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Stalker Survival... opinions please.

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  00:08:54  23 February 2013
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insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
Messages: 1070

---QUOTATION---
I think it looks fun, but I'm not a fan of the fade-to-white stuff.

Also, the enemies seem extremely vocal, which is exacerbated by the same dialogue being used. Perhaps tone that down a bit and introduce more spoken lines?

I would also tone down or replace the opening "gentlemen, you've got an entire army headed your way ..." It sounds like it is lifted straight from another game. Perhaps run it through the AM equalizer in Audacity to make it sound like it is coming from a radio?
---END QUOTATION---



Yes, they are very vocal... but that's how the sounds files are. And they are just playing 'attack', 'hit' and 'grenade' sounds... their profile/sound folder is not complete.

You already know i like to mess around with logic, so i force the npcs to play a sound 'whatever', then... let me show you...

;Some stupid example:

[remark@next_scheme_1]
anim = threat_fire
target = actor
snd = mw3_1
combat_ignore_cond = always
danger = danger@my_custom_danger
on_signal = sound_end | camper@next_scheme_2 %=anim_clear =play_snd_now(mw3_2)%

[camper@next_scheme_2]
combat_ignore_cond = {=my_custom_function_camping}
danger = danger@my_custom_danger
path_walk = map_way_walk
path_look = map_way_look
def_state_standing = hide
def_state_campering = hide
def_state_campering_fire = threat_fire
on_signal = path_end | {=see_actor} remark@next_scheme_1 %=anim_clear =play_snd_now(mw3_1)%
on_signal2 = path_end | {!see_actor} remark@next_scheme_9 %=anim_clear =play_snd_now(mw3_2)%

See what i mean... lol. And the sounds for fighting are very long.
Now imagine, 12 badasses in camper mode... i mean in normal conditions any game sound produces a reaction from the npcs. Imagine the result...



---QUOTATION---
"Gentlemen, you've got an entire army headed your way ..."
---END QUOTATION---



ok, i totally agree with you... this one sounds like... King Leonidas, or something. But, i am having way too much fun with this game.
  00:36:34  23 February 2013
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567

---QUOTATION---

on_signal = path_end | {=see_actor} remark@next_scheme_1 %=anim_clear =play_snd_now(mw3_1)%
on_signal2 = path_end | {!see_actor} remark@next_scheme_9 %=anim_clear =play_snd_now(mw3_2)%
---END QUOTATION---


Those pieces of logic mean the when the NPC sees the actor, he goes to next_scheme_1, and when he stops seeing the actor, he goes to next_scheme_9?

Clever stuff, man. I might have to ask you more about that.
  00:54:50  23 February 2013
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Taffy
Barely leaves the Cordon...
(Resident)

 

 
On forum: 03/19/2009
Messages: 672
This actually tickles my fancy a bit.
If it had a bit of customization for the player, I'd be very interested in this.
Great work, Laz.
  02:05:35  23 February 2013
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insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
Messages: 1070

---QUOTATION---

on_signal = path_end | {=see_actor} remark@next_scheme_1 %=anim_clear =play_snd_now(mw3_1)%
on_signal2 = path_end | {!see_actor} remark@next_scheme_9 %=anim_clear =play_snd_now(mw3_2)%
Those pieces of logic mean the when the NPC sees the actor, he goes to next_scheme_1, and when he stops seeing the actor, he goes to next_scheme_9?

Clever stuff, man. I might have to ask you more about that.

Yes, that's it. But ONLY changes section if the signal is present (path_end, is there). And during transition he plays two different sounds too.

Btw, the function '=anim_clear' is new so don't use it... it will crash the game. But here it is... for xr_effects.script:

I posted some time ago in this forum but with a different name.



function anim_clear(actor, npc)
npc:clear_animations()
end



Logic:


on_signal = path_end | {=see_actor} remark@next_scheme_1 %=anim_clear =play_snd_now(mw3_1)%



The code forces npc to...

- Once on signal (path_end)...

- Assuming he has visual on actor/player...

- Tell the npc, the name of next module...

- And REFRESH animation... like... NOW

- And still during transition, he plays the sound.

Important:

Do this:



%=anim_clear =play_snd_now(mw3_1)%



Do NOT do this:



%=play_snd_now(mw3_1) =anim_clear%



I mean, it's not a big problem... but this breaks the npc sound after a milisecond (kinda), because the animation is refreshed when the sound just started.



Clever stuff, man. I might have to ask you more about that.



It's ok, i'll try to help you.
---END QUOTATION---




Btw, some random stuff here:

[link]http://www.youtube.com/watch?v=yVtf166ly3Q[/link]

Aha...
  03:02:11  23 February 2013
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insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
 

Message edited by:
insanelazarez
02/23/2013 16:27:36
Messages: 1070

---QUOTATION---
This actually tickles my fancy a bit.
If it had a bit of customization for the player, I'd be very interested in this.
Great work, Laz.
---END QUOTATION---



You mean set logic for the actor/player... nah... i tried and fail. And believe me i tried. But we can force actor to see effects, play sounds, etc. Nothing more. Or Disable weapon, indicators, input, and that's it, this is easy... it's already in game.

Another crazy idea would be like... the L4D2 mimic console command. All actions from the bots are duplicated by the actions of the only human/player. If you fire weapon... the bots fire the weapons too, in real time... all bots.

For the simple reason, both game and me... we have some limitations... i think it's better to control a non hostile enemy, in the zone... and force him to solve the monolith secret... in my behalf. The zombified stalker is gonna love it. I mean for the zombified it's easy. He is a good guy... no problems with the stupid monos. He might help me to convince the monos that i am visiting npp2 only for testing purpuses. Aha...

And 'Mister Zomb' at this point is teleported to npp2 fake bunker...

Sid is like: 'Mister Zomb... what the hell'

Omg...

3 player tasks completed by a nice npc in 60 seconds:

[link]

http://www.youtube.com/watch?v=7Aw61dA3V2o

[/link]

The crow hunter mod, gave me an idea:

[link]

http://www.youtube.com/watch?v=N6K308MUVA8

[/link]

Stalker drops the shit...

[link]

http://www.youtube.com/watch?v=L63w9cvDWD8

[/link]

Radiation damage speedrun... npc wins the test. I died first...

[link]

http://www.youtube.com/watch?v=TbFiolydF_c

[/link]

My favorite... remember this place? This npc is using god mode:

[link]

http://www.youtube.com/watch?v=cHJTedm7fzo

[/link]

Disclaimer [Starts here]:

Any similarity between Stalker Universe and the content in the previous videos is not a coincidence... And you can bet your ass, is not 'Cutout Content'. I call it... 'Addin Content'

You're Welcome.

Disclaimer [Ends here]

You're Welcome... lol.
 
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