Remove the monsters!... Almost. (No ammo required) -1 reply

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Soul_purifier

WHY CAN'T I WIN!?!?!

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24th July 2008

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#21 10 years ago

Well migrate was the only sensible word I could think of. Unless you want to say they can also teleport?? Hell they can turn invisible so why not? THEY TELEPORTED THERE RAWR. Lol really nice coversation. I'm imagining this right now.....yeah very strange.




Balious

The Internet ends at GF

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18th August 2008

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#22 10 years ago

Damn it now i got a picture of bloodsuckers being human in my head..

Bloodsucker wants to buy a newspaper.

Shop keeper: that be 40 pence

Bloodsucker: grrr

Shop keeper: make it 20 pence..

Bloodsucker: thanks

Shop keeper: grr




NatVac

of the ZRP

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10th August 2008

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#23 10 years ago

[COLOR=Sienna]greysoup:[/COLOR] the simMaxCount array in se_respawn.script is not used in vanilla; the references are commented out in the Lua script except for a (useless) statistics function. You might be able to make use of the table, though...

[COLOR=Sienna]greysoup, rkteckt[/COLOR][COLOR=Sienna], Supernatur4L[/COLOR][COLOR=Sienna], Soul_purifier[/COLOR]: there is a Cordon bloodsucker smart terrain declared in the all.spawn file alife_l01_escape.ltx, with a condition of {+agroprom_military_case_done}. There's a bug in vanilla which keeps bloodsuckers from populating that smart terrain: the bloodsucker community is omitted from the [l01_escape] section in gamedata\config\misc\smart_terrain_presets.ltx. The fix adds this line to that section:

bloodsucker = weakThis is in [COLOR=Sienna]bardak[/COLOR]'s bug fix attempt (bfa) (separate versions for 1.0003 and 1.0004) and the ZRP (version 1.05 works with the 1.0004, 1.0005 and 1.0006 patches as is) as well as most knowledgeable mods, which may be why many see a bloodsucker in the Cordon after completing the Agroprom mil case storyline quest.

Bloodsuckers will move from their spawn points to smart terrains that can contain members of the bloodsucker community as needed. You will occasionally find them moving through other levels as a result as [COLOR=Sienna]greysoup [/COLOR]noted.

It seems to me that if the omission of the bloodsucker community from the smart_terrain_presets.ltx file was enough to keep the Cordon free of bloodsuckers, maybe one could experiment with removing other mutants from there as well. The all.spawn mutant instances would still appear if not removed, but the Alife mutants would not replenish the vacancies in the associated smart terrains.




greysoup

koff

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28th August 2008

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#24 10 years ago
NatVac;4541516[COLOR=Sienna]greysoup:[/COLOR] the simMaxCount array in se_respawn.script is not used in vanilla; the references are commented out in the Lua script except for a (useless) statistics function. You might be able to make use of the table, though...

Oh thanks, I missed that, but I'm wondering if one uncomments the references, would the code work to limit the numbers of mutants, stalkers, or whatever one tried?

I don't understand why bloodsuckers would be respawning in cordon, as conditions = {+agroprom_military_case_done} 80, 0 was commented out in my all.spawn and replaced with conditions = 0... Unless that's not supposed to work or something in smart_terrain_presets.ltx needs to be changed.

Because if they're migrating back to the factory... I've done something wrong, because there's not supposed to be anything to migrate in the first place.

...that would explain why I found those bodies there.




mr spock

A troo Scotsman!!

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2nd March 2008

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#25 10 years ago

lol bloodsucker go to tesco crackers BEEP cola BEEP pringles BEEP dead cashier BEEP bloodsucker gets job as gsc tech support. stalker clear sky work with my operating system grr ggrrrr gar grerrrr grrr gggggrrrrrrrrrrr thanks moo




Sgt Doom

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28th May 2008

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#26 10 years ago

They'd have a great time in "alternative" medicine, taking the place of leeches :D




greysoup

koff

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28th August 2008

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#27 10 years ago
Sgt Doom;4542759They'd have a great time in "alternative" medicine, taking the place of leeches :D

Hehe, yeah, but you'd always need a trainer on hand in case they don't want to stop.:lol:




greysoup

koff

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28th August 2008

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#28 10 years ago

Woo-hoo! Breakthrough!

I don't know if you guys knew this already, but this might help anyone who wants to get rid of respawns of anything.

For initial spawns in all.spawn, you could just delete them to get rid of 'em, but I find that deleting respawn sections often lead to crashes when starting a new game.

So if you want to make sure that a particular something never respawns, you should change the line conditions = {+a_condition_here} to conditions = {+nil}, under its section.

I've tested this and I'm pretty sure it works though I could be wrong...

This version of the all.spawn file should not have any monsters. At all.




insanelazarez

Here take this basic equipment

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27th April 2008

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#29 10 years ago
i prefer more monsters less people.

Well ... i prefer MORE monsters and MORE people too.




sasha

Sexeh like teh gizmo

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4th July 2008

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#30 10 years ago
insanelazarez;4546043Well ... i prefer MORE monsters and MORE people too.

:hump: MORE of this too!!!!!!!!