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  19:30:14  4 February 2011
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
 

Message edited by:
RoboMook
02/04/2011 19:31:25
Messages: 4387
I have had a couple of instances where I'm fighting mutants and one of my companions ignores what's happenening (seems to be if they're facing the wrong way this can happen), so maybe we can just tweak companions' detection params. Also, it could be an idea if maybe a check was made when the player attacks an enemy, and if any companions following you are not in alert mode they get forced to attack your target squad? Something like that anyway, it would help when the player attacks enemies at ranges beyond their usual detection distance.

Another thing that I think could be improved is the rally command - I think if your companions are within say 100m of the payer they should make their way to the player normally, if not they should use a similar system to squads ordered from your base, eg a (short) timer starts then they are spawned at a nearby friendly / unoccupied ST and make their way from there. The existing rally function should probably be kept as a 'debug' function though, in case companions get stuck or something (maybe add it to tfwsettings menu?).

@ Rm4g3dD0v - CS was released a long time ago and is now out of print, so you're unlikely to find any copies in a 'brick & mortar' store (and they wouldn't want them anymore anyway). If you want to order online or on Steam and you don't have a credit card you should maybe look at 'pre-paid' cards, works just like a regular debit card but you pay the money up-front in cash.
  19:47:24  4 February 2011
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smoq2
Forklift operator
(Resident)

 

 
On forum: 09/08/2008
 

Message edited by:
smoq2
02/04/2011 22:42:59
Messages: 2433

---QUOTATION---
Also Rm4g3dD0v, how is it possible that you are playing CS and buying CS at the same time? Remember that crack/illegal copy + TFW = strange crap happen
it doesn't seem THAT strange like the bandit hostility bug. After all the crack should affect vanilla things, and companions are not in vanilla.
---END QUOTATION---



Actually, the crack affects hard-coded functions, i.e. object spawning, game object data reading, UI functions... Most of them are included in almost every script we have in TFW. Don't get me wrong, I don't care if you're using a crack or not. I wouldn't even connect the fact that you might be using a crack with the fact that you're playing a game you are actually trying to buy. I know its obvious now that mentioned, but it somehow didn't occur to me. Probably because I focus more on the problem then the tester. But the truth is, that my conclusion comes from the fact that your errors/bugs hinted towards it. They are simply odd. That's why I guessed. And that's why I believe you should wait with reporting until you get the real product. The reason why I ask this, is because Clear Sky uses different protection then other STALKER titles, and any crack is written solely for use with vanilla. I'm not 100% sure of this theory, but it fits the evidence.


---QUOTATION---
I have had a couple of instances where I'm fighting mutants and one of my companions ignores what's happenening (seems to be if they're facing the wrong way this can happen), so maybe we can just tweak companions' detection params. Also, it could be an idea if maybe a check was made when the player attacks an enemy, and if any companions following you are not in alert mode they get forced to attack your target squad? Something like that anyway, it would help when the player attacks enemies at ranges beyond their usual detection distance.
---END QUOTATION---



There already is something like this. The problem is, you cannot force an NPC to attack a target as a check. What worries me is why they don't attack. Are you sure they had Fire At Will stance triggered on? If you want to make companions switch into Fire At Will automatically after you shoot an enemy, then that's not gonna happen. It would contradict the system, and reality for that matter. You are the commanding officer, if you say don't shoot, then the order is "don't shoot". Companions are not there to lead you, you are there to lead them. If you want them to attack, tell them to. I set my companions almost always to Fire At Will if I don't want to bother with giving orders. They'll (or at least should, and always do in my games) attack any hostile NPC at any distance, that attacks the player.

The timer for reinforcement squads is a complex device. Pardon me if I don't want to write something like this all over again, cause that's what I'd have to do to get it working in the same manner.
  23:32:53  4 February 2011
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
 

Message edited by:
gannebamm
02/04/2011 23:34:31
Messages: 1077
sry smog i know its wrong section but since it was allready told in here i´ve got a question to the play sound with script thing:

local snd = sound_object("\characters_voice\human_02\stalker\states\meet\meet_hello_1.ogg")
		snd:play(self.object, 0, sound_object.s2d)


didnt work properly and i am not shure why. I cant find a proper vanilla script to see how its called correctly. Do you have a hint for me?


______________________

---QUOTATION---

The problem is, you cannot force an NPC to attack a target as a check

---END QUOTATION---


You could get hitted enemy from actor via hit callback and store it somewhere accessible. Then produce a scheme for companions which uses this if there is a from actor hitted enemy, if the companion hadnt itself a bestenemy:

To force nps to shoot (in SHOC):

self.object:set_item(shoot_type, weapon, NUMBER, direction)
> - shoot_type - one of the flags from object class (check lua help) - this  is basically a one shot, or a burst etc.
> - weapon - weapon object, best to use self.object:best_weapon() so game will select best weapon for npc
> - NUMBER - no idea really, try 1
> - direction - position to shoot at (for instance db.actor:position() to fire towards actor)

for instance:
> self.object:set_item(object.fire1, self.object:best_weapon(), 1,db.actor:position())


to get him shoot at something. I dont know how to overwrite the standart combat planner, but since in SHOC there were AI mods which made AI use granades and GLs, there must be some way.
  00:08:37  5 February 2011
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mnn
Senior Resident
 

 
On forum: 06/12/2009
 

Message edited by:
mnn
02/05/2011 0:09:05
Messages: 2694

---QUOTATION---
sry smog i know its wrong section but since it was allready told in here i´ve got a question to the play sound with script thing:
---END QUOTATION---


If you'd just look a few pages back:
-- root is gamedata\sounds folder
local snd = sound_object("path_to_sound\\some_sound")
snd:play_at_pos(db.actor, vector():set(0,0,0), 0, sound_object_s3d)


---QUOTATION---

The problem is, you cannot force an NPC to attack a target as a check

You could get hitted enemy from actor via hit callback and store it somewhere accessible. Then produce a scheme for companions which uses this if there is a from actor hitted enemy, if the companion hadnt itself a bestenemy:
---END QUOTATION---


Actor's class in engine doesn't call binded callback - simply put there's no callback for actor's hit.
  00:22:29  5 February 2011
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Rm4g3dD0v
Appointed Destroyer
(Resident)

 

 
On forum: 03/28/2010
Messages: 206

---QUOTATION---
If you want to order online or on Steam and you don't have a credit card you should maybe look at 'pre-paid' cards, works just like a regular debit card but you pay the money up-front in cash.
---END QUOTATION---


Lately i was thinking a lot about it. I guess I 'll have to gather arround €100 to open an account that can issue a debit card [electron visa].
  00:27:30  6 February 2011
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
 

Message edited by:
gannebamm
02/06/2011 0:30:24
Messages: 1077
@mnn

---QUOTATION---

If you'd just look a few pages back:

-- root is gamedata\sounds folder
local snd = sound_object("path_to_sound\\some_sound"
snd lay_at_pos(db.actor, vector():set(0,0,0), 0, sound_object_s3d)

---END QUOTATION---


--- from smoq2 answered in addition to your method

---QUOTATION---

[EDIT]

local snd = sound_object(path)
snd lay(db.actor, 0, sound_object.s2d)


This worked better.
---END QUOTATION---


--- so my question is just whats wrong with this:

-- root is gamedata\sounds folder
local snd = sound_object("\characters_voice\human_02\stalker\states\meet\meet_hello_1.ogg")
snd:play(self.object, 0, sound_object.s2d)


wrong path? wrong object ? (self.object is from scheme -> game_object class, so it should be ok referencing lua_help)
im a bit confused with it, sry...


---QUOTATION---

Actor's class in engine doesn't call binded callback - simply put there's no callback for actor's hit.
---END QUOTATION---


Shure a callback for actor hits would be cool, but as said is not implemented.
At the other hand: who needs a callback for the guy who hit the actor, if you could get the callback for the guy who was hit by actor? With this you could get your companions attacking youre last attacked (and hit...) opponent. As far as I understand smoq2 this would be a beginning even if not perfect.
This is perfectly possible as i had done that in SHOC with a simple idea of psionic powers for the actor. If actor has hit an opponent with pm there was an anomalie spawning just at his position. I wanted to alter the weapon to a kind of hand animation and the bullet fired by it to be invisible, so it looks like real psionic powers, but i hadnt worked any further on this...

Furthermore you could check actors health and if actors health is dropping and he´s not under radiation/hunger/ ... the companions could be set in alert mode, which would higher their sense range (i think they have highered see ranges if in alert mode?). But maybe this is allready implemented?
  00:52:41  6 February 2011
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mnn
Senior Resident
 

 
On forum: 06/12/2009
 

Message edited by:
mnn
02/06/2011 0:53:06
Messages: 2694

---QUOTATION---
--- so my question is just whats wrong with this:
-- root is gamedata\sounds folder
local snd = sound_object("\characters_voice\human_02\stalker\states\meet\meet_hello_1.ogg")
snd:play(self.object, 0, sound_object.s2d)

wrong path? wrong object ? (self.object is from scheme -> game_object class, so it should be ok referencing lua_help)
im a bit confused with it, sry...
---END QUOTATION---


Wrong path. Completely. Read my post again.
  00:59:53  6 February 2011
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
 

Message edited by:
gannebamm
02/06/2011 7:21:04
Messages: 1077

---QUOTATION---
--- so my question is just whats wrong with this:
-- root is gamedata\sounds folder
local snd = sound_object("\characters_voice\human_02\stalker\states\meet\meet_hello_1.ogg")
snd:play(self.object, 0, sound_object.s2d)

wrong path? wrong object ? (self.object is from scheme -> game_object class, so it should be ok referencing lua_help)
im a bit confused with it, sry...
Wrong path. Completely. Read my post again.
---END QUOTATION---


>> path in game directory
>> COP-dir\gamedata_vanilla\sounds\characters_voice\human_02\stalker\states\meet\meet_hello_1.ogg

>> root is gamedata\sounds. so from there the path is:
>> \characters_voice\human_02\stalker\states\meet\meet_hello_1.ogg

@mnn: please just give me the correct path. I will see whats the issue, but i really dont understand your hints. Im sorry.
Doing this would make the whole conversation much more efficient and lowering the kindoff offtopic stuff in here.

edit:
ok i correct myself. i DO understand your hints:
eg.:

self.snd = sound_object("music\\outro")


so the issue was the first "\" and the later not written as "\\" + the filetype ".ogg" which has NOT to be written!
Thanks mnn for the hints.

:: edit ²
and this:

snd:play_at_pos(db.actor, vector():set(0,0,0), 0, sound_object_s3d)


gets you bugtrapped because of the " sound_object_s3d" and with " sound_object >> . << s3d" instead of "_" wont play the sound for me, so:
>>
 snd:play(self.object, 0, sound_object.s2d)


is working very well if path is set correct.

btw. what you think about the scheme idea with hit info and such?
  12:59:42  6 February 2011
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smoq2
Forklift operator
(Resident)

 

 
On forum: 09/08/2008
Messages: 2433
@ gannebamm - There already is a function that sets companions into alert mode when one of them was hit. There are also many other exceptions added to this function. You can have a look here:

http://pastebin.com/m2CDeffh
  13:57:00  6 February 2011
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mnn
Senior Resident
 

 
On forum: 06/12/2009
 

Message edited by:
mnn
02/06/2011 13:57:25
Messages: 2694
smoq: Yeah, but that's for NPC hit, right?

xr_motivator.motivator_binder:hit_callback()
 
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