 |
 |
 |
|
 |
 |
 |
|
 |
 |
|
1 2 |
|
|
07:31:23 29 January 2008 |
|
silverpower
short-haired anarchist hippy scum (Resident)
 On forum: 08/26/2007
Messages: 790
|
---QUOTATION--- weapon classes
I'm sure I got this right but just need it verified. By changing a weapon class.. for example AK74 to SVU, any NPC equipped with the AK74 will treat it like a sniper rifle, yes? ---END QUOTATION---
The class needs to be changed, and so does the 'ef_weapon_type'. This will switch them over from treating it as an assault rifle to treating it as a sniper.
From a post I made in FatRap's thread:
"Okay, there's some serious weirdness going on here.
http://www.mediafire.com/?5jwx013vdly
The formatting wouldn't be preservable so I can't C&P it here.
But there's some very anomalous things going on here.
First off, whoever labeled the classes was on crack, *period*. Full-stop.
Here's an explanation of the classes, as near as I can figure:
WP_PM: Generic pistol class - all 9x18s and all weapons that the AI won't be using. Probably.
WP_WALTH: 9x19mm class. Restricted to one weapon in vanilla - the Walther.
WP_HPSA: Higher-powered weapon class, restricted to Hi-Power.
WP_USP45: Big pistols (though all .45 pistols in-game are CCW-style compacts, except for the deagle).
WP_LR300: This class is *NOT* what you think it is, period. It has NOTHING to do with assault rifles. This is the SMG class.
WP_AK74: Generic assault-rifle class.
WP_GROZA: High-end AR class - FN2000 and Groza use it.
WP_VAL: Enhanced AR class, but (probably) not intended to be higher in the rankings as the Groza-style guns are.
WP_VINT: Autosniper class.
WP_SVU: Low-end sniper class.
WP_SVD: Sniper class.
WP_RG6: GL class.
WP_RPG7: RL class.
WP_BM16: Low-end SG class - used for break-opens in vanilla.
WP_SHOTG: Shotgun class - semi-autos only."
"I never asked for an easy life, I asked for an interesting one."
|
06:12:31 31 January 2008 |
|
NatVac
Senior Resident
On forum: 06/15/2007
Messages: 4286
|
I don't know about the ef stuff. Interesting find on the possible priority.
But the grenades are on the bodies after the fact; they are randomly put on the bodies after the NPCs die. See the gamedata\confic\misc\death_items_*.ltx files and how they are used by gamedata\scripts\death_manager.script. |
05:28:20 12 September 2012 |
|
FatalFunnel
(Senior) On forum: 11/07/2011
Messages: 133
|
So, having read this thread and the other thread, linked in here, it's possible to have NPCs utilize assault rifles in semi-auto.
Now here's the real question, is there any way that we can scale this by NPC rank, and even more difficult, have them switch fire modes?
The only thing I can think of in regards to my question above is giving higher ranked NPCs in the char_desc files a clone of the same weapon with a different class attenuated to it. |
19:57:25 12 September 2012 |
|
FatalFunnel
(Senior) On forum: 11/07/2011
 Message edited by: FatalFunnel 09/14/2012 5:20:28
Messages: 133
|
---QUOTATION--- Fatalfunel ----> NO!!!!!
I wouldn't say no. I consider it doable by scripting, however it'd probably be a terrible PITA that I doubt anyone would be willing to shoulder. ---END QUOTATION---
This is pretty much what I thought, even if it is possible to do through a script, it's likely to be highly inefficient, just like the idea of just cloning the weapons that ranked NPCs are armed with.
Addendum, the way I could see this working would be to write the same weapon as 2 weapons with different classes, then come up with an AI script that switches from weapon x, to weapon y, depending on the distance that their target is.
The first part I know is possible, and is rather easy compared to the second part, which may be harder to come up with a script for. |
|
1 2 |
|
|
|
» » |
|
All short dates are in Month-Day-Year format. |
 |
|
 |
|
|
|
 |
 |
 |