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Lurk 1.1 AI

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  07:06:52  27 September 2013
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Vallis
(Novice)
 
On forum: 05/30/2013
Messages: 12
Lurk 1.1 AI

Has anyone come across this problem where the ai in Lurk 1.1 prefer pistols (particularly the makarov) instead of their ak74s or shotguns? Does anyone know how to fix this?

The npcs have assault rifles/non-pistol weapon with the correct ammo inside their inventories, yet they still use the pistols even when far away... Help would be appreciated.
  09:55:19  27 September 2013
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TKGP
Senior Resident
 

 
On forum: 01/25/2013
Messages: 454
There is a common issue with some mods where pistols are accidentally marked as rifles for NPC logic. However taking a look at LURK's gamedata the makarov is missing that field entirely. Maybe if absent it assumes the weapon is a rifle?
In any case, try opening gamedata\config\weapons\pistols\pm.ltx, look at line 26 where it says ";ef_weapon_type = 8", remove the semicolon (indicates a comment, ie that line is not used) and change the 8 to a 5. This will mark it correctly as a pistol.
If that solves the issue you can go ahead and do the same for the other weapons that you notice having problems.
  14:51:30  27 September 2013
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Vallis
(Novice)
 
On forum: 05/30/2013
Messages: 12

---QUOTATION---
There is a common issue with some mods where pistols are accidentally marked as rifles for NPC logic. However taking a look at LURK's gamedata the makarov is missing that field entirely. Maybe if absent it assumes the weapon is a rifle?
In any case, try opening gamedata\config\weapons\pistols\pm.ltx, look at line 26 where it says ";ef_weapon_type = 8", remove the semicolon (indicates a comment, ie that line is not used) and change the 8 to a 5. This will mark it correctly as a pistol.
If that solves the issue you can go ahead and do the same for the other weapons that you notice having problems.
---END QUOTATION---



Thank you so much for the reply. I noticed that ;ef_main_weapon_type also has a ; before it as well... should I remove the semicolon on that too?

This issue has been bugging me sooooo much and now I'm getting excited that I'll be playing Lurk with npcs using real rifles and stuff instead of the makarovs lol
  16:04:53  27 September 2013
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TKGP
Senior Resident
 

 
On forum: 01/25/2013
Messages: 454

---QUOTATION---
should I remove the semicolon on that too?
---END QUOTATION---


In vanilla only primary weapons have that field, so no, probably best to leave it out.
  02:19:13  28 September 2013
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1421
Hi,

TKGP is right. Please take a look at this thread which discussed this problem for all mods and identifies the absolute solution:

[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=16

Regards,

Shadow
  07:56:27  3 October 2013
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Vallis
(Novice)
 
On forum: 05/30/2013
Messages: 12
Thank you guys. (Managed to find the problem and fix it. FINALLY getting a challenge)

Another question though: In Lurk 1.1, The RPG's scope does not zoom in like the PSO1- SCOPE and it allows you to see what's going around the scope; I actually prefer the RPG's version and I'm wondering if I can change all the scopes to match the scope being used in the RPG.

For instance, I want the L8582's scope to operate the same as the RPG's version. Is that possible? Can I make all scopes or more scopes like the RPG's?
  10:19:08  3 October 2013
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1421
Gnomus Scopes for SOC (2.1)
http://stalker.filefront.com/file/Gnomus_Scopes_for_SOC_;113401
  11:34:22  3 October 2013
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Vallis
(Novice)
 
On forum: 05/30/2013
Messages: 12
Thank you storm! You da best
  06:50:15  7 October 2013
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
10/07/2013 6:55:47
Messages: 1421
you can further enhance this effect by using the Dynamic Shaders v1.1 (patch2) mod, which blurs the area around the scope, so that only the site picture is in focus. Then adds an additional level of zoom to the sight picture, and not the surrounding area of the screen. Plus many other awesome graphics enhancements, it's very cool.

Dynamic Shaders v1.1
http://www.moddb.com/mods/dynamic-shaders/downloads/dynamic-shaders-11-beta

Patch 1
http://www.moddb.com/mods/dynamic-shaders/downloads/dynamic-shaders-11-beta-patch-1

Patch 2 (non-cumulative)
http://www.moddb.com/mods/dynamic-shaders/downloads/dynamic-shaders-11-beta-patch-2-non-cumulative

Just download the above files, backup your lurk shaders directory, install the base mod v1.1, then overwrite with the files from patch 1, then from patch 2.

Add the required lines into bind_stalker.script as described in the readme, then edit the shadersettings.txt file and make sure that line 95 is set to #define NV_RADIUS float(0.21) for use with gnomus scopes.

For any more info, just check out the thread:
[REL] Dynamic Shaders
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=21343&page=1&sec_id=16
  01:13:51  8 October 2013
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Vallis
(Novice)
 
On forum: 05/30/2013
 

Message edited by:
Vallis
10/08/2013 1:15:02
Messages: 12
Thank you for feeding my addiction to modding soc, shadow.

Ran into a problem with Gnomus Scopes though. Extracted the texture files to texture folder and overwritten said files, and now I'm kinda lost.. author said to "edit weapon's ltx where needed". Is that only scope texture line in the weapon ltx? Do I need to change anything else?

For instance, I want to use gnomus acog sight with my sg552 commando in Lurk 1.1, do I have to change scope texture from wpn\wpn_crosshair_g36 to uhhh.. lost from here. Thanks in advance

By the way, I'm looking forward to Rebalanced shadow! Keep it up!
 
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