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NPC Looting Script fix

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  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
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
  23:51:28  31 August 2009
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Ceano
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On forum: 03/02/2006
 

Message edited by:
Ceano
08/31/2009 23:52:25
Messages: 4820
The last one could that be fixed with adding some script that checks if they are in a fight or not, they only loot if not in a fight situation or no enemy alive in a certain area.
  23:57:43  31 August 2009
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
 

Message edited by:
RoboMook
09/01/2009 0:01:13
Messages: 4387

---QUOTATION---
The last one could that be fixed with adding some script that checks if they are in a fight or not, they only loot if not in a fight situation or no enemy alive in a certain area.
---END QUOTATION---



It already does that, combat mode will always take precedence over looting. I think the problem is that when the Csky squad are attacking the bridge they aren't actually in combat mode, they're performing certain scripted actions, so there's nothing to stop the looting script from kicking-in.

EDIT: maybe one way of approching it would be to have certain specific squads (i.e. the CS squad at the bridge) ignore the looting script, although how you would achieve this I don't know. I guess you would have to add some sort of 'tag' to those squads, and add a part to the looting script that aborts the looting state if the tag is present.
  23:58:44  31 August 2009
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Ceano
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On forum: 03/02/2006
Messages: 4820
aha...OK.
  03:03:43  1 September 2009
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MacBradley
Senior Resident
 

 
On forum: 02/09/2009
Messages: 890

---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.
  03:55:47  1 September 2009
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
Messages: 4387

---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.
  04:44:52  1 September 2009
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MacBradley
Senior Resident
 

 
On forum: 02/09/2009
Messages: 890

---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.
  05:36:20  1 September 2009
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smrtphoneusr
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On forum: 03/29/2009
 

Message edited by:
smrtphoneusr
09/01/2009 5:38:26
Messages: 3058
i recently put (bring me..)quest items in the inventory of some army guys but the result was a ctd as soon as those npcs got killed (and the body disappeared) so that's probably not the best idea.
Btw i noticed massive console spamming whenever they looted while i was testing the mod (game version v1.510), can't remember exactly what it said, parent not found or sth similar. Also the looting should be way more random. The whole squad went nuts as soon as an enemy hit the ground, it looked kinda funny.^^
  06:02:54  1 September 2009
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
Messages: 4387

---QUOTATION---
i recently put (bring me..)quest items in the inventory of some army guys but the result was a ctd as soon as those npcs got killed (and the body disappeared) so that's probably not the best idea.
Btw i noticed massive console spamming whenever they looted while i was testing the mod (game version v1.510), can't remember exactly what it said, parent not found or sth similar. Also the looting should be way more random. The whole squad went nuts as soon as an enemy hit the ground, it looked kinda funny.^^
---END QUOTATION---



Yeah, I think there should be a 'dice roll' as to wheather an NPC goes into looting mode, and maybe squad leaders should always ignore looting and go to their post, would be a bit more realistic.

It really needs a proper tuning-up to make it work properly with CS, apart from the few problems it's a very cool mod, and goes a long way to solving the problem of over-abundant supplies.

My other wish would be for someone to do a good port of the mod that makes NPC's clear bodies from camp-fires
  00:04:31  2 September 2009
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zoust
(Senior)
 
On forum: 10/19/2008
Messages: 57

---QUOTATION---
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
---END QUOTATION---



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