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02:35:32 9 September 2009 |
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RoboMook
Senior Resident
 On forum: 11/12/2008
Messages: 4387
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---QUOTATION--- I added a condition that when squads are moving to another location then they won't stop to loot. Don't know if you want that one in or not. ---END QUOTATION---
I'd certainly at least want to try that out, as it may help out with some undesirable behaviour (eg wandering into anomalies or hanging around looting instead of capturing the target).
---QUOTATION--- There is one thing that bugs me though... Apparently the Hunting Rifle is higher in weapon hierarchy then any other Assault Rifle. Consequently npcs equip it whenever they pick up one. I really hate it when my Freedom guys in exos are running around with two shot peashooter. I tried to check it out but apparently this is handled by a hard-coded function "best_weapon()" so it would require to write a whole new script with a complete list of weapons and add each weapon some kind of value and weapons with bigger value would get selected first. After realising this I gave up on this idea. ---END QUOTATION---
I'm still rather confused about exactly how the game ranks weapons for NPC's - the three things that I suspect are involved are the class, ef_weapon_type & ef_mainweapon_type specified in the weapon configs, and possibly mp_ranks.ltx (it certainly references that file when NPC's are deciding weather to pick-up a weapon).
The reason they like shotguns so much may well be that they are a higher ef_weapon_type (shotguns are all 7, assault rifles are 6), the only thing higher is sniper rifles.
Here's the ef_weapon_type ranks as I understand them:
1 - knife
5 - pistols
6 - assault rifles (inc. PKM)
7 - shotguns
8 - sniper rifles (inc. vintorez)
9 - ??
10 - thrown grenades
The ef_mainweapon_type value only exists in the 'main weapon' configs, not the pistols. Don't know what it does, it seems to be set the same for similar weapons, so maybe it has some bearing on how NPC's use a weapon (fire mode, distances, etc), I'm going to do some tests on this and see if I can clarify it's purpose.
Not entirely sure if the class has any bearing on it or not, but there are some patterns, for example the Groza & FN2000 have a class of their own (wp_groza), they also both have built-in grenade launchers, so the weapon class may have some bearing on NPC behaviour or preference. Again I need to test this, and also how mp_ranks is involved (if indeed it is).
I'll get back with (hopefully) some answers 
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15:45:08 9 September 2009 |
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x_Spartan_x
Whos got the Kokoretsi? (Resident)
 On forum: 07/07/2009
 Message edited by: x_Spartan_x 09/10/2009 9:33:50
Messages: 1971
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---QUOTATION--- @ RoboMook - did the file I uploaded work for scripted squads?
Here is the script with "move" condition blocker:
http://www.megaupload.com/?d=M3Y5NKPZ
Well, I just fired-up the Limansk bridge mission and I didn't get any CTD's or console errors, but it didn't stop the CS squad from looting
I used the second one you posted btw.
Hmm, now I see that the CS squad near the bridge is actually not scripted. I cannot find any scripted CSky squads in squad_descr_redforest.ltx. How the hell did they do this?
Are the bridge CSky npcs actually a squad or just a bunch of individual npcs? Check the PDA map if they have a squad dot.
[EDIT]
I added a condition to prevent looting for individual npcs anyway as almost all of them are suppose to be part of the storyline and some arn't suppose to move at all.
http://www.megaupload.com/?d=TX405OO5
Check if this one works, and still tell me if the csky guys near the bridge are a squad or not. And if there is a squad dot tell me if there are more then 5 csky guys around. ---END QUOTATION---
look in misc\script not desc.
or its in all.spawn. il look in all.spawn see if i can find, i only from now, have time to check looting script, altho i did try this, and will finish the res of test tomoro(had comp probs all day, plus i got to release v0.3 of add'on)
mmm il see what happens, and il specificly find the squads for you.
st.disabled_objects = {
item:section() ~= "bread"=true,
item:section() ~= "bread2"=true,
item:section() ~= "kolbasa"=true,
item:section() ~= "kolbasa2"=true
}
ive paced this at bottom of script, it was left blank, so i belive here you add the items\obj you dont want them to pick up.
i think here or maybe in the other, il test this and report.
PS; i got 2 types of bread and sausage, so its just test to see if they dont pick those up, later il fill it in properly.
hope this works.
"DC Beta v0.65.5" & "Patch Build 4".
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=22535&sec_id=21
Steam Group.
http://steamcommunity.com/groups/spartan_11_11
Currently working on
"The Lions Roar v1.0" (TLR v1.0 Estimated 2012).
http://i239.photobucket.com/albums/ff251/Spartan2073/GlobalMap-1.jpg
http://www.youtube.com/watch?v=bsWwmw2-urE&feature=related
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