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[WIP] Stalker Reblanced v1.2 beta

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  02:57:26  17 October 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Good effort on ef_weapon_type, Storm Shadow! Did you resolve the logic activation issue? My from-the-hip shot is that it may be a virtual store issue*, but I think I just blasted a new hole in my thigh...

---END QUOTATION---



Thank you, and good to see you back around the forums, you must have some more IRL time avail i see.

what is this logic activation issue again?

Shad
  14:06:22  16 October 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4286
Good effort on ef_weapon_type, Storm Shadow! Did you resolve the logic activation issue? My from-the-hip shot is that it may be a virtual store issue*, but I think I just blasted a new hole in my thigh...

__________
*No, just because folks think I have a new hammer, I must be considering everything to be a nail. Actually, it's a new universal solvent, and all problems are being washed away.
  09:32:08  5 September 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
after further testing, i've changed all double barrelled shotguns to ef_type 7
  03:03:19  3 September 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Should be that be accompanied with any changes in mp_ranks.ltx?
---END QUOTATION---



no, as far as i can tell; mp_ranks.ltx has nothing to do with the hierarchy of NPC wpn evaluation, this is done solely by the ef_weapon_type value.

i will edit this to the notes in my OP.
  23:40:17  2 September 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
Should be that be accompanied with any changes in mp_ranks.ltx?
  07:47:18  2 September 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
09/02/2012 8:19:58
Messages: 1430
as per the infos in this tut:
[Tutorial] The Truth about ef_weapon_type
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=21708&sec_id=16page=1

below is how i've set every wpn in reb, for both NPC effective usage and in a logical hierarchy. so now you can successfully give an NPC a better weapon and he will use it, not just stick to his tired old shitty shotgun.


[b]PISTOL[/b]
w_binoc			0
w_bolt			0
w_knife			1
w_revolver		5
w_pb			5
w_pm			5
w_fort			5
wpn_fort_m1		"
w_hpsa			5
w_beretta		5
wpn_beretta_m3		"
w_walther		5
wpn_walther_m1		"
w_colt1911		5
wpn_colt_m1		5
w_sig220		5
w_desert_eagle		5
wpn_eagle_m1		"
w_ups			5

[b]MACHINE PISTOL[/b]
w_skorpion		6
w_mac10			6
w_mp7a3			6

[b]SHOT GUN[/b]
w_bm16			5
w_bm16_full		20
w_toz34			20
w_tozbh			11
w_wincheaster1300	42
w_winchester_m1		"
w_spas12		47
w_spas12_m1		"
wpn_spas_m3		"
w_saiga12c		47

[b]SUB MACHINE GUN[/b]
w_bizon			30
w_mp5_m1		30
w_ppsh41		31
w_mp5			32
w_mp5_m2		33
w_p90			34

[b]ASSULT RIFLE[/b]
w_m1891_30		11
w_ak74u			40
w_ak47			41
w_ak74			42
w_ak74u_m1		42
w_ak74_m1		42
w_aks74u_aim		42
w_rk95			43
w_groza_m1		43
w_abakan		45
w_abakan_m2		45
w_l85			46
w_l85_m1		46
w_lr300			46
w_sig550		46
w_sig_m1		46
w_g36			46
w_xm177e2		46
w_galil_mar		46
w_g36c			46
w_fn2000		46
w_fn2000_old		46
w_groza			47
w_val			48
w_val_m1		49

[b]SNIPER RIFLE[/b]
w_sks			11
w_m1891_30_scope	11
w_lr300_m1		11
w_l85_m2		11
w_sig_m2		11
w_abakan_m1		11
w_svu			11
w_svd			11
w_svd_m1		11
w_vintorez		53
w_vintorez_coll		54
w_sr25			11

[b]MACHINE GUN[/b]
w_rpk74			53
w_pkm			54

[b]OTHER[/b]
w_gauss			11
w_gauss_m2		55
w_rg6			9
wpn_rg6_m1		"
w_rpg7			9
w_f1			10
w_rdg5			10
w_gd-05			10

  07:16:18  31 August 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
In recent news, i've announced on the MOD DB page here:
http://www.moddb.com/mods/rebalanced
that i've pushed the release 1 month to the right, in order to allow more time to integrate the latest ZRP build, which I now believe is essential, not optional.

For info of anyone following the progress of the Detector Icon shows on HUD feature, there is more specific infos in this thread here:
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=21703&sec_id=16

Regards, Shad.
  13:59:59  27 August 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
[logic]

Im having a hard time getting some new logics to work. it's as if the NPC's dont even recognise that i have added [logic] to them

i dont really know that much about logic, but i have assigned them active = ... (well at least i think i've done this correctly.

to make it easier to play with, i've given them a cfg = script in the their all.spawn entries.

one of them is the existing NPC esc_soldier_commander who is the commander at the rail over bridge in cordon that you need to bribe to get past. im just trying to give him a new trader scheme, so that he will sell different ammo types as you progress.

the other is esc_aliVe_stalker_4 who a new NPC added by aliVe mod, but then deactivated. i re-activated him as DC who lives under the bridge in cordon. Im just trying to give him some meet logic.

I feel like there's somthing missing!!!!! is there some extra command i need to give them somewhere to activate them to use logic? have i messed up the active = so that no logic will work at all!!??? i just dont know!
  09:25:06  18 August 2012
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PressurE
Senior Resident
 

 
On forum: 09/07/2009
 

Message edited by:
PressurE
08/18/2012 9:28:58
Messages: 272

---QUOTATION---
Sure thing, here you go

http://www.mediafire.com/?3dd9202d7r69tec

cheers for that. yeah, if you look closely at how OGSE has done it, some of their detectors are class = AREFEACT, like the bioradar & autodoctor.

while the detector_simple & detector_mine_finder are both the standard class = D_SIMDET.

I dont know enough about the mod to know what the bioradar & autodoc do, or how they do it. if they are detectors that detect stuff in game, then that aspect must be controlled by script.

it seems im not gonna be able to make a standard detector that also shows on the HUD
---END QUOTATION---



Bioradar shows NPC's and mutants when it is equipped on the belt on its own mini-map. Autodoc administers first-aid kits and stamina drugs when they are low. Ill post a link for the scripts folder, dont give up!

http://www.mediafire.com/?btyllgzzpu37zln
  08:35:53  18 August 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Sure thing, here you go

http://www.mediafire.com/?3dd9202d7r69tec
---END QUOTATION---



cheers for that. yeah, if you look closely at how OGSE has done it, some of their detectors are class = AREFEACT, like the bioradar & autodoctor.

while the detector_simple & detector_mine_finder are both the standard class = D_SIMDET.

I dont know enough about the mod to know what the bioradar & autodoc do, or how they do it. if they are detectors that detect stuff in game, then that aspect must be controlled by script.

it seems im not gonna be able to make a standard detector that also shows on the HUD
 
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