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ZRP - A joint effort in fixing S.T.A.L.K.E.R.

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Question Do YOU want an unofficial patch?
Answers
Yes, I'm desperate!
Yeh, why not...
I don't care either way.
Could easily do without it...
Decane, stop spamming the forums with your dumb ideas! NO!
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  15:09:45  1 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
 

Message edited by:
fatrap
10/01/2007 15:25:31
Messages: 2279
Hey NatVac... sounds great! Can't wait to see what you come up with. A quick question for you... since you are working with the task_manager.ltx so much here.... What does the "prior" setting do? Is it the order the tasks are given or is how many tasks you have to do for this particular boss before he will give you the task in question??? Can tasks for the same boss have the same prior number? Forgive the "boss" word.... !

By the way... since you are doing a lot of task work here... before the 1.0004 patch came out I was working on a different FPS version... called FPS Taskmaster.... I re-enabled most of the tasks that were cut-out because they were borked (and I fixed them) and added a few. If you want it I will be glad to email it to you. It was a WIP... just got hit upside of the head by 1.0004 and got busy and never polished it up. Feel free to use anything in it or maybe it could give you some ideas??

EDIT: One of my favorite quotes:

"Sometimes, I guess there just aren't enough rocks"
Forrest Gump
  02:54:24  2 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189
Yes, tasks for a "boss" ("quest-giver"?) can have the same prior number. Lower prior values have higher priority.

I was in error on the multiple quests having the same priority meaning that you only get one in the cycle. It's not a cycle, exactly. You get the lower-numbered quests first. Then you'll get the higher-numbered ones -- except when the idle_time for a previously-completed higher-ranked quest expires.

I was faked out by that, thinking that you wouldn't receive a quest after completing one with the same prior value. You will, unless a lower-valued quest becomes available.

I'm always open to new input, although at the moment the specific quest stuff isn't as important as just getting something done on the foundation and interface.

Tell Forrest to move to Texas. There's very likely enough rocks here.
  04:09:59  2 October 2007
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fatrap
The Wrinkled One
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On forum: 08/01/2007
 

Message edited by:
fatrap
10/02/2007 4:10:14
Messages: 2279
Thanks NatVac! One of these days I might finish TASKMASTER and I knew that the "prior" function was something I didn't completely understand. BTW...was just talking to my wife about you after reading your last post in Decanes thread on the Extra Missions Mini Mod.... I told her that my solutions to things was like beer and your solutions to the same thing was like champagne! I use a chainsaw and you use a sculptors chisel!
  17:35:24  2 October 2007
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Cpt. Borovich
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On forum: 09/02/2007
Messages: 460
Hey ?.. Didn't know the 'Wrinkled One' was that deep in poetry..
Maybe you're slaying poor pseudodogs yelling some 'Chaser or not Chaser ?.. That is the question..' *bam bam* *kai kai*

--
Cpt. Borovich (few steps back now.. )
  18:47:18  2 October 2007
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fatrap
The Wrinkled One
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On forum: 08/01/2007
Messages: 2279
Hey!! Cpt. Borovich.... there is a poet in all of us! Anyhow... NatVacs solutions are smooth and elegant... and I just found something that is interesting... but I need someone like him to peek at it and see what they think. About the issue of zombified stalkers running away from grenades... I know that you can change how fast they run away, but I wonder if this function in th file xr_danger.script would fix the problem outright:

-- Ïðîâåðêà, íå íàõîäèòñÿ ëè äàíæåð â ñïèñêå çàïðåùåííûõ.
if bd_type == danger_object.grenade then
if self.a.ignore_types["grenade"] == true then
printf("DANGER [%s] [FALSE] ignore grenade", self.object:name())
return false
end


What would happen if you changed that [FALSE] to a [TRUE] ???
This whole section looks like it pertains to zombified stalkers.... I dunno... just stumbled on this looking for something else!
  19:38:50  2 October 2007
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fishy_joe
CAUTION: noobs throwing cans
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On forum: 09/22/2007
Messages: 549

---QUOTATION---
Hey!! Cpt. Borovich.... there is a poet in all of us! Anyhow... NatVacs solutions are smooth and elegant... and I just found something that is interesting... but I need someone like him to peek at it and see what they think. About the issue of zombified stalkers running away from grenades... I know that you can change how fast they run away, but I wonder if this function in th file xr_danger.script would fix the problem outright:

-- Ïðîâåðêà, íå íàõîäèòñÿ ëè äàíæåð â ñïèñêå çàïðåùåííûõ.
if bd_type == danger_object.grenade then
if self.a.ignore_types["grenade"] == true then
printf("DANGER [%s] [FALSE] ignore grenade", self.object:name())
return false
end


What would happen if you changed that [FALSE] to a [TRUE] ???
This whole section looks like it pertains to zombified stalkers.... I dunno... just stumbled on this looking for something else!
---END QUOTATION---



it would seem that would make them run from granades as they would see them as a danger
  21:01:27  2 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
Messages: 2279
Thats the current problem fishy joe... you toss a grenade in amongst a bunch of them and they take off like a jackrabbit! I have been tinkering with this today with mixed results... at the top of the xr_danger.script file is another interesting section:

local def_ignore_distance = 150
local def_ignore_distance_grenade = 15
local def_ignore_distance_corpse = 10
local def_ignore_distance_hit = 150
local def_ignore_distance_sound = 50

local def_danger_inertion_time_grenade = 20000
local def_danger_inertion_time_corpse = 10000
local def_danger_inertion_time_hit = 60000
local def_danger_inertion_time_sound = 15000
local def_danger_inertion_time_ricochet = 30000

I have been tinkering with the 2nd line (went form 15 to 150) and the 6th line (went from 20000 to 60000) They don't seem to be panicking as bad... but they don't ignore a grenade as well as I thought they would! Gotta be something here.....
  23:28:58  2 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189
You are on the right track, Fatrap! Very nice find.

There's no ignore_types[grenade] setting for the zombies. It would be easier to just tell them to simply ignore grenades than to change the other settings.

I see two ways to do this. This is subject to change; I've only just looked at it.

One: Add support for the zombies, currently missing in the gulag_xxx.ltx files, to incorporate "ignore_types = grenade" at the very minimum.

Two: Just test in xr_danger.script for zombie in the grenade section. This is my current preference: one place, fixes all zombie grenade incidents everywhere, everywhen.

So, maybe in the init function, or inside the snip you posted.
____________
function evaluator_danger:__init(name, storage, npc) super (nil, name)
    self.a = storage

    self.is_zombied = npc:section() == "stalker_zombied"
    if self.is_zombied then
        self.a.ignore_types["grenade"] = true
    end
end

____________
This is untested; we may have to test for the ignore_types array and create it. It may be easier (although slightly more calculation-intensive, since every entity will check to see if it is a zombie) to explicitly check self.is_zombied in the snip you posted:
____________
    if bd_type == danger_object.grenade then
        if self.a.ignore_types["grenade"] == true or self.is_zombied then
            printf("DANGER [%s] [FALSE] ignore grenade", self.object:name())
            return false		
        end
    elseif <...snip...>

____________
And while we're at it: Set "combat_ignore_cond" and "danger" settings for the scientist (Kruglov or Semenov) after he gets back to the bunker post-blowout to keep him planted when bad stuff is nearby -- but outside the bunker...

As for the comparison on tools and drinks: There's a use for all. When a tree falls on my house, I'd rather have beer and chainsaw than champagne and chisel. (Tip: Chainsaw first, then beer.)
  00:22:03  3 October 2007
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fatrap
The Wrinkled One
(Resident)

 

 
On forum: 08/01/2007
 

Message edited by:
fatrap
10/03/2007 1:06:26
Messages: 2279
NatVac, here is another interesting looking section in the file xr_combat_zombied.script at line 240 :

if bdo and bd:type() ~= danger_object.grenade then
if not self.bdo_id or self.bdo_id ~= bdo:id() then
self.bdo_id = bdo:id()
self.bdo_vert_id = bdo:level_vertex_id()
end

Now, all this stuff is worse than Greek to me... (cause I can Google Greek!)... just looks interesting!

EDIT: Just did a Google for "LUA for Dummies" ... sigh.... nada. Any recommendations??



EDIT EDIT: I'm gonna have to quit looking at these files.... the derndest things you find:

class "CAbuseManager"
function CAbuseManager:__init(npc, storage)
self.npc = npc
self.a = storage
self.enable = true
self.abuse_rate = 1
self.abuse_value = 0
self.abuse_threshold = 5
self.last_update = nil

I don't EVEN want to know what this pertains to.... is this what caused the dogs to go blind?????
  02:48:15  3 October 2007
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4189
That's hilarious! Leave it to Fatrap to make it even funnier.

My main Lua resources: http://www.lua.org/ and http://lua-users.org/

And it's currently a no-go on all the suggestions to keep zombies from running from grenades. The xr_danger class "evaluator_danger" isn't being used by the zombies at the moment. Maybe if I add a callback...

More research is needed. First I'm going to finish testing the current version of the update and get a test version out. Then I can look into this in more detail...
 
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