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Sniping Problem

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  02:49:00  3 November 2012
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te47
Senior Resident
 

 
On forum: 06/03/2010
Messages: 415
Sniping Problem

Hello all,

I've recently gotten back into my long-time hobby of modding Shadow of Chernobyl, but I've encountered a bit of an impasse. When sniping NPCs at long ranges (let's say over 150 meters), the NPCs do not react to the hail of bullets and dying comrades all around them, despite the fact that I've carefully commented all NPC dying sounds, bullet impact sounds, etc. to try and make sure that they do. They react perfectly if I shoot at them from a little closer. Even if they don't know where the shots are coming from, they'll go into alert mode and run for cover. But at extreme range, one of their friends can drop dead right in front of them, and they'll just keep walking like nothing happened. I'm not sure if this is a problem with SoC that can't be fixed, but in case it isn't, I thought I'd ask here: Does anyone know if there's anything I can do to make the NPCs run for cover when being shot at from extreme distances (including when they can't hear the actual shots)?
  04:58:02  3 November 2012
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
 

Message edited by:
Alundaio
11/03/2012 5:19:20
Messages: 2230
You need to increase the ignore distance in xr_combat_ignore.script. I currently don't have SoC installed to tell you exactly where in the script to find it. But it should look something like:


if npc:position():distance_to_sqr(enemy:position()) < 500^2 then



Just bump it up to whatever switch_distance you are using in your alife.ltx.

As for not reacting to dying friends, you may need to edit xr_danger.script and tweak the distances at the top of the file. danger_object.entity_attacked and danger_object.attacked should interest you. Setting them to switch_distance should work nicely.

These changes may or may not have affects on quests and will definitely impact stealthy gameplay as they will engage enemies at much longer ranges.


---QUOTATION---
Does anyone know if there's anything I can do to make the NPCs run for cover when being shot at from extreme distances (including when they can't hear the actual shots)?
---END QUOTATION---



It's been many years since I modded SoC and I mod CoP which has the combat_schemes disabled. Does the combat camper scheme in SoC (If it exists) make Stalkers hide in smart cover more often? If so you can theoretically switch them into the combat camper scheme when their enemy is at large distances. Then they should do the hide and hide_fire animations from smart cover. It would require adding a couple conditions to xr_combat.script.
  19:58:45  4 November 2012
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te47
Senior Resident
 

 
On forum: 06/03/2010
Messages: 415
Thanks. Changing "def_ignore_distance" and "def_ignore_distance_hit" in xr_danger.script to 200 instead of 150 (along with "switch_distance" in alife.ltx) has definitely improved the situation. They still don't respond to bullet impacts, and it takes a little while for everyone to catch on that there's a combat situation going on after they start dying, but they do end up figuring it out now. I'd have done more, but stealthy gameplay is also a high priority in my Shadow of Chernobyl mod. Luckily, stealth seems unaffected so far.

Unfortunately, I couldn't locate any ignore distance numeric values in SoC's xr_combat_ignore.script. It must be new in Call of Pripyat. And as for xr_combat.script, I'm afraid adding in those conditions would be a little beyond my modding expertise (though that does sound exactly like what I'm looking for).
  02:24:05  8 November 2012
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Stalkerstein
Senior Resident
 

 
On forum: 04/24/2010
Messages: 1975
Speaking of distance, what measurement is used? yards, feet, meter, etc
  03:24:44  8 November 2012
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chaosshade
(Senior)
 
On forum: 09/12/2009
Messages: 86

---QUOTATION---
Speaking of distance, what measurement is used? yards, feet, meter, etc
---END QUOTATION---



All distances in game are in metres. Oddly, weapon muzzle velocities are measured in feet per second instead of metres per second.
 
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