More Wounding? -1 reply

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Whitsel

I Play Paintball With Bots!

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31st December 2008

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#1 10 years ago

Hi guys, I am trying to make a mini-mod that would change a few small things like the weapon balancing, NPC FOV/sight range and chances to wound the enemy. I have been playing Clear Sky for about ten hours now and have only wounded one person. I was hoping someone here might be able to tell me how I could increase the chance somewhat significantly AND how I might make it so you could run much longer distances(while under the weight limit) without having to increase the KG to like 1000? -Thanks I.A. :cool:




Guest

I didn't make it!

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#2 10 years ago

I would use an existing weapons mod and change the hit power of the weapons your using. I like one shot kills myself. Also you can use a weight mod to keep weight the same but change the Actor Itx and run further using that way. This is what i do.




Soul_purifier

WHY CAN'T I WIN!?!?!

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24th July 2008

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#3 10 years ago

I'd like to see more wounding. I love to hold the power of a persons life in my hand. If I decide they die a slow painful death, or shoot them pointblank execution with a pistol. Ahhh it so satisfying to execute wounded people. I want more wounding for sure. It's such a warm feeling I get goosebumps everytime I execute.

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Whitsel

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31st December 2008

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#4 10 years ago

Well, okay then :(

I would love the get this working as I have played around with a lot of stuff here in the past week and this is pretty much the only thing I cant figure out. If anyone can, at all, help to let me know if there is some variable in the m_stalker.ltx file that I dont see, or if it has to be changed in some script, I would appreciate it!:D




eeeeddd37

The Internet ends at GF

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5th January 2009

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#5 10 years ago

I assume these are your questions. weapon rebalancing gamedata/configs/gameplay/character_desc_general and all the other character_desc (character_desc_marsh, character_desc_yantar) have all the weapons in them. NPC FOV/sight range This would be many things like luminosity, vision distance, transparency threshold, sound threshold and probably more. There is a good thread on the website below in the clear sky forum. run much longer distances(while under the weight limit) In the gamedata/configs/creatures/actor.ltx change the line satiety_power_v = 0.000055 to a higher value. Maybe try 0.03 and go from there. With 0.9 you can run all you want at lower weights (under 200-300) without losing power. But as soon as you hit the weight limit you can't move. As for the other balancing weapons in your favour you have to increase the shooting distance of the weapons and decrease the pdm_disp settings to make your weapons more accurate without increasing the npcs accuracy. Most people decrease the fire_dispersion_base = but that increases npc accuracy also. Or you could modify the upgrade scheme since you are about the only one with upgraded weapons usually. This is the gamedata/configs/weapon/w_g36 folder fire_distance = 150 bullet_speed = 400 PDM_disp_base = 1.0 PDM_disp_vel_factor = 1.25 PDM_disp_accel_factor = 1.25 PDM_disp_crouch = 1.0 PDM_disp_crouch_no_acc = 1.0 Also you can control npc accuracy to an extent with the fire dispersions in the m_stalker file. ;---FIRE DISPERSIONS-------------------------------------------------- disp_walk_stand = 8 ;6 disp_walk_crouch = 4 ;3 disp_run_stand = 14 ;12;8 disp_run_crouch = 6 ;4 disp_stand_stand = 4 disp_stand_crouch = 2 disp_stand_stand_zoom = 1.5 ;1 disp_stand_crouch_zoom = 1.25;1 Another thing to know are these lines in the weapons folders min_radius = 30 max_radius = 100 This means that the npc will not fire the weapon any closer than 30. The npc will either switch to a pistol or other weapon with a range under 30. If they don't have one they will not shoot they will just stand there. The max radius means they won't fire at you beyond that range (haven't tested that but it seems to be true). For sounds I have read that the number next to the sound determines if an npc can hear you during that action. Like firing or reloading. Atleast that is what I have read. snd_switch = weapons\groza_switch, 1.0, 0.5 The website for the discussion I read is GSC Game World - Official Site The link takes you to the wrong page. Just click on community up top and then enter the clear sky forum. Use the search function to find the article. It'stitle is For those who hate night vision NPC's . Currently it is on the first page of the mod discussions.




Whitsel

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31st December 2008

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#6 10 years ago

Well, most of that is taken care of already(but thanks for the more running tip). The only thing I really need to know right now is how to increase the chance to wound NPCs, the wounded state where they fall on the ground half dead, where you can execute them.




overweightninja

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14th September 2008

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#7 10 years ago

You need to open up /scripts/xr_wounded.script. There are sections in that script that control wounding thresholds for Monolith, Zombified stalkers and anyone else. Mine reads like this:

else local state = wounded_by_state[math.mod(npc:id(), 3)] def.hp_state = "50|"..state.."@help_heavy" def.hp_state_see = "50|"..state.."@help_heavy" def.psy_state = "50|{=best_pistol}psy_armed,psy_pain@wounded_psy|20|{=best_pistol}psy_shoot,psy_pain@{=best_pistol}wounded_psy_shoot,wounded_psy" def.hp_victim = "50|nil" def.hp_cover = "50|false" def.hp_fight = "50|false" def.syndata = "" def.help_dialog = "dm_help_wounded_medkit_dialog" def.help_start_dialog = nil def.use_medkit = true end

Puts them into a wounded state when at less than 50% health. You'll probably want to experiment with the values until you find something to your liking. BTW I've taken this from my SOC install, but I imagine it wont be much different in CS. Hope that helps.




Whitsel

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31st December 2008

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#8 10 years ago

Yea, lol. I found this out a few days ago. Thx though!