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STALKER: Shadow of Chernobyl AI Thread

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  12:47:48  28 April 2013
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
If the NPC can see the shooter, use that who. Otherwise use the no-blame who. If they really don't know who is attacking, don't give them any cheating help. Let them know the source area, the sound, whatever, but if they didn't see the attacker, keep the game from letting them know who it was.
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that sounds like an awesome solution to me!
  06:56:58  27 April 2013
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4286
I've posted an update in that thread. The persistence is faked; info seems to be gleaned from the corpse(s) on save reload. As I made the post, I realized that the stealth solution might be in modifying xr_motivator.script's death_callback(). You can still get statistics credit on a kill, but the who on silent kills can be the same as the who for an exploding-barrel kill.

We can test there on other hits as well. If the NPC can see the shooter, use that who. Otherwise use the no-blame who. If they really don't know who is attacking, don't give them any cheating help. Let them know the source area, the sound, whatever, but if they didn't see the attacker, keep the game from letting them know who it was.

Then on save reload the game will treat the corpses as it did when I told them to off themselves. (See the thread.)

I'm sure it will be more complicated than that. But there's still hope for preserving stealth across saves.
  00:20:41  12 April 2013
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Ataru Moroboshi
Senior Resident
 

 
On forum: 02/25/2004
Messages: 218

---QUOTATION---
If nothing else, I can prove/disprove the contention that it's the hit-perception persistence across saves that is affecting NPCs before all the rules/exceptions are applied.

I'll be looking into it.
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NatVac is going to be checking this out about the post regarding NPC reactions due to saving and loading. Should be interesting to see whats discovered with this.
  14:37:28  11 April 2013
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
You might find this thread handy too.

Its all about how to get NPC's assessing and picking up better weapons, rather than just always picking up a BM16.

[Tutorial] The Truth about ef_weapon_type
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_id=21708&sec_id=16

Shadow
  00:38:25  11 April 2013
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Ataru Moroboshi
Senior Resident
 

 
On forum: 02/25/2004
Messages: 218

---QUOTATION---
I would have expected a reload of a save to trigger the corpse detection stuff, not the hit stuff. But I also expect the hit to be communicated to the associate before the save is made, and that should trigger him.

This is based on my test experience without any real consideration of cause. I'd already noticed that stealth is actually preserved across saves, at least until someone loses a life. As long as they are not alerted by the presence of dead bodies, other threats or your noise/visibility, NPCs won't know you are there. Even if they are put on alert by bodies/threats, they still won't know where you are. (This is the real place to put an emphasis on stealth fixes.)

In the ZRP's xr_motivator.script there's code to show your damage to NPCs. This hit_callback() is called for all local NPCs even if no damage is done, every time an NPC takes a hit that they survive. Everyone knows before the save if anyone is hit.

That code is not called if their damage is total -- i.e., if they are killed. The death_callback() function is called instead. So any one-shot kill can avoid the broadcast notification of "I'm hurt! Marked One did it!" -- there's no hit notification.

I think -- and I'm shooting from the hip here, with Marked One's accuracy -- that it's not the save that has the problem itself, but the hit perception before the save. Your tweak reduces that perception for default values.

That goes into the save even though the NPCs didn't react initially. It is then (remember, I'm guessing) recognized by the NPC before his assigned perception values/roles are fully restored. It may be that the "Danger, Will Robinson!" mechanism to override default scheme and scripted programming is wrongly applied here.

Anything is possible. The default value at 150 is still absurdly high; maybe 50 would be a more realistic initial value.

The problem is also one of balance, as you have seen already. You can get into a real mess of juggling parameters to make everything work well together. Look at the weapon mod scene as an example.

Keep in mind you're changing a fallback default value. Often there are predefined values to override defaults and scripted events with ignore_combat settings (e.g., don't shoot Nimble even though he is your genetic enemy).

What I'm thinking would work better: Remove the broadcast. Make it all audio/visual; different gasps/cries have different AI loudness perception with distance playing an important role. And if I see my buddy fall, I can alert everyone else.
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I would really love to see if this possible. Is there some way we can test this? I can probably start up the base game and test it on the Bandits at the first mission to see if anything changes.
  20:48:49  8 April 2013
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Ataru Moroboshi
Senior Resident
 

 
On forum: 02/25/2004
 

Message edited by:
Ataru Moroboshi
04/09/2013 1:34:06
Messages: 218
This second post on here will be links of various threads/posts that might have information and can be changed by myself or the mods with regards to genuine AI information or improvements.

Smart Terrain Tutorial by "barin": https://gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=14712&sec_id=16

Night Vision NPCs by "Natace": https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_id=16504&sec_id=22

Of smart terrains, space restrictors and gulags by "Kaidonni": https://gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=159&thm_id=20378&page=1&sort=ASC&sec_id=16#331782

Smart Terrain & Way - Patrol points Debug Tool Discussion by "dezodor": https://gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=76&thm_id=14610&sec_id=16&page=1#197386

NPC Sleep at Night by "noLife": https://gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=8&thm_id=21527&sec_id=16#360616

NPC's climbing ladders by "noLife": https://gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=10&thm_id=21662&sec_id=16#363126

Question about Enemy Vision AI by "xdiesp": https://gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=17881&sec_id=16#274176
  20:48:21  8 April 2013
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Ataru Moroboshi
Senior Resident
 

 
On forum: 02/25/2004
 

Message edited by:
Ataru Moroboshi
04/08/2013 21:05:21
Messages: 218
STALKER: Shadow of Chernobyl AI Thread

I believe that there has been a lot of cool little AI modifications and AI speculations that seemed to just fall by the wayside. This thread is dedicated to pure modifications to STALKER's AI. Changes to various values in the AI, smart terrain switches, minor/major Enemy and NPC AI modifications, and tested/untested AI changes should all be reported in this thread instead of having everything all spread out into a ton of different minor posts that could be forgotten.

All of it should be posted here, people should also TEST and VERIFY their AI changes or mods, using Youtube videos showing what's happening and what they did to achieve it. If they are unable to, then others can post their results regarding the AI mod. It feels as if this kind of thread is long overdue, anything really game changing should be posted here so that everyone can benefit from the new or verified information.

If you have ANY SPECULATIONS at all, then please ask here so that others can verify or disprove them in this one single thread.

Edit: If there is a question or piece of information that is answered by a previous person or thread on the forum and it was verified, then we'll update the second post with that information.
 
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