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npc's preferring shotguns?

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  16:40:14  22 May 2012
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the_marked_one
Senior Resident
 

 
On forum: 11/21/2010
Messages: 647
npc's preferring shotguns?

I know natvac came up with a fix for this so im hoping can tell me how to fix it too, why is it that npc's prefer shotguns, its annoying watching an npc with a high power rifle pickup and use a shotgun instead, like watching a duty member pickup and use a toz rather than their groza just doesnt make sense
  17:04:22  22 May 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
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On forum: 07/24/2007
Messages: 647
If NatVac did something for that (I really hope he did), it shoud be in ZRP. The priorities are hardcoded in the engine and have been cause of despair from the day0. Did you make any tests about this behaviour with ZRP?

Also, bear in mind that the so called "AI packss" mess these things up. Rulix's AI for example, has its own priority table and causes most of the time such behaviour.
  17:14:56  22 May 2012
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the_marked_one
Senior Resident
 

 
On forum: 11/21/2010
Messages: 647

---QUOTATION---
If NatVac did something for that (I really hope he did), it shoud be in ZRP. The priorities are hardcoded in the engine and have been cause of despair from the day0. Did you make any tests about this behaviour with ZRP?

Also, bear in mind that the so called "AI packss" mess these things up. Rulix's AI for example, has its own priority table and causes most of the time such behaviour.
---END QUOTATION---



Well i thought he did but then maybe im remembering wrongly, its been a few years since i even played zrp, i moved on to other mods then started my own and im now at the stage where after several playthroughs its time to address the annoyances which although dont cause issues in the game are well just annoying
  17:35:58  22 May 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
Well, ZRP is not really a mod, I wouldn't put it in the line with mods. It is basically the vanilla with bugs and anoyances ironed out step-by-step. Of course, this process produces something different from the GSC's vanilla, so it can be named a mod, but IMO that's the wrong way to see it.

From what you're saying, I gather you did not base your mod on ZRP, so you need to fix things bit by bit on your own.
  17:47:36  22 May 2012
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ERForman
Senior Resident
 

 
On forum: 04/12/2007
Messages: 224
still happens


---QUOTATION---
If NatVac did something for that (I really hope he did), it shoud be in ZRP. The priorities are hardcoded in the engine and have been cause of despair from the day0. Did you make any tests about this behaviour with ZRP?

Also, bear in mind that the so called "AI packss" mess these things up. Rulix's AI for example, has its own priority table and causes most of the time such behaviour.
---END QUOTATION---



This type of behavior still occurs in the game even while running the most current release of the ZRP.
  16:01:31  25 May 2012
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
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On forum: 06/03/2009
Messages: 1716

---QUOTATION---
still happens

If NatVac did something for that (I really hope he did), it shoud be in ZRP. The priorities are hardcoded in the engine and have been cause of despair from the day0. Did you make any tests about this behaviour with ZRP?

Also, bear in mind that the so called "AI packss" mess these things up. Rulix's AI for example, has its own priority table and causes most of the time such behaviour.

This type of behavior still occurs in the game even while running the most current release of the ZRP.
---END QUOTATION---



You can do it manually, try to look at this thread:

https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=65&thm_id=13811&page=all&sort=ASC&sec_id=16#183320
  16:54:20  25 May 2012
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the_marked_one
Senior Resident
 

 
On forum: 11/21/2010
Messages: 647
Thanks, i need to do some more testing here (after reading that thread you linked) as it may be that when they go into combat mode they use their main guns anyway, could always make shotguns a protected item and stop all npc's from picking them up, rather not even see a veteran carrying a toz when they have in oleg fiends case a sniper obokan in their backpack
  17:21:23  25 May 2012
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the_marked_one
Senior Resident
 

 
On forum: 11/21/2010
Messages: 647
Just done a quick test, give oleg fiend a shotgun and he equips it, spawn something for him to shoot and he changes to his sniper obokan and shoots it, give him some ammo for the shotgun however and things fall apart and he runs away from combat and if they come to him he just ignores them getting shot
  17:39:56  25 May 2012
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100RadsBar
100RadsBar - Formerly known as LoboTheMan
(Resident)

 

 
On forum: 06/03/2009
 

Message edited by:
100RadsBar
05/25/2012 17:41:46
Messages: 1716

---QUOTATION---
Just done a quick test, give oleg fiend a shotgun and he equips it, spawn something for him to shoot and he changes to his sniper obokan and shoots it, give him some ammo for the shotgun however and things fall apart and he runs away from combat and if they come to him he just ignores them getting shot
---END QUOTATION---



Change the sawn-off shotguns, so that they can be equipped in the pistol slot instead, and classify sawn-off shotgun as a pistol.

This should force the NPC's to see the sawn-off shotgun as a pistol, not a rifle. And use them as pistols.

Sawn-off BM16 was made into a pistol class by using these values:

; ef_main_weapon_type = 1
ef_weapon_type = 5 ;7


; weapon_class = shotgun

By commenting out ef_main_weapon_type, changing the ef_weapon_type to 5, commenting out weapon_class, the NPC's should see and use the sawn-off as a pistol.
I also changed the slot to slot 1 instead of slot 2

slot = 1
  17:45:14  25 May 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
That solution has the problem of the shotgun never being used. AI will not choose the sawed-off in close range engagements, considering it an underpowered pistol.

F..ck GSC for coding so many elementary things under the engine's hood.
 
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