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Electro- shock effect changes

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  20:21:15  23 April 2013
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Demented
(Novice)
 
On forum: 06/05/2011
Messages: 29
Electro- shock effect changes

I have been trying to find a way to adjust the intensity of the electro-shock effect. Which files are effected and how can I adjust the intensity or just turn it off?
  00:36:10  24 April 2013
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Electro- shock effect changes

I have been trying to find a way to adjust the intensity of the electro-shock effect. Which files are effected and how can I adjust the intensity or just turn it off?
---END QUOTATION---



Gamedata\config\misc\zone_zharka or zone_electro

IIRC. I'm on my MAC now, but it's in the misc folder. When you open it up, the values are pretty self explanatory
  04:17:42  25 April 2013
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Demented
(Novice)
 
On forum: 06/05/2011
Messages: 29
I'm still having a problem


---QUOTATION---
Electro- shock effect changes

I have been trying to find a way to adjust the intensity of the electro-shock effect. Which files are effected and how can I adjust the intensity or just turn it off?

Gamedata\config\misc\zone_zharka or zone_electro

Thanks for the information. I've been altering the file some and can alter some of the artifacts but nothing seems to effect the electric effect itself. I went so far as to delete the whole file and the effect is still there even on old gamesaves and new play. Do you have any more ideas to try?
  15:55:20  25 April 2013
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890
What do you want to achieve? Less intensity as in the flare/light?

Also, deleting the file wont help as the game then loads it from the .db diles
  19:09:39  25 April 2013
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Demented
(Novice)
 
On forum: 06/05/2011
Messages: 29
A better explaination of problem


---QUOTATION---
What do you want to achieve? Less intensity as in the flare/light?

Also, deleting the file wont help as the game then loads it from the .db di

les
---END QUOTATION---



I didn't ask the question very well. I am trying to alter the intensity of the electric anomalies and be able to turn them off entirely sometimes.
Thanks for the help.
  01:28:18  26 April 2013
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
A better explaination of problem

What do you want to achieve? Less intensity as in the flare/light?

Also, deleting the file wont help as the game then loads it from the .db di

les

I didn't ask the question very well. I am trying to alter the intensity of the electric anomalies and be able to turn them off entirely sometimes.
Thanks for the help.
---END QUOTATION---



Hmmm, If I'm getting this right, you want to create periods in between it being on and off, and while they're on, lessen their strenght?
  04:23:08  26 April 2013
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Demented
(Novice)
 
On forum: 06/05/2011
Messages: 29
More info on what I'm doing


---QUOTATION---
A better explaination of problem

What do you want to achieve? Less intensity as in the flare/light?

Also, deleting the file wont help as the game then loads it from the .db di

les

I didn't ask the question very well. I am trying to alter the intensity of the electric anomalies and be able to turn them off entirely sometimes.
Thanks for the help.

Hmmm, If I'm getting this right, you want to create periods in between it being on and off, and while they're on, lessen their strenghth ?
---END QUOTATION---



I would like to shut it off completely or have it only half as strong. I would like to try it both ways to see which way works best for a mod idea I have. When I've tried both, I'll use one way or the other but not both in the mod. Thanks
  02:56:38  27 April 2013
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4286
There are a couple of ways to do this dynamically while playing the game.

You could read/edit/write packets and modify the appropriate parameters found in config\misc\zone_witchesgalantine.ltx: min_start_power and max_start_power. Use barin's packet utilities to do this.

You can also disable them for the duration of the session via script, using the command this_electro:disable_anomaly() after setting this_electro to the electro object you want to disable. Theoretically* you can use a method called set_anomaly_power(value) on that same object to change the value, one which you can also get (theoretically*) via get_anomaly_power():

this_anomaly:set_anomaly_power(this_anomaly:get_anomaly_power() / 2)

Use that to cut the power in half.

*Theoretically: This means I've not tried this myself. I have disabled anomalies in ZRP via disable_anomaly() (temporary) and by switching them offline and by setting their effective radius to 0 (both permanent).

I think you can also modify the power at the time the anomaly data is read from the saved game in se_zones.script's on_register() function for the "se_zone_anom" class. Just assign self.min_start_power and self.max_start_power in that function after testing to see if the anomaly is of the electro class (clsid == clsid.zone_galant_s).

While you can also change the settings for the individual electro anomalies in the all.spawn, I'd recommend changing the radius to 0 there; the anomaly power settings defined in the all.spawn are overridden by the assigned section values during registration (when cse_anomalous_zone.on_register() is invoked if I recall correctly).

The simplest approach: If you don't need to do it dynamically, or if you want to just experiment: change the power parameters in the LTX file mentioned above. Launch the game and load a save to check. Remember there are different electro anomaly strengths -- change all the instances of those values in that file.
  22:08:36  29 April 2013
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Demented
(Novice)
 
On forum: 06/05/2011
Messages: 29
Thanks for the help


---QUOTATION---
There are a couple of ways to do this dynamically while playing the game.

You could read/edit/write packets and modify the appropriate parameters found in config\misc\zone_witchesgalantine.ltx: min_start_power and max_start_power. Use barin's packet utilities to do this.

You can also disable them for the duration of the session via script, using the command this_electro:disable_anomaly() after setting this_electro to the electro object you want to disable. Theoretically* you can use a method called set_anomaly_power(value) on that same object to change the value, one which you can also get (theoretically*) via get_anomaly_power():

this_anomaly:set_anomaly_power(this_anomaly:get_anomaly_power() / 2)

Use that to cut the power in half.

*Theoretically: This means I've not tried this myself. I have disabled anomalies in ZRP via disable_anomaly() (temporary) and by switching them offline and by setting their effective radius to 0 (both permanent).

I think you can also modify the power at the time the anomaly data is read from the saved game in se_zones.script's on_register() function for the "se_zone_anom" class. Just assign self.min_start_power and self.max_start_power in that function after testing to see if the anomaly is of the electro class (clsid == clsid.zone_galant_s).

While you can also change the settings for the individual electro anomalies in the all.spawn, I'd recommend changing the radius to 0 there; the anomaly power settings defined in the all.spawn are overridden by the assigned section values during registration (when cse_anomalous_zone.on_register() is invoked if I recall correctly).

The simplest approach: If you don't need to do it dynamically, or if you want to just experiment: change the power parameters in the LTX file mentioned above. Launch the game and load a save to check. Remember there are different electro anomaly strengths -- change all the instances of those values in that file.
---END QUOTATION---



I got this working after experimenting with your suggestions. Thanks to everyone that posted ideas. There is a lot of great info to learn on this site, thanks for sharing your knowledge. Demented
 
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