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NPC's that don't act like brick walls

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  23:15:37  4 November 2012
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soopytwist
Senior Resident
 

 
On forum: 03/30/2010
Messages: 447
NPC's that don't act like brick walls

Hey. Been a while since I was on here last. I kind of quit modding SoC after completing my mod for OL and some vanilla ones last year. I'd never played Clear Sky until very recently and already I've started writing ideas down for things to change. Most likely I'll incorporate stuff I did for SoC.

There is one thing however that has bothered me right from the get go, the first time I played SoC in fact, and is something I never managed to get round to taking a look at - and that is the way NPC's are like walking brick walls. By this I mean if they're standing in the way of a doorway you want to move through they completely block your path and are impossible to get past until either they move or you find another way around, though that's no always possible. Also countless times I've found them pushing me out of the way, usually into an anomaly or off a wall or something.

So, is there a way to make them passable, i.e so you can walk through them?
  23:31:54  4 November 2012
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Firmament
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On forum: 06/02/2009
 

Message edited by:
Firmament
11/04/2012 23:34:11
Messages: 268
Go in Gamedata\configs\creatures and open the file called actor.ltx, then find these lines:

stalker_restrictor_radius = .55;0.55;0.75;0.9
stalker_small_restrictor_radius = .55;

All you need to do is reduce these values. For my own mod, I've set both to 0.25, which I deem is good enough without turning too unrealistic (it would be stupid to walk through some ghost stalkers imo).

Good to see some veteran modders getting back to work btw!
  20:33:15  5 November 2012
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soopytwist
Senior Resident
 

 
On forum: 03/30/2010
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Right, thanks for that. Kind of knew there would be a simple solution! And you're right about making them completely walk through - that wouldn't be realistic.
  18:10:58  6 November 2012
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soopytwist
Senior Resident
 

 
On forum: 03/30/2010
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Setting the values to 0.25 don't seem to have any effect...? I expected to be able to stand/walk closer to NPC's but this isn't the case.
  03:44:17  10 November 2012
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MickDick
(Senior)
 
On forum: 10/24/2012
Messages: 95

---QUOTATION---
Setting the values to 0.25 don't seem to have any effect...? I expected to be able to stand/walk closer to NPC's but this isn't the case.
---END QUOTATION---

yes I changed it too and to no effect.

I think there is a step left out...
  03:58:22  10 November 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6340
Wrong parameters. These control the size of the NPC and actor collision boxes.
ph_box#_center and ph_box#_size
  09:24:41  10 November 2012
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MickDick
(Senior)
 
On forum: 10/24/2012
Messages: 95

---QUOTATION---
Wrong parameters. These control the size of the NPC and actor collision boxes.
ph_box#_center and ph_box#_size
---END QUOTATION---

I don't think so.

When I modified them, it changed camera elevation, and crouching.
  15:09:55  10 November 2012
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soopytwist
Senior Resident
 

 
On forum: 03/30/2010
Messages: 447
Hmm, kind of messes things up a bit changing those ph_box sizes. I seem to get some weird movements when up close to static objects like walls.

I would imagine modifying NPC's ph_box sizes might break the game? I can see some AI issues occurring.
  00:14:30  11 November 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340

---QUOTATION---
Hmm, kind of messes things up a bit changing those ph_box sizes. I seem to get some weird movements when up close to static objects like walls.

I would imagine modifying NPC's ph_box sizes might break the game? I can see some AI issues occurring.
---END QUOTATION---


There is. Reducing the size of the boxes does change collisions with static and dynamic objects, like the Red Forest bridge.


---QUOTATION---
I don't think so.

When I modified them, it changed camera elevation, and crouching.
---END QUOTATION---


The ph_box#_center would mess that up. Editing the 1st and 3rd variables in ph_box#_size don't.
 
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