04:44:52 1 September 2009 |
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MacBradley
Senior Resident
 On forum: 02/09/2009
Messages: 890
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---QUOTATION--- NPC Looting Script fix
The first problem should be realatively simple, the problem is that NPC's will loot any and all items from a corpse, including quest items, which causes problems if an NPC gets to a mission-critical PDA before you. I'm guessing this could be fixed by adding a part to the script that checks against a list of quest items and either stops them from looting or makes them leave that item.
This first problem has a very easy fix, and it makes the game more fun IMO. You take the quest status off the quest items that are in the game and then put them as an item that will show up in a stalker's inventory when trading with them. Give it a nice high price tag, and it makes it so the player has to decide whether he is willing to pay the price, or try to off the stalker and pry the PDA from the looters cold dead fingers.
Yeah I did think about making the quest items tradeable, the only problem I can see with this is that if one of the bandits / Duty squad members loots the compass in the Red forest it's possible that they could die before you get to them and their corpse get 'cleaned-up', meaning you can't progress further. I guess it may be possible to make the engine keep corpses containing quest items, but that would probably be just as tricky to implement. Same thing could happen with any of the pda's if you didn't go and get it straight-away after recieving the mission, since any npc's passing by will go out of their way to loot bodies. ---END QUOTATION---
I've played all the way up until the part where you find the compass artifact and I was fine. I know it is not the perfect fix, but you're probably going to get to the body or stalker with the quest item long before they die and their body disappears. |
03:55:47 1 September 2009 |
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RoboMook
Senior Resident
 On forum: 11/12/2008
Messages: 4387
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---QUOTATION--- NPC Looting Script fix
The first problem should be realatively simple, the problem is that NPC's will loot any and all items from a corpse, including quest items, which causes problems if an NPC gets to a mission-critical PDA before you. I'm guessing this could be fixed by adding a part to the script that checks against a list of quest items and either stops them from looting or makes them leave that item.
This first problem has a very easy fix, and it makes the game more fun IMO. You take the quest status off the quest items that are in the game and then put them as an item that will show up in a stalker's inventory when trading with them. Give it a nice high price tag, and it makes it so the player has to decide whether he is willing to pay the price, or try to off the stalker and pry the PDA from the looters cold dead fingers. ---END QUOTATION---
Yeah I did think about making the quest items tradeable, the only problem I can see with this is that if one of the bandits / Duty squad members loots the compass in the Red forest it's possible that they could die before you get to them and their corpse get 'cleaned-up', meaning you can't progress further. I guess it may be possible to make the engine keep corpses containing quest items, but that would probably be just as tricky to implement. Same thing could happen with any of the pda's if you didn't go and get it straight-away after recieving the mission, since any npc's passing by will go out of their way to loot bodies.
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03:03:43 1 September 2009 |
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MacBradley
Senior Resident
 On forum: 02/09/2009
Messages: 890
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---QUOTATION--- NPC Looting Script fix
The first problem should be realatively simple, the problem is that NPC's will loot any and all items from a corpse, including quest items, which causes problems if an NPC gets to a mission-critical PDA before you. I'm guessing this could be fixed by adding a part to the script that checks against a list of quest items and either stops them from looting or makes them leave that item.
---END QUOTATION---
This first problem has a very easy fix, and it makes the game more fun IMO. You take the quest status off the quest items that are in the game and then put them as an item that will show up in a stalker's inventory when trading with them. Give it a nice high price tag, and it makes it so the player has to decide whether he is willing to pay the price, or try to off the stalker and pry the PDA from the looters cold dead fingers. |
23:04:34 31 August 2009 |
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RoboMook
Senior Resident
 On forum: 11/12/2008
 Message edited by: RoboMook 08/31/2009 23:04:58
Messages: 4387
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NPC Looting Script fix
I'm sure a lot of you have seen the NPC looting script (if not you can get it here: http://www.sendspace.com/file/7pxmh5), it apparently came from the AMK mod for SHoC, although I'm not sure who ported it to CS.
There's a few problems with this mod though, and I'm wondering if any of you scripters out there know how to fix them
The first problem should be realatively simple, the problem is that NPC's will loot any and all items from a corpse, including quest items, which causes problems if an NPC gets to a mission-critical PDA before you. I'm guessing this could be fixed by adding a part to the script that checks against a list of quest items and either stops them from looting or makes them leave that item.
The other one is probably much harder to fix, and it's the fact that certain missions get broken because the NPC's are ignoring what they're supposed to be doing in favour of scavenging. I've had this happen once during the factory mission in Yantar, although after a re-load it worked ok. But the main issue is the Limansk bridge mission - you're Clear Sky buddies ignore the enemy and proceed to walk backwards and forwards across thin-air in an attempt to loot the dead bandits on the other side. When the bridge comes down they get stuck underneath, so you can't complete the mission.
This problem would I guess be much harder to fix, but is there anyone who feels like having a go? I'm sure a lot of people would appreciate it 
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