replicating stalker levels in Hammer is easy. Cordon, would be a -great- choice for a staple map for this game mode.
[QUOTE=Ephemeral]Replicating stalker levels in Hammer is easy. Cordon, would be a -great- choice for a staple map for this game mode.[/QUOTE] Yes but it would be time consuming. I still think model buildings should be used to stop lag, but regular buildings need to be used for some things too.
[QUOTE=abp1192]Megasized post is megasized :geno: Now to read it... Okay, the blowouts are way to long, but are alright just a few minutes shorter. Also silencers sometimes make guns MORE accurate, they just slow down faster and THEN fall and become less accurate. Also, when steam community comes out, we should make a stalker group or something. I was one day planning on making a half life 2 mmo or something but this will do fine, as long as we get enough people to help. I will help with the mapping process a little bit. Also, I am sure players can handle the map fine, or atleast most players can. The question is can the hosts? Only bought servers can run that good, because unfortunately alot of player made servers suck no matter what game. If it comes down to it and this becomes way to big, we can ask for permission to use gmod tower or the conna server set up where you transport to other servers. Mostly the lag shouldn't be to much of a problem unless this becomes so big it comes to be like a huge game, in which case we might want to make a seperate mod for this or not, I am not sure. Some players have crappy mods installed on gmod that do autorun things and can lag their games, but it should be fine.[/QUOTE] Thank you for the contructive criticism. We will need a good server, but before we think about that. We need to optimize the map as much as we can. [QUOTE=Mango]Well then, if some of you guys are gonna make that map, add LOTS of fog.[/QUOTE] Fog alone won't fix the performance by itself. Like steve said, you need to add fog and func_areaportalwindow brushes a lot. Plus, like I described. Adding terrain like hills will block your your view a little and add a performance boost a bit. [QUOTE=Jman234]There is no Desert in S.T.A.L.K.E.R so why bother adding one?[/QUOTE] Good point, I have already thought of that, I should have just said to recreate the STALKER environment as best you can. You are right, no desert for a STALKER map. [QUOTE=Stene]Best way to optimize large open-scale maps is to add fog and then func_areaportalwindow brushes alot. And make it so that the areaportalwindows do start to fade from little longer distance than the fog, and end at the same point as fog. And people should fill the maps with them. Then it would really make the map faster. And people, first make the displacement surface, then make the 3d skybox, and after they are done start making the buildings and other details. And things like Trader rooms and other places that have only one passage should have func_areaportalwindow too, so they can be easily faded off. It makes the framerate much better but it only works if Vvis is ran at normal. And then the compile time will be long. I decided that my next map project will be remaking and finishing rp_zone.[/QUOTE] I think you will be forced to use func_areaportalwindow brushes if you do make the map. Like you kind of said. Making this map in order of importance will keep you organized, working faster, and ending up with a better map. I'm glad that this is going to be your next project. But I don't think you should do this alone. I suggest that you create a STALKER RP map thread in the Gmod General Chat and get a dedicated team going. People who really want to do their best on this map. I will try to help you but I can't get hammer configured for Gmod and I don't know how to use hammer at all. I've tried but failed many times. I guess I'll just talk with you more during the development of the map, give suggestions, make concept art, and keep the team going. Don't think lower of me because I can't do a lot of stuff. I understand the technical side of this, but it's making the map and the scripting I can't do.
[QUOTE=HostelEffect]Thank you for the contructive criticism. We will need a good server, but before we think about that. We need to optimize the map as much as we can.[/QUOTE] Read above, I have a suspicion.
[QUOTE=abp1192]Read above, I have a suspicion.[/QUOTE] Very interesting. I'm not sure a modeled building would create more lag or help it speed up. I think it would be less laggy if you had a modeled building as long as it was frozen in place(static) and had enough vertics so you wouldn't render too much stuff that is off screen. Though prefabs would win this one because it would take too long to model every single building in the game. It's easier and faster to make buildings using prefabs. One question, can you in a little detail, describe what a prefab is. I don't think I fully understand what they are.
[QUOTE=HostelEffect]Very interesting. I'm not sure a modeled building would create more lag or help it speed up. I think it would be less laggy if you had a modeled building as long as it was frozen in place(static) and had enough vertics so you wouldn't render too much stuff that is off screen. Though prefabs would win this one because it would take too long to model every single building in the game. It's easier and faster to make buildings using prefabs. One question, can you in a little detail, describe what a prefab is. I don't think I fully understand what they are.[/QUOTE] A pre-fab is pretty much a save of a house or door with locks or whatever. Sometimes a model would help though. It all depends on the situation.
HostelEffect: I haven't started on the map really much yet. I gotta finish rp_sunshine first, and it is hard. I believe this Stalker map will not be as hard since it should not use any complex brushwork and entitys. All is models and displacements. Stalker foliage just sucks. When this gamemode gets more progress I hope the team makes some special LUA entitys that are like some spawns for different groups and stuff. And how could I add artifacts on the map? I could make many with Hammer but how could I pick up one to backpack? Also I am interested of how the factions are supposed to work. Is there going to be some Military and so. I have Trader Room done, so how do I add NPC trader in there? Alot of questions.
[QUOTE=Stene]HostelEffect: I haven't started on the map really much yet. I gotta finish rp_sunshine first, and it is hard. I believe this Stalker map will not be as hard since it should not use any complex brushwork and entitys. All is models and displacements. Stalker foliage just sucks. When this gamemode gets more progress I hope the team makes some special LUA entitys that are like some spawns for different groups and stuff. And how could I add artifacts on the map? I could make many with Hammer but how could I pick up one to backpack? Also I am interested of how the factions are supposed to work. Is there going to be some Military and so. I have Trader Room done, so how do I add NPC trader in there? Alot of questions.[/QUOTE] I guess add a bunch of artifact spawns somehow. Or maybe go l4d style, without the bot and see if you can code it to spawn randomly in trigger and when players are far enough away.
Don't map off this version of STALKER RP. This is gonna get revamped when new version of gmod is released.
[QUOTE=Stene]HostelEffect: I haven't started on the map really much yet. I gotta finish rp_sunshine first, and it is hard. I believe this Stalker map will not be as hard since it should not use any complex brushwork and entitys. All is models and displacements. Stalker foliage just sucks. When this gamemode gets more progress I hope the team makes some special LUA entitys that are like some spawns for different groups and stuff. And how could I add artifacts on the map? I could make many with Hammer but how could I pick up one to backpack? Also I am interested of how the factions are supposed to work. Is there going to be some Military and so. I have Trader Room done, so how do I add NPC trader in there? Alot of questions.[/QUOTE] Well, I'm not so sure, correct me if I'm wrong. A lot of my features are going to depend on a node graph. Artifacts are going to be scripted into the gamemode. Preset artifacts would get boring because everyone would eventually know where they are. The gamemode and the map are going to have to work together. The gamemode will put a random artifact selected from a list of artifacts and randonly place it it somewhere on the map using the maps node graph. To keep the artifact from getting to places the player can't go, zones will be put on the node graph. So the map handles the node graph and zones and the gamemode will put artifacts anywhere in these zones using the node graph. Let me put it another way. Lets say the node graph is a big X and Y graph on the map. The gamemode will create a random value such as 5X and 9Y, then put the randomly selected artifact there. Let me put it in a different way one more time. [URL=http://imageshack.us][IMG]http://img227.imageshack.us/img227/4103/xandysh0.jpg[/IMG][/URL] Shot at 2007-08-01 As you see there is an X and Y graph labeled by X and Y. This is the node graph. The blue represents the mapped zones where artifacts can be placed. It would be better if you used less accurate zoning and used whole number coordinates instead. The processor will have a hard time generating an artifact on the coordinants X4.0442658 and Y2.7436127. So you can script the gamemode to restrict coordinants to only hundreths. Such as 1.47 and 3.21. But you would still have problems getting accurate coordinants because the node graph still has so little whole number values. Making the node graph a lot bigger will help heaps. Now to NPC's. Let me first start by saying that you can't make NPCs just yet. The next Gmod update will allow us to make our own AI and NPCs. How will the NPC's work? Heres how. Let's say the NPC's have a couple priorities. Let me list 2 1.Hunger 2.Rest All of these priorities have values of 100, lets put them in. 1.Hunger 100 2.Rest 100 All these values deteriorate a different speeds. Once one of the values hits 80 or below, the NPC will automatically do what it's scripted to do. So if hunger hits 80, the NPC will go to the merchants following the nearest AI path. AI paths are like zones but they're are points put on the node graph connected to eachother. AI paths will usually be put on roads by the creator so the NPCs look smart. If the NPC is attacked while trying to satisfy a priority, he will eliminate the threat then continue doing what it's supposed to be doing. After the NPC reaches the end of the AI path, it will use it's own AI to find the quickest way to it's destination. That won't need to be scripted because that is already part of the default AI from HL2 and can be put into the scripted AI. The destination will be the merchant. After reaching that destination, it will buy food. If he doesn't have money, he will look for other players by randomly following different AI paths and try to kill a player if he sees one. Once again, if he is attacked. He will eliminate the threat and continue doing his buisiness. He will kill players because he wants their money to buy food. So all this time, he is really following his hunger priority. Once he has successfully killed a player. He will loot the body of the players money. If there is no money on the body, he will go looking for another player. Once he has money, he will go to the merchant and buy food and then eat, bringing his hunger value to 100 again. Resting is the same way, but the NPC can only rest in rest zones. Rest zones are in towns. He will once again follow the closest AI path leading to town. If he is attacked, he will eliminate the threat then continue to follow the AI path. After getting off the AI path, he will find his own way to the nearest rest zone. To show he is resting, he will just sit on the ground. To stop him from going into the wrong town with enemy factions. There will be 4 different faction zones over each town. He will only go to resting zones that are in his corrosponding faction zones. If the NPC is not in a faction, there are several rest zones in the wilderness just for them to go to. While resting, the value will generate to 100 after enough time. If all 4 priority values are above 80, he will just rest until a priority goes under 80. Basically, NPCs will only perform their biggest priority. The hunger and rest will deteriorate at different speeds. I could have left out the "ifs" but I put them in anyways. There can be other prioritys if you want. These should just keeping the NPCs moving The above might be a bit sloppy, I didn't check it. Factions will work as just having 4 prebuilt faction towns. They're are 4 commands to join each one. For example: just type /joinmilitaryfaction, there will be a military faction and 3 other STALKER factions. The names, I am not sure yet what they will be. Once you have joined a faction, the NPC in that faction won't attack you if you don't attack them. So the you made a trader room? Eh, I was expecting a little more elaborate than a single room. Don't take this the wrong way, but this might be more time consuming than you thought. I want people to load this map the first time and say "Wow!" to themselves when they see it. I want them to marval as the detail and atmosphere of the game. This is just constructive criticism. I think I'm going see what I can do with hammer. It's been over a year since I've tried to use hammer. Tell you what, before you start making a map, go look at ton of screenshots of STALKER. Then try to recreate it. I'm going to stop typing now. You get the picture of what I want
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