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Is there a standalone mod to allow controllers to zombify stalkers?

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  11:41:57  11 January 2009
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anphrax
Senior Resident
 

 
On forum: 09/06/2008
Messages: 183
Is there a standalone mod to allow controllers to zombify stalkers?

I know there's at least one or two big mods that have it enabled like oblivion lost, in my own endeavour to create a compilation for my own use however it has come to the point where most complex features like this need to be separate mods otherwise I can't merge them. Was this ever released as a standalone mod? Anyway thanks.
  16:56:40  14 January 2009
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Lucian04
Inglorious Bastard
(Resident)

 

 
On forum: 02/10/2008
Messages: 1422

---QUOTATION---
Is there a standalone mod to allow controllers to zombify stalkers?

I know there's at least one or two big mods that have it enabled like oblivion lost, in my own endeavour to create a compilation for my own use however it has come to the point where most complex features like this need to be separate mods otherwise I can't merge them. Was this ever released as a standalone mod? Anyway thanks.
---END QUOTATION---




I have unfortunately only seen this in AMK and Oblivion Lost.. I'm sure the script is very complex and dependent on other scripts and lua code found in those two modifications. I'd like to have this feature seperated as well.
  17:23:46  14 January 2009
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xRatx
Senior Resident
 

 
On forum: 06/18/2008
 

Message edited by:
xRatx
01/14/2009 17:35:06
Messages: 1592
Just copy bind_monster.script of amk and amk.script and Controllers will zombifie the stalkers

(Ok, the scheme of zombific Stalkers is in bind_monsters.script btw the line 135 and line 161)
  18:02:41  14 January 2009
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notanumber
mod abuser & exploiter
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On forum: 03/22/2008
Messages: 2832
Script is not enough. You need to create "_zombified" variations for every NPC in the configs. The "zombified" NPC will not behave like zombies - they'll just be hostile NPCs.
  19:27:15  14 January 2009
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xRatx
Senior Resident
 

 
On forum: 06/18/2008
 

Message edited by:
xRatx
01/14/2009 19:30:28
Messages: 1592

---QUOTATION---
Script is not enough. You need to create "_zombified" variations for every NPC in the configs. The "zombified" NPC will not behave like zombies - they'll just be hostile NPCs.
---END QUOTATION---



You need create _zombified in what files? I know you sayed in configs ..
  22:01:54  14 January 2009
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notanumber
mod abuser & exploiter
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On forum: 03/22/2008
Messages: 2832

---QUOTATION---
You need create _zombified in what files? I know you sayed in configs ..
---END QUOTATION---


Can't remember the exact files but they're probably in the creatures folder. Take a look at OL2.2, I remember Kanyhalos explaining how he did it some time ago...
  12:43:42  15 January 2009
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anphrax
Senior Resident
 

 
On forum: 09/06/2008
Messages: 183
Well, thank you all for the info. I'll have a look later and see what I can come up with.
  11:09:30  2 March 2009
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anphrax
Senior Resident
 

 
On forum: 09/06/2008
Messages: 183
Okay, so I finally got round to having a look at amk's scripts and whatnot. I've got it working to some degree, except for one rather big problem. I spawned a controller in cordon at the start of a new game just to test it out (in the rookie village). Sure enough as he skulks around groaning he does zombify the newbies there, but as they're zombifyied they disappear into thin air. Killing him doesn't bring them back either. They just get deleted as far as I can tell.

No idea why though. I guess I missed something out when I was isolating the files and code specific to this feature but I can't figure out what. Maybe someone else who knows about this feature could point out what was missed or, what could be wrong.

These are the files I'm using (or am using code from but not actually the whole file from amk in the case of bind_monster), if I missed any out that'll probably be the reason why the thing isn't working:

bind_monster.script (two snippets of code used from this file)
amk.script
amk_mod.script
character_desc_general.xml
  18:07:46  3 March 2009
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kantjd
(Senior)
 
On forum: 01/15/2009
Messages: 63
Hijacking the thread a little bit... how can one DISABLE this feature in Oblivion Lost 2.2? (Skinflint and Petrenko seem to have a tendency of getting killed this way...) Thanks!
  21:03:25  3 March 2009
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anphrax
Senior Resident
 

 
On forum: 09/06/2008
Messages: 183
Never mind my last post, I figured it out myself.

A word of warning; it appeared to work when I did some limited testing but it was very limited testing so chances are it might have something wrong with it I haven't actually noticed as of yet. Here it is anyway if anyone wants it;

http://www.megaupload.com/?d=WHWQHQD6

Alternate (10 download limit because I can't be fucked to register):
http://rapidshare.com/files/204909355/ControllerAI.zip.html

Things worthy of note;

*The controller will take hold of NPCs, but it seems to only work if you're close to the NPC. This is probably because controllers only attack the player and not NPCs by default (which can be changed but not by this mod) and if an NPC is standing between you and the controller they get zapped into zombies.

* When an NPC is zombified he'll dissappear very briefly before reappearing. It isn't THAT noticable I suppose.


---QUOTATION---
Hijacking the thread a little bit... how can one DISABLE this feature in Oblivion Lost 2.2? (Skinflint and Petrenko seem to have a tendency of getting killed this way...) Thanks!
---END QUOTATION---



Presumably, if you go into bind_monster.script (gamedata / scripts) and down to line 69 I think, there's a section that starts with if "self.chtime<time_global() then" delete that section, or comment it all out and it should disable the controller's ability. The whole section lloks like this:


	if self.chtime<time_global() then
		self.chtime=time_global()+2000
		if self.object:clsid()==clsid.controller_s and self.object:alive() then
			local npc=self.object:get_enemy()
			if npc then
				if npc:id()~=db.actor:id() and npc:clsid()==clsid.script_stalker and self.object:see(npc) and 
					npc:character_community()~="zombied" and self.object:position():distance_to(npc:position())<60 then
        
          local sobj=alife():object( npc:id() )
					if sobj and sobj.online then
            local zomb=amk.load_table("zombies")
            zomb[sobj.id]={master=self.object:id(),comm=npc:character_community(),gw=npc:goodwill(db.actor)}
            amk.save_table("zombies",zomb)
																		
            npc:set_character_community("zombied",0,0)
            local orgtbl=amk.read_stalker_params(sobj)
            if (not string.find(orgtbl.profile,"_zombi")) then
              orgtbl.profile=orgtbl.profile.."_zombi"
            end
            -- amk.mylog("zombied "..npc:name().." profile "..orgtbl.profile)
            amk.write_stalker_params(orgtbl,sobj)
					end
				end
			end
		end
	end



If you put at the start "--[[" and at the end "]]" that will comment the whole block out and is nice and easy.
 
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