S.t.a.l.k.e.r_Reality mod - Enemies have open bleeding - now damaging realistic -1 reply

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#1 14 years ago

S.t.a.l.k.e.r_Reality mod from LordPaladin For S.T.A.L.K.E.R. v1.0 S.t.a.l.k.e.r_Reality_2.1.rar: http://files.filefront.com//;7289808;;/ For S.T.A.L.K.E.R. v1.0001 S.t.a.l.k.e.r_Reality_2.11.rar: http://files.filefront.com//;7289807;;/ Real Damage Enemies have open bleeding - now damaging inflicted by the weapon look more realistic. With such adjustment in the head from any weapon on once kills, at the hit in other part of the body experimental behave much drolly sometimes raise an automaton to give a queue and fall as on the place, cans be run to the vapour a metre, but from pools in the leg will far from run if blood as from the piglet flows, óñïåâàþò to scold(only and hear "mother..." ), i.e. behaviour ÍÏÑ after the hit cans be arbitrarily, because of that that after the hit sufficiently is often included motion on the damage. Increased accuracy and power of small arms and garnet. This modes allows to do addons on all weapons. Since instinct of self-preservation beside stalkers until works Took Away damage from the fire(to in barrels did not burn) and has Taken Away damage from the electricity. Installation catalogue GameData to extract in catalogue with play For instance: c:\Games\S.t.a.l.k.e.r. * bleeding ------------------------------------------------------------------ gamedata\config\creatures\m_stalker.ltx People ;îòêðûòûå ðàíû bleeding_v = 0.17 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó wound_incarnation_v = 0.001 ;êðóòèçíà êðèâîé çàæèâëåíèÿ min_wound_size = 0.1;0.01 ;ìèíèìàëüíûé ðàçìåð ðàíû, ïîñëå êîòîðîãî îíà ñ÷èòàåòñÿ çàæèâøåé dogs gamedata\config\creatures\m_dog.ltx gamedata\config\creatures\m_dog_.ltx bleeding_v = 0.17;0.04 ;ïîòåðÿ êðîâè ïðè íîìèíàëüíîé ðàíå â ñåêóíäó wound_incarnation_v = 0.001;0.05 ;êðóòèçíà êðèâîé çàæèâëåíèÿ min_wound_size = 0.1;0.01 * gamedata\config\weapons\ --------------------------------------------------------------- Renderred optimum adjustment: on 100 metres Sin(fire_dispersion_base)*100000 = got For automaton For instance Sin(0.05)*100000 = 87 ìì Beside pistols fire_dispersion_base = 0.07 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ) hit_power = 0.8 , ýòî íàñòðîéêè äëÿ ÏÌ è ÏÁ äëÿ äðóãèõ ïèñòîëåòîâ êîòîðûå ïîÿâëÿþòñÿ ïîçæå â èãðû õàðàêòèðèñòèêè óâåëè÷åíû òàê íàïðèìåð äëÿ Áåðåòòû hit_power = 1.2 hit_impulse = 85 Beside Automatons fire_dispersion_base = 0.05 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ) hit_power = 1.1; size of damage by bullet hit_impulse = 150; size of physic impulse by bullet Beside Shotguns fire_dispersion_base = 0.2 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ) hit_power = 1.95 hit_impulse = 240 Sniper rifles fire_dispersion_base = 0.01 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ) Vintorez hit_power = 2.0 SVU SVD hit_power = 3.5 fire_dispersion_condition_factor = 5 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå misfire_probability = 0.0 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå misfire_condition_k = 0.0 ;óáðàíà îñå÷êà condition_shot_dec = 0.0001 ;óâåëè÷åíèå èçíîñà ïðè êàæäîì âûñòðåëå * ------------------------------------------------------------------------- Taken Away damage from fire, but that as do not add to stop stalkers anyone already fries as piglet gamedata\config\creatures\immunities.ltx burn_immunity = 0.0 ;Îãíåñòîéêîñòü Óáðàë óðîí îò ýëåêòðè÷åñòâà shock_immunity = 0.0 ;Ýëåêòðîøîê




one_eyed_hippy

Will code HTML for food

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15th November 2003

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#2 14 years ago

That description was about as coherent as a Mars Volta song.




FoxTwo

Flight Simmer and MMORPGer

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30th September 2005

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#3 14 years ago

LOL... but I think I could make it out.

Something about taking away damage by fire, ie if you stand in a burning barrel you won't get hurt, and the mod does the same for electrical anomalies too.

Also it tries to say that hits on various body parts will cause different bleeding speeds, and your enemies will die from bleeding. They might try to run away or flee, but eventually the bleeding will get them if they don't heal themselves. Sometimes you might even hear them calling for their mothers before dying...

The mod also increases accuracy for all weapons, as well as enabling all addons for all weapons.

Well, that's about all I can fathom from the (badly) Google-translated text :)




FearDaBurner

Slightly cooler than a n00b

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2nd March 2006

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#4 14 years ago

can sumone better explain what he said?




TheGreyKnight

S.T.A.L.K.E.R. reporting

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16th April 2007

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#5 14 years ago

maybe hes a little to late to post it? it shud be for version 1.0001 now.




Demoche

GF makes me horny

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29th March 2007

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#6 14 years ago

I dont mind the idea of AI bleeding, but does the AI actually try to bandage or medkit. If it doesn't then all i'd have to do is hit em with a pistol 1 or 2 times and hide till they fell over.




CrazyAce

I don't spend enough time here

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2nd December 2005

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#7 14 years ago
Demoche;3640373I dont mind the idea of AI bleeding, but does the AI actually try to bandage or medkit. If it doesn't then all i'd have to do is hit em with a pistol 1 or 2 times and hide till they fell over.

:lol:

I would like to have an eat mod where you have to cook your food after killing a boar :D




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#8 14 years ago
Demoche;3640373I dont mind the idea of AI bleeding, but does the AI actually try to bandage or medkit. If it doesn't then all i'd have to do is hit em with a pistol 1 or 2 times and hide till they fell over.

With Parameters of the weapon by default In NPC the bullet gets, and they continue to run as though nothing has occured Other translation on English http://www.translate.ru/text.asp#tr_form Real Damage At opponents the bleeding is included - now damages from the weapon turn out real. With such parameters the bullet in a head at once kills, at hit in other parts of body NPC behave on a miscellaneous, sometimes lift the weapon to shoot, but are not in time and fall as on a place, can run on some meters, but with a bullet in a leg far will not run, that is behaviour NPC after hit happens any way. Accuracy and force of a small arms and pomegranate is increased. This of fashions allows to do addons on all of the weapon. As the instinct of self-preservation at stalkers yet does not work Has included immunity from fire (that in NPC did not burn) and Has included immunity from an electricity. The weapon now does not break. Installation to unpack catalogue GameData in the catalogue with game c: Games S.t.a.l.k.e.r. * bleeding NPC -------------------------------------------------- gamedata config creatures m_stalker.ltx bleeding_v = 0.17 wound_incarnation_v = 0.001 min_wound_size = 0.1 At dogs it is added a bleeding gamedata config creatures m_dog.ltx gamedata config creatures m_dog_.ltx bleeding_v = 0.17 wound_incarnation_v = 0.001 min_wound_size = 0.1 * gamedata config weapons --------------------------------------- Parameters of the weapon On 100 meters Sin(fire_dispersion_base)*100000 = it turns out Sin(0.05)*100000 = 87 mm Pistols ---------------------- fire_dispersion_base = 0.07 hit_power = 0.8 - PM And PB , hit_power = 1.2 - Beretta 92F hit_impulse = 85 The automatic weapon --------- fire_dispersion_base = 0.05 hit_power = 1.1; size of damage by bullet hit_impulse = 150; size of physic impulse by bullet Shotguns --------------------- fire_dispersion_base = 0.2 hit_power = 1.95 hit_impulse = 240 Sniper rifles Vintorez, SVU and SVD should shoot without variants --------- fire_dispersion_base = 0.01 Vintorez hit_power = 2.0 SVU and SVD hit_power = 3.5 fire_dispersion_condition_factor = 5 misfire_probability = 0.0 misfire_condition_k = 0.0 ;The weapon now does not break condition_shot_dec = 0.0001 * ------------------------------------------------------------------------- Has included immunity from fire (that in NPC did not burn) and Has included immunity from an electricity. gamedata config creatures immunities.ltx burn_immunity = 0.0 shock_immunity = 0.0




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#9 12 years ago

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