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NPCs running off in a panic |
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12:36:06 5 May 2010 |
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Kaidonni
First the Zone, then the world! (Resident)
On forum: 08/30/2008
Messages: 1072
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NPCs running off in a panic
Through my testing for my mod, I've noticed something. NPCs running off in a panic, mainly during the Nimble rescue mission. Now, the funny thing is, the bandits who are legging it DO have weapons, I've checked them when looting their corpse right after. They might even have the relevant ammo for that weapon. So...why do they run off in a panic if they have a weapon? Why not use it? Obviously it isn't acceptable that they run off in a panic...I mean, if I have to, I'll make it so that every NPC has at least a handgun.
I was always wondering why Sidorovich never left his bunker. The other day, I decided to ask him, and here's what he said...
"I used to be a Stalker like you, but then I took a grenade to the knee."
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12:10:59 15 July 2010 |
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SacriPan
Senior Resident
 On forum: 09/20/2009
Messages: 319
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So, did you find something to correct that?
I have the exact same issue when rescuing Nimble.
For info, it occurs when I'm testing my weapon MOD. Could it be a bad ogg commentary that triggers a reaction for some NPCs?
Also, I set the "panic_treshold" parameter to 0 in all creatures files, but the guy (sometimes two of them) keep running away form me like I'm Freddy Krueger or Mickael Myers.
Did someone ran into this and fixed it? |
15:10:50 31 July 2010 |
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SacriPan
Senior Resident
 On forum: 09/20/2009
 Message edited by: SacriPan 07/31/2010 17:05:39
Messages: 319
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Hey Stalkers!
I may have found why this happens, well, at least in my personal MOD.
I currently have a phosphorus grenade which requires NPC to actually bleed, so they can die from that grenade. So I set the wound_incarnation_v value to 0.0. So they can't heal themselves and die in 2-4 seconds. And it works!
If I used this modded file as it is now, some NPCs will run off in panic (Bandits from parking, mostly), but if, instead of setting the value to 0.0, I set it to an extremely low value (but not nil) like 0.000000001, guess what? NPCs don't run off in panic anymore.
I did quite some tests, with different weapons, ammo and suits, using stealth or rambo-style assault, and it's seems to have done the trick.
If Kaidonni could try that and let us know if it's the actual solution to our problem, of if I just got lucky when shooting those bastards.
EDIT:
Don't bother, it's not that. I did more tests after lunch and it went as bad as before.
I'm now trying to take off some files in my mod to isolate the one that "trigger" that run.
I'll keep you posted if I find something. |
20:42:00 25 September 2012 |
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SacriPan
Senior Resident
 On forum: 09/20/2009
 Message edited by: SacriPan 09/25/2012 20:47:47
Messages: 319
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Hi guys,
2 years later, I can say that RoboMook was onto something, at least regarding my personal mod.
The 9x18 ammo has 3 types: "fmj", "pbp" and "pmm".
In my mod, 2 are more than enough for what I need to do. So I removed the pmm from the weapons config files (pm, fort-12, etc...).
The thing is, some bandits at the carpark are spawned with "pmm" ammo. So once they empty their clip, they just run off in panic because their weapon can't accept the pmm ammunition... which is only one they've got.
The "fix" is to add back the ammo in the weapons config file, or change the spawning loadout from the NPCs that spawn with the ammunition we don't want to use in our mods.
Hope this helped a bit. |
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