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Why does woflhound's merc squad dissapear?

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  05:28:25  23 January 2017
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optical_illusion
Senior Resident
 

 
On forum: 02/09/2013
 

Message edited by:
optical_illusion
01/23/2017 8:56:59
Messages: 176
Why does woflhound's merc squad dissapear?

If you leave them alone somehow and leave some of them alive they seem to completely "dissapear". Kind of like how the wounded bandit does in the beginning of the dark valley if you dont finish him off.

My questions are..where do they go? Do they go to another location(army warehouses) or literally dissapear from the game?

If they dissapear due to some script, how does one make them "stay"?
  20:33:41  24 January 2017
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
Hi there,

Are you using ZRP? If not, I would highly recommenced it, as it fixes way too many bugs and other annoyances. The reason I ask, is that I just looked in my all.spawn, which is ZRP based, and found this code:
; cse_abstract properties
section_name = stalker
name = bar_freedom_attacker_1
position = -214.942504882813,-2.09808349609375e-005,164.513900756836
direction = 0,0,0

; cse_alife_trader_abstract properties
money = 5000
character_profile = bar_Killer_regular

; cse_alife_object properties
game_vertex_id = 1335
distance = 6.29999971389771
level_vertex_id = 23441
object_flags = 0xffffffff
custom_data = <<END
; nv120517 keep non-story_id Kruglov-attack mercs online
; [spawner]
; cond = {+bar_heli_scene_stay_online}

[smart_terrains]
bar_freedom_attack = true
END

; cse_visual properties
visual_name = actors\killer\stalker_ki_mask

You'll see the two lines that NatVac has commented out, and the remark he's made ; nv120517 keep non-story_id Kruglov-attack mercs online. This would indicate to me that he's solved that issue, I would think.

If you don't want to use ZRP for some reason, then just go through all the instances of bar_freedom_attacker_ (being the section names for all of Wolfhound's Merc squad) in your all.spawns's alife_l06_rostok.ltx file and make the same change to all. (note that this will require a new game start to take effect).

Let me know if that does the trick and solves your issue or not.

Chur,

Shad
  15:01:57  21 May 2018
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optical_illusion
Senior Resident
 

 
On forum: 02/09/2013
Messages: 176
Ok i know this is an almost 2 year old thread but

do I need to paste this into every merc?

nv120517 keep non-story_id Kruglov-attack mercs online
  03:39:10  25 May 2018
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4303
No, you need to comment out the two lines:

[spawner]
cond = {+bar_heli_scene_stay_online}

You do this by putting a semicolon ; in front of the line. Like so:

; [spawner]
; cond = {+bar_heli_scene_stay_online}

Do this for each "killer" merc as it is done in the ZRP all.spawn's alife_l06_rostok.ltx as Storm Shadow said. Search for the instances of nv120517 in that file.

Do not put this in:

nv120517 keep non-story_id Kruglov-attack mercs online

unless you have a semicolon as a prefix to make that a comment, like so:

; nv120517 keep non-story_id Kruglov-attack mercs online

To put it another way: You want to remove the code that switches the Rostok mercs offline. You could also just delete those two lines, but this is dangerous if you delete the wrong ones. It is also useful to know what you changed.
  05:01:01  26 December 2018
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csoldier2
(Novice)
 
On forum: 12/26/2018
Messages: 2
An example of what's going on, as I understand it :

[spawner]
cond = {+agroprom_military_case_done -bar_deactivate_radar_done}



This is an example of a NPC (or mutant) spawning when one 'storyline' instance / info-portion occurs & then disappearing when a 2nd 'storyline' instance / info-portion occurs.

So the above example would be.
The NPC spawns when you give Barman the Agroprom case.
Then he disappears when you deactivate the Brain Scorcher.

A caveat would be where a NPC is spawned along with no associated 'Smart Terrain' info.
That NPC may well simply wander off online or offline to grab a spare spot of an appropriate Smart Terrain of his community.

An example of that would be the Master Bandit Friar popping up in the Agroprom Underground all the way from Dark Valley, once you clear out the first lot of Bandits.

Now, as the Mercs chasing after Kruglov don't really have a minus spawn condition & simply disappear once Kruglov is done or gone & you leave Wild Territory.

The way ahead may be to associate any Mercs in Wild Territory to one of the Merc associated Smart Terrains either in Wild Territory or Army Wharehouses.

Something along the lines of :

[smart_terrains]
bar_freedom_attack = {+bar_heli_scene_stay_online -bar_kruglov_follow_tunnel}
ros_smart_killers1 = {+bar_kruglov_follow_tunnel}
 
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