Basic Modding with Playable Examples

This is a discussion on Basic Modding with Playable Examples within the S.T.A.L.K.E.R. SoC Modding, Mapping and Editing forums, part of the S.T.A.L.K.E.R. Shadow of Chernobyl category; Originally Posted by valimatei How can i make enemies carryng groza or ather weapons with grenade launchers to SHOOT with ...

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  #191  
Old May 20th, 2007
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Quote:
Originally Posted by valimatei View Post
How can i make enemies carryng groza or ather weapons with grenade launchers to SHOOT with vog-25 grenades ?????
I tried to eliminate the normal ammo from their inventory and put vog-25 instead but they still shooting with normal ammo and have infinite ammo .
Hmm i've never seen them use their attachments. Anyone else got any ideas

@ Brusher How did you increase your running speed? I cant stand running anymore is too freaking slow. Cool pic, how did you get behind? You could caption that with "get the f^&k out! new management mothaf$%ker BLAM BLAM"
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  #192  
Old May 20th, 2007
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i'm gathering you got behind because of the modified jump speed. I personally use a jump speed of 8, I found that if you increased it over ten then sprinting and jumping would accelerate your movement speed and landing would become painful.
As far as custom weaponry goes i also altered the character_desc_xxxxx.xml files they seem to be fine though they occasionaly have problems with unique weapons. I gave Wolf a gauss rifle, and many of the rookies have winchesters, Vla's, SVD/U's to make it fair i also gave the other factions weaponry improvements, so the military outpost in cordon was a bit more complicated cause i got hit by gauss from one of em.

I upgraded the weaponry cause from after merging horror mod with the M BCCF mod, the rookie camp kept getting slaughtered by various creatures before the trader would finish the talk and open door. Why are Burer/dwarf dudes called dwarves they really aren't that small?
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  #193  
Old May 21st, 2007
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Midnight, check your private messages. I sent you everything you need.

You too Demoche.


Let me know how you like it.
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  #194  
Old May 21st, 2007
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Demoche, when I get time I'll look into your other question about shooting grenades. I was wondering about that myself.


Oh, how did you like the Horror mod? I've been thinking about trying it.

Last edited by Brusher; May 21st, 2007 at 10:46 AM.. Reason: Add:
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  #195  
Old May 21st, 2007
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how can i reduced the the full inventory image of assault riffles to fit in the pistol slot without cutting parts of it ?
using 3/2 width/height removes parts from image but i saw some screenshots with miniweapons having 3/1 w/h .
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  #196  
Old May 21st, 2007
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Quote:
Originally Posted by valimatei View Post
I have moddified the "character_desc_......xml " files replacing enemies weapon with rpgs and bulldogs.But when they shoot they suicide themselves shooting in front of them in the ground or in the walls .Can be that because they are novices and maybe later in the game the veterans and masters will know how to shoot right ???
Not necissarily. I think that will happen unless you post them at a postion where this won't happen. Like the guy that shoots rocket grenades as you're approaching the red forest area. I don't think they're programmed to find the appropriate place to launch a grenade no matter there rank. If you'll notice, a lot of times you'll see stalkers and ai trying to shoot through walls with guns. All of the ranks do that. Not just rookies. I think they just have to be appointed the right position, or spot to do so without killing themselves. I could be wrong on that but I think not.

I would like to know how you guys are doing this. I'm trying to spawn more stalkers in certain areas but I can't figure out which file\s to work with. Like how do you spawn a stalker to gaurd a post, or stay in a particular area. Then there are some who roam around between the RR bridge and the garbage, or anywhere else for that matter.

Wouldn't it be cool to spawn an army of stalkers to go with you to take on an army of mercs and/or bandits? Like when you first get to the point where you go on a mission with the duty squad in pripyat {I think}? Or like at the first of the game when you take on the bandits at the carpark with wolf's guys? Only on a larger scale?
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  #197  
Old May 21st, 2007
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Horror mod, loved it, the fog took a bit to get used to and especially the fact that certain weapons became impractical due to not being able to see far. Funnily enough i had a increase in FPS because i couldn't see as far, but that may not be with everyone else. Currently i am playing horror mod without fog because it can be nice to see what im in for.
Until AI learns to stop shooting at or through walls with HE, i think i might just give normal weaponry...... such as automatic gauss rifles....
I know that someone is trying to script companions over on the OL boards, so who knows. Personally i want a pet DWARF.....
The AI are given jobs there are mods that let the NPC's wander but they have a tendency to break the main quest due to critical npc's walking into large numbers of mutants, anomalies, and minefields ( i think the same file also dictates what anomalies can or cannot be detected)
I am going to readd it though for my next play through.
Brusher Thanks for the info. I havent boosted my run speed too much but i may increase it more since last night i got ambushed by 12-15 pseudodogs after they had finished with some military stalkers......
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  #198  
Old May 26th, 2007
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As much as i like S.T.A.L.K.E.R, I would like it more if it this gun would work

This is it, as taken from unique_items.ltx

Code:
[wpn_trigger_m1]:wpn_val    ;Модифицированный Вал
$spawn = "weapons\uniq\wpn_val_m1"    
description = enc_weapons1_wpn-trigger_m1
inv_name = wpn-trigger_m1
inv_name_short = wpn-trigger_m1
cost = 100
fire_modes = 1,-1
ammo_limit = 600
ammo_current = 600
ammo_mag_size = 35
ammo_class = ammo_9x39 mm
sprint_allowed = true
misfire_probability = 0.0
condition_shot_dec = 0.0
hit_power = 8.90, 8.90, 8.90, 10.10
hit_impulse = 1000
fire_distance = 10000
bullet_speed = 15000
rpm = 200
scope_zoom_factor = 4.0
scope_status = 2
scope_texture = wpn\wpn_crosshair
condition_shot_dec = 0.00005
inv_grid_x = 5
inv_grid_y = 31
The trader code, this is from barkeep:
Code:
wpn_walther_m1            = 1,    0.3
wpn_trigger_m1                          = 1, 3 <---my weapon
wpn_pm_arena            ;NO TRADE
Now, my problem is it won't show up. ever. i go to them, open the trade screen and it isn't there. Why is that?
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  #199  
Old May 26th, 2007
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There's no edit button, so sorry for the double post. I tryed my hand at editing armour. Same result. Won't show up at the traders. Help?
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  #200  
Old May 27th, 2007
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Hey Triggs i'll fix your weapon for you, check your PM for details
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