Clear Sky: Horror mod -1 reply

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Bad_Motha

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10th May 2008

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#11 11 years ago

Well I was gonna say that too, but I think if you make it removeable somehow the NPC will take it and you may or may not get it back.




Dancalx

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13th September 2008

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#12 11 years ago
Amraam;4572771Who, please do share![/quote] I've edited the file "character_desc_general" and changed the amount of ammo and grenades the npcs have, before they were all set to "1 \n", which I presume means infinite.
JuiceMaker;4572969instead of just having the same fog throughout the game, it would be dynamic. thicker fog during rain (like, really thick, field of vision top 10meters) and fog easing up a little during the afternoon. thicker fog that forces one to use the map to find your way through would also have a great impact on mutants. listening would become a very important part of the game[/quote] Only problem with that is the vision distance of the ai can't be dynamic (i think) so in thicker fog they would see you way before you see them. [quote=Sgt Doom;4572976]Also, ZOMBIES!
There will most likely be quite a few zombies :) [quote=Bad_Motha;4573316]Any testing you would like done, let me know.

You can test the ammo thing if you want, basically it involves getting into a fight and lasting long enough to see if they run out. You mentioned something about the death_items_count file. Im wondering if even when they do run out will they still have ammo on them when you loot them, which would be a bit wierd.




Bad_Motha

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#13 11 years ago

Yes I think they will have some ammo on them even when they act like they run out. Like you said Dancalx, and I've seen it plenty of times but only in CS, is they will shoot at you with a shotgun and then switch to a pistol. Once you loot them you see they still had shotgun ammo on them. I think it's a matter of the double barrel firing both shots, but since you are a threat they imediately go to the pistol to keep the fight going, who knows. But yeah I play around with CS enough now if you need to test something, just PM me about it. Currently I can only run my Russian 1.00 as I'm having issues with the game not working after patches are installed. Once I get my retail US version I'll be of more use with patch testing and such.




Amraam

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30th April 2008

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#14 11 years ago
All those who were complaining about the PKM being alive, no it's doesn't have a ghost NPC there, it's just that the first dam Militant to respawn will run up to the PKM to quickly shoot you down should be out in front of the base looting bodies and such. It really pisses me off!!!

Wrong, I have proof.

Plus, it's even on the newest patch bug fix list. Even when there is no one left at the base, the PKM still attacks Scar, despite no one manning it.




Amraam

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30th April 2008

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#15 11 years ago

Dancalx;4573651I've edited the file "character_desc_general" and changed the amount of ammo and grenades the npcs have, before they were all set to "1 \n", which I presume means infinite.

Only problem with that is the vision distance of the ai can't be dynamic (i think) so in thicker fog they would see you way before you see them.

There will most likely be quite a few zombies :)

You can test the ammo thing if you want, basically it involves getting into a fight and lasting long enough to see if they run out. You mentioned something about the death_items_count file. Im wondering if even when they do run out will they still have ammo on them when you loot them, which would be a bit wierd.

"\n" in common syntax is a line break. But here I dunno, like you say it may mean infinite, which is what NPCs have atm :(




StarkeRealm

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12th July 2005

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#16 11 years ago

Wait, so the \n is a line break or a call, but is the 1 an infinite?




Dancalx

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13th September 2008

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#17 11 years ago

Ah ok I didn't know that. I guess we will be able to confirm it after more testing.




Dancalx

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13th September 2008

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#18 11 years ago

Here arew a few screenshots of what the fog will be like, if youve played the mod for SoC its a familiar sight. Right now im not sure about the distance of the fog from the player, im thinking it needs to be closer. What do you reckon? http://www.geocities.com/d_calaghan/fog1.jpg http://www.geocities.com/d_calaghan/fog2.jpg http://www.geocities.com/d_calaghan/fog3.jpg http://www.geocities.com/d_calaghan/fog4.jpg




StarkeRealm

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12th July 2005

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#19 11 years ago

I think the link's out of commission. Can you post to photobucket or imageshack or something?




Bad_Motha

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10th May 2008

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#20 11 years ago

DAN > your links work fine bro, BTW it def. needs to be closer, maybe say 50 - 60 meters out? Finally got my game all working on 1.5.04