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NPC Looting Script fix

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  09:21:40  10 September 2009
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
 

Message edited by:
RoboMook
09/10/2009 9:22:21
Messages: 4387

---QUOTATION---
do you have a script release body manager, if so check to see the number, i think default is 15. mines on 30 i think(from Spartan mod)
and i do get bit of lag, but i got my card boosted up.
---END QUOTATION---



Nope, I still have the default 15. It's weird, it isn't the normal kind of lag you get when your settings are too high and your computer is struggling, it's more like a regular 'stutter', much worse than if I were to set everything on max and watch the sun-shafts in the morning.

Btw, did you get anywhere with the other problem Spartan?
  08:52:58  10 September 2009
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x_Spartan_x
Whos got the Kokoretsi?
(Resident)

 

 
On forum: 07/07/2009
Messages: 1971

---QUOTATION---
Revert to the original watcher_act.script and tell me if the problem is gone. Just to be sure if this is the case.

Just tried it again, I don't get this problem with the original script, only the new one.

Weird...
---END QUOTATION---



do you have a script release body manager, if so check to see the number, i think default is 15. mines on 30 i think(from Spartan mod)
and i do get bit of lag, but i got my card boosted up.

the ltx played out the same for me, but with the lag, il retest abit and brb.
  03:00:23  10 September 2009
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
Messages: 4387

---QUOTATION---
Revert to the original watcher_act.script and tell me if the problem is gone. Just to be sure if this is the case.
---END QUOTATION---



Just tried it again, I don't get this problem with the original script, only the new one.

Weird...
  02:53:04  10 September 2009
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smoq2
Forklift operator
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On forum: 09/08/2008
 

Message edited by:
smoq2
09/10/2009 2:54:43
Messages: 2433

---QUOTATION---
Repeating functions wouldn't be a problem, there are tousends actually in vanilla. But the function that monitors if there are any bodies around could strain the cpu a bit.

Ah ok, as you may have guessed I'm cluless when it comes to scripting

Definately something weird happening here though, the original looting script had no noticeable performace impact for me, but this new one makes the game unplayable for me - it's like there's a constant stutter happening, and everything lags behind. Reducing the graphics settings had no effect either, so I'm assumin there's something specific in the script that is causing problems for me.

Anyone else tried it?

EDIT: just tried starting a new game, performance is fine until you leave the CS base for the second time - seems as soon as there's some bodies to be looted the stuttering starts. Is the ev_see_stuff:evaluate function still using the distance limit correctly?
---END QUOTATION---



Revert to the original watcher_act.script and tell me if the problem is gone. Just to be sure if this is the case.
  00:57:04  10 September 2009
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
 

Message edited by:
RoboMook
09/10/2009 1:16:08
Messages: 4387

---QUOTATION---
Repeating functions wouldn't be a problem, there are tousends actually in vanilla. But the function that monitors if there are any bodies around could strain the cpu a bit.
---END QUOTATION---



Ah ok, as you may have guessed I'm cluless when it comes to scripting

Definately something weird happening here though, the original looting script had no noticeable performace impact for me, but this new one makes the game unplayable for me - it's like there's a constant stutter happening, and everything lags behind. Reducing the graphics settings had no effect either, so I'm assumin there's something specific in the script that is causing problems for me.

Anyone else tried it?

EDIT: just tried starting a new game, performance is fine until you leave the CS base for the second time - seems as soon as there's some bodies to be looted the stuttering starts. Is the ev_see_stuff:evaluate function still using the distance limit correctly?
  00:37:38  10 September 2009
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smoq2
Forklift operator
(Resident)

 

 
On forum: 09/08/2008
Messages: 2433

---QUOTATION---
It works, check again, the consequence of "on_move" condition is that squads will loot only after reaching their final destination.

Just tested again, you are quite right, they do indeed loot when they're at their target, good stuff

Still having the other problem though, getting unplayable framerates with the script installed. It was barely noticeable in red forest, but on any maps with lots of NPC's I get 10fps at best

Is there maybe a function that's constantly repeating?
---END QUOTATION---



Repeating functions wouldn't be a problem, there are tousends actually in vanilla. But the function that monitors if there are any bodies around could strain the cpu a bit.
  00:27:30  10 September 2009
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
 

Message edited by:
RoboMook
09/10/2009 0:27:39
Messages: 4387

---QUOTATION---
It works, check again, the consequence of "on_move" condition is that squads will loot only after reaching their final destination.
---END QUOTATION---



Just tested again, you are quite right, they do indeed loot when they're at their target, good stuff

Still having the other problem though, getting unplayable framerates with the script installed. It was barely noticeable in red forest, but on any maps with lots of NPC's I get 10fps at best

Is there maybe a function that's constantly repeating?
  22:39:45  9 September 2009
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smoq2
Forklift operator
(Resident)

 

 
On forum: 09/08/2008
 

Message edited by:
smoq2
09/09/2009 22:40:05
Messages: 2433

---QUOTATION---
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.

That one seems to have a problem, it blocks all NPC's from looting, and also has a massive performance hit - I was getting about 10fps in the Swamps, but everything was fine with the script removed, so maybe there's a 'loop' in the script

Btw, the CS squad at the bridge aren't actually a squad - there's 7 of them including Lebedev, and no squad leader, so I have no idea how they are spawned
---END QUOTATION---



It works, check again, the consequence of "on_move" condition is that squads will loot only after reaching their final destination.
  22:25:37  9 September 2009
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
Messages: 4387

---QUOTATION---
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---



That one seems to have a problem, it blocks all NPC's from looting, and also has a massive performance hit - I was getting about 10fps in the Swamps, but everything was fine with the script removed, so maybe there's a 'loop' in the script

Btw, the CS squad at the bridge aren't actually a squad - there's 7 of them including Lebedev, and no squad leader, so I have no idea how they are spawned
  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

---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.
 
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