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Saving Yurik

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  22:07:27  11 October 2015
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Max Chill
Super Murderhobo
(Resident)

 

 
On forum: 04/28/2014
Messages: 641

---QUOTATION---
Saving Yurik

Man, that first picture has to be one of the greatest things I have seen
that someone has done in SoC in many years. That's the perfect location
for them since that's a place that you can keep them alive there forever:
http://i.imgur.com/l6PFglK.jpg

TS
---END QUOTATION---


I thought you might like that one, considering how we had discussed this as being the best possible destination for the trenchcoat Loners. It occurred to me yesterday that there was still one option in the Yurik event that I had yet to explore, an act of pure (virtual) evil that goes against the very title of this thread. The following video shows what steps are necessary to ensure my demonstrated outcome: https://youtu.be/cG-Q0Gv1Nxk
  23:50:45  11 October 2015
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bdoomed
Senior Resident
 

 
On forum: 07/03/2012
Messages: 302

---QUOTATION---
Saving Yurik

Man, that first picture has to be one of the greatest things I have seen
that someone has done in SoC in many years. That's the perfect location
for them since that's a place that you can keep them alive there forever:
http://i.imgur.com/l6PFglK.jpg

TS
I thought you might like that one, considering how we had discussed this as being the best possible destination for the trenchcoat Loners. It occurred to me yesterday that there was still one option in the Yurik event that I had yet to explore, an act of pure (virtual) evil that goes against the very title of this thread. The following video shows what steps are necessary to ensure my demonstrated outcome: https://youtu.be/cG-Q0Gv1Nxk
---END QUOTATION---



Fantastic!
So much good ideas here to play with the AI
  00:28:00  12 October 2015
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Max Chill
Super Murderhobo
(Resident)

 

 
On forum: 04/28/2014
Messages: 641

---QUOTATION---

Fantastic!
So much good ideas here to play with the AI
---END QUOTATION---


Glad you liked it! This scenario is indeed quite fun to play around with, and I still have a few ideas left for further manipulation of the AI behavior. Will post the results here if they pan out.
  08:01:03  12 October 2015
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Tejas Stalker
Official Stalker on Facebook
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On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
10/12/2015 8:03:12
Messages: 23707
Saving Yurik

Another great example of you don't have to reprogram the game ( Mod ) to
get it to behave or do something entirely different. You simply have to think
outside the box to get the game to behave differently based on your actions.
Anyone can create or use a Mod. Few take the time to do things such as this.

TS
  00:06:57  13 October 2015
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Max Chill
Super Murderhobo
(Resident)

 

 
On forum: 04/28/2014
 

Message edited by:
Max Chill
10/13/2015 0:11:31
Messages: 641

---QUOTATION---
Saving Yurik

Another great example of you don't have to reprogram the game ( Mod ) to
get it to behave or do something entirely different. You simply have to think
outside the box to get the game to behave differently based on your actions.
Anyone can create or use a Mod. Few take the time to do things such as this.

TS
---END QUOTATION---


That's definitely a part of what makes this my favorite game, the fact that I can come up with weird ideas like this and have them actually work.

When I came to the realization that simply killing Yurik was the one outcome that I hadn't explored in this scenario, it also occurred to me that if done before completing any missions the trenchcoat Loners would enter "wander mode" because they wouldn't have anywhere to go. And that's exactly what happened, they immediately began wandering off in seemingly random directions, but were still tied to their starting point and would return to that area if I left and then re-entered the Garbage. So naturally I decided to see where I could make them to go by completing missions that open new Loner camps.

Killing the bandits at the train hangar and then talking to Seriy is probably the best option, because I was then able to go back to the Cordon and complete every single mission leading up to its usual point in the game with no negative repercussions for doing this part out of order. At first I thought I might miss out on getting credit for meeting with Seriy, but it showed up on my completed missions as soon as I spoke with Fox about Strelok. I was also able to complete Bes' mission and receive the his reward in its usual place within the sequence, which is cool because in previous times where I had done the Cordon missions prior to completing Seriy's mission before Bes' the former had superseded the latter. This means that there's really no reason not to do this before beginning the story missions outside of the distasteful act of killing Yurik.

The three false bandits are all but guaranteed to end up in or near the hangar if you do this in the exact way that I did. There's still a bit of randomness to how they're assigned and they may end up at the bus stop outside the hangar, but this would also be a fairly good spot for keeping them alive (outside of the occasional collision deaths that can occur there). All in all it's a fun little gimmick for anyone who wants to keep these three weirdos around and don't mind getting their hands dirty in order to do so.
http://i.imgur.com/S1YNubM.jpg
http://i.imgur.com/FJaKgkT.jpg
http://i.imgur.com/06518mp.jpg

I also found that I could get them to move to the some of the camps in the Cordon by completing Agropom missions after skipping all of the early stuff and then killing Yurik without triggering them, but I'm still exploring this one a bit.
http://i.imgur.com/bAOpYH2.jpg
http://i.imgur.com/f19z1Oi.jpg
  05:41:10  17 October 2015
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Tejas Stalker
Official Stalker on Facebook
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On forum: 05/12/2007
Messages: 23707
Saving Yurik

This is all quite fascinating to me to get the Game to behave in ways
that probably GSC never imagined. The biggest mystery of all is why
GSC made them neutral Loners instead of Bandits like they are dressed.
There's just no reason for it since like you pointed on, entering their space
makes them hostile, shooting at them or injuring Yurik makes them go
hostile. Only the clean kill shot to Yurik's head breaks them of their spell
other than fleeing the area and escaping before anything happens to Yurik.

All the outcomes you show will lead to eventual deaths for the trench coat
Loners except the task of the dual guards outside the hangers. I've been
able to keep those two alive for almost a year. Maybe guarding the back
wall is another one but I did lose one of the two back there in my current
Game. I would love to do this as you have done and enjoy their presence.

TS
  02:28:11  18 October 2015
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Max Chill
Super Murderhobo
(Resident)

 

 
On forum: 04/28/2014
Messages: 641

---QUOTATION---
Saving Yurik

This is all quite fascinating to me to get the Game to behave in ways
that probably GSC never imagined. The biggest mystery of all is why
GSC made them neutral Loners instead of Bandits like they are dressed.
There's just no reason for it since like you pointed on, entering their space
makes them hostile, shooting at them or injuring Yurik makes them go
hostile. Only the clean kill shot to Yurik's head breaks them of their spell
other than fleeing the area and escaping before anything happens to Yurik.

All the outcomes you show will lead to eventual deaths for the trench coat
Loners except the task of the dual guards outside the hangers. I've been
able to keep those two alive for almost a year. Maybe guarding the back
wall is another one but I did lose one of the two back there in my current
Game. I would love to do this as you have done and enjoy their presence.

TS
---END QUOTATION---


It seems to me that these "bandits" were designated as Loners in order to have them hold-up Yurik for a time before simply murdering him. True bandits aren't that patient around enemies, and it probably would've been more difficult to script them into being so rather than just making them Loners instead. Which is probably also why the "bandits" who attack Spartacus' group at the Shevchenko in CoP aren't true bandits either. Perhaps something interesting could be done with them as well.

So getting back to saving Yurik, I found that I could also have him move to one of the spots guarding the door at the train hangar by quickly completing Seriy's mission immediately after killing all eight bandits who attack the scrapyard and then completing Bes' mission, thus bypassing the scripted attack on Yurik once again before having done anything in the Cordon. I was then able to complete all preceding Cordon mission with no negative repercussions for doing the two Garbage camp defense quests out-of-sequence. The trenchcoat Loners joined Bes' deadly camp, and Yurik had finally found true safety.
http://i.imgur.com/zXJZZRl.jpg
  23:56:12  18 October 2015
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
10/19/2015 0:01:12
Messages: 23707
Saving Yurik

That sounds like a reasonable explanation as to why they were made
Loners so they don't immediately kill Yurik, however there is also the
Bandit in the Stalker suit. He doesn't immediately attack the Player
but instead waves and acts like neutral NPC. I guess I would like to
study that scenario more to see if he does this out of Mini-Map range
or does he go from yellow to red if the Player gets close enough to him.

I don't think it's too difficult to script as we see other examples like in
the Military at the Cordon railroad bridge are enemies "red" but do not
immediately attack the Player if you approach the Major to give a bribe.
These soldiers are able to contain their behavior towards the Player so
I can't imagine it would be that much more difficult towards another NPC.
It might be the reverse where they were made neutral Loners not for the
sake of Yurik but for the Player so they would appear as neutrals on the
Mini-Map, before the Player visually saw them for the shock value of that
when the Player came around the vehicles and saw them look like Bandits.

Knuckle's group of Loners aboard the Skadovsk is another mystery. They
appear as neutral Loners for several variable missions until they earn the
right to join the Bandits after the Morgan mission at the forestry. As the
Bandits appear as neutrals in the Game, there is no need to make them
Loners to control their behavior so again that is one that is questionable.
I've actually experimented with many of the hostile NPCs in Call of Pripyat.
I've been able to get a hostile Tuna and his men go from "red" to neutral
"yellow" and some of the hostile scripted Bandits change to neutral once
the task has been eliminated. The only ones I could not are the ones near
the Jupiter Plant. I am able to complete my self-appointed task of not
killing any Bandits by letting other NPCs and/or mutants do that for me.

That would be funny to get Yurik on one side and a trench coat Loner on
the other side guarding the hanger in Garbage. Get the two other trench
coat Loners on the catwalk in the back would be perfect. The irony of the
Bandits repeating their attacks on the hanger while they look up and see
two trench coat dressed NPCs would be funny. It wasn't until the 3rd
Game that the Player could wear one and then it was made worthless
as such by a crappy no-artifact-slots upgrade system. Too little too late.

TS
  21:03:50  20 October 2015
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Max Chill
Super Murderhobo
(Resident)

 

 
On forum: 04/28/2014
Messages: 641
I was hoping to find a way to get Yurik and the Trenchcoats to move to the hangar together, but that outcome would be an incredibly difficult thing to achieve. I won't say that it's impossible since the element of randomness as to how camps are chosen could somehow put them all there together, but I can't think of any surefire way to do it like my methods for getting either there independently.

That is a good point regarding the Cordon bridge military and the Stalker suit bandit. I've studied that bandit a bit and he does appear as red if you place the cursor over him from far away. He maintains his initial scripted behavior until you get within a certain range of him, at about the point in which he appears on the radar. I like to take out his backup at the Flea Market and then wound him for real, after which he seems to stick to the general area where you find the group of bandits after X-18. I'll try to keep him alive longer next time, as he might move on to other camps after that smart terrain is deactivated.

The thing I find most interesting about the Yurik event is how directly it's tied to Bes' mission and the lives of the eight bandits who attack the vehicle graveyard. I've found that you can technically complete Bes' mission while one or more of those eight bandits is merely wounded, but if you approach him to complete it without the entire group being dead the attack on Yurik will trigger. Since you don't ever really see NPCs from the same faction attacking each other elsewhere in the game I can't help but wonder if the trenchcoat Loners' hostility toward the raiding bandits is being directed at Yurik by the scripting of the event.
  22:21:33  22 October 2015
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Tejas Stalker
Official Stalker on Facebook
(Resident)

 

 
On forum: 05/12/2007
 

Message edited by:
Tejas Stalker
10/22/2015 22:21:52
Messages: 23707
Saving Yurik

Yes, all this makes one really wonder why there are the complexities that
we find. Most people as we know, simply kill the trench coats based on
visual identification and PDA prompts and never give it any more thought.
Mention to them to go back and search the perma-body ( another mystery )
trench coats and tell them they're Loners, and they are in disbelief about that.

We find Snitch and another Loner wearing a trench coat inside the 100 Rads Bar
yet no backstory or explanation is given as to their choices of armor they wear.
I guess if it was more common, people would kill them out in the open from a
distance before realizing they weren't actually Bandits. I've been guilty of killing
a Loner in a simple leather jacket from a distance in bad weather, mistaking
them for a Bandit in their simple leather jacket in poor lighting conditions.

TS
 
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