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Agroprom sniper RoF

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  19:13:44  8 November 2012
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te47
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On forum: 06/03/2010
 

Message edited by:
te47
11/08/2012 19:16:01
Messages: 415
Agroprom sniper RoF

Does anyone know of a way to modify the rate of fire for the army guys in the towers around the Agroprom Research Institute? In my mod, I've given them Dragunov SVDs, but they seem to ignore the fire queue parameters I've set in "m_stalker.ltx"... They fire off shots as fast as they possibly can (the RPM in "w_svd.ltx" ), even at extreme ranges. The resulting hail of highly-accurate nearly-automatic fire is both unrealistic and unfair to players. Any advice would be much appreciated.
  20:14:10  8 November 2012
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Storm Shadow
A machine, a Shadow Machine.
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On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Agroprom sniper RoF

Does anyone know of a way to modify the rate of fire for the army guys in the towers around the Agroprom Research Institute? In my mod, I've given them Dragunov SVDs, but they seem to ignore the fire queue parameters I've set in "m_stalker.ltx"... They fire off shots as fast as they possibly can (the RPM in "w_svd.ltx" ), even at extreme ranges. The resulting hail of highly-accurate nearly-automatic fire is both unrealistic and unfair to players. Any advice would be much appreciated.
---END QUOTATION---



what do you have the ef_weapon_type set as for your SVD?
  21:40:29  8 November 2012
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te47
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On forum: 06/03/2010
 

Message edited by:
te47
11/08/2012 21:43:28
Messages: 415
The SVD's ef_weapon_type is set to "8". I've also tried it at "6", and those snipers still fire as fast as possible at extreme range.
  08:24:59  9 November 2012
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Storm Shadow
A machine, a Shadow Machine.
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On forum: 11/14/2007
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whether or not the fire queue is used, and how its used is all to do with the ef_weapon_type

more details in this thread here:
[Tutorial] The Truth about ef_weapon_type
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=21708&sec_id=16

also, have you tried reducing the RPM value in the weapon.ltx

hope this helps, shad.
  16:11:01  9 November 2012
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te47
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On forum: 06/03/2010
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Thanks, I learned a lot from that tutorial. Unfortunately, these Agroprom snipers seem to be a special case. They shoot as fast as they can at any ef_weapon_type. I've never seen other NPCs with SVDs behave like those snipers do. As far as I can tell, normal NPCs use the proper 'ef_weapon_type = 8' 'shoot every three seconds' method, which is perfect. I'm not sure why, but the Agroprom snipers completely ignore that system. Maybe it has something to do with the way they rotate around in circles and never move from their spots in the middle of their towers... A different system or something? They had AK-74s in the original game, so it would have been less noticeably weird for them to shoot so quickly.

I'm reluctant to change the RPM in "w_svd.ltx" because that would also apply to the player. I have it set so that players can fairly-quickly fire off shots from the hip, in case someone jumps out in front of them. Even at the original game's "rpm = 120", the snipers still shoot faster than the player could possibly compensate for the SVD's recoil...
  17:40:36  9 November 2012
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angrydog
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On forum: 09/01/2009
 

Message edited by:
angrydog
11/09/2012 17:52:00
Messages: 3341

---QUOTATION---
Agroprom sniper RoF

In my mod, I've given them Dragunov SVDs, but they seem to ignore the fire queue parameters I've set in "m_stalker.ltx"... They fire off shots as fast as they possibly can (the RPM in "w_svd.ltx" ), even at extreme ranges. The resulting hail of highly-accurate nearly-automatic fire is both unrealistic and unfair to players. Any advice would be much appreciated.
---END QUOTATION---



are you sure they are really using SVDs and not AK74s? all of the agr_tower#_soldier sections in the vanilla alife_l03_agroprom.ltx (all.spawn) have the following config:

[dont_spawn_character_supplies]

[spawn]
wpn_ak74
ammo_5.45x39_fmj = 1



so changing the loadout in the character_desc_agroprom.xml won't work. the xml file spawn items are ignored and the npc is spawned with the items listed in the all.spawn [spawn] section. you'll need to remove the [dont_spawn_character_supplies] & [spawn] sections from the all.spawn entries for the tower soldiers so you can use the xml file to set their gear. or you change the all.spawn [spawn] section so they get SVD/ammo.

either way, this would involve decompiling the all.spawn, making the changes, recompiling the all.spawn and then using the custom all.spawn in your mod
  02:40:05  10 November 2012
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te47
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On forum: 06/03/2010
Messages: 415
Actually, that's basically what I did. I added the Dead City into my mod a while back (miraculously), and while I was at it, I opened up some levels in the X-Ray SDK level editor and made some cool changes (new level transitions, different contents for certain boxes/crates, armors in certain logical places, different gear for certain NPCs, and SVDs for those tower snipers). I figured since I was recompiling the entire game, I might as well make some appropriate changes that can't be done with the normal .xml loadout files.
  03:43:12  10 November 2012
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angrydog
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On forum: 09/01/2009
Messages: 3341

---QUOTATION---
Actually, that's basically what I did. I added the Dead City into my mod a while back (miraculously), and while I was at it, I opened up some levels in the X-Ray SDK level editor and made some cool changes (new level transitions, different contents for certain boxes/crates, armors in certain logical places, different gear for certain NPCs, and SVDs for those tower snipers). I figured since I was recompiling the entire game, I might as well make some appropriate changes that can't be done with the normal .xml loadout files.
---END QUOTATION---



OK. . . then set up a custom SVD in the unique_items.ltx (wpn_svd_sniper) with a rpm = 30 and give it to them via the xml. that should be slow enough for you
 
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