| 22:39:45 9 September 2009
On forum: 09/08/2008
Message edited by:
I added a condition to prevent looting for individual npcs anyway as almost all of them are suppose to be part of the storyline and some arn't suppose to move at all.
Check if this one works, and still tell me if the csky guys near the bridge are a squad or not. And if there is a squad dot tell me if there are more then 5 csky guys around.
That one seems to have a problem, it blocks all NPC's from looting, and also has a massive performance hit - I was getting about 10fps in the Swamps, but everything was fine with the script removed, so maybe there's a 'loop' in the script
Btw, the CS squad at the bridge aren't actually a squad - there's 7 of them including Lebedev, and no squad leader, so I have no idea how they are spawned
It works, check again, the consequence of "on_move" condition is that squads will loot only after reaching their final destination.
The page you need in the public telephone booth will always be missing.
The pendulum spins clockwise...
S.T.A.L.K.E.R: The Faction War
| 09:21:49 10 September 2009
Whos got the Kokoretsi?
On forum: 07/07/2009
Message edited by:
The ef_mainweapon_type value only exists in the 'main weapon' configs, not the pistols. Don't know what it does, it seems to be set the same for similar weapons, so maybe it has some bearing on how NPC's use a weapon (fire mode, distances, etc), I'm going to do some tests on this and see if I can clarify it's purpose.
pistols are ranked the same, but i belive you could re rank them, adding numbers and lines.
the reson may be because the pistols are 1st slot, and that the 1st slot aint that important in genral weopon use for ai.
but ,they do use pistols, in my mod, many times,
it could be also that the ai might pick up by acording to power, but thats wrong, because in my mod, they use various, i must of tweaked things, that seamed small, but work huge in game, example leg and body shot anim where not defined, and leg o arm shots regestered in body anim shots, wich wouldnt show because of the undefined fixes.
small fix, huge in game, list goes on, and have observed weird ai actions, but not glitches, like the harmonica, i had to refix about 3 files, and 2 lines in that file where simple wrong, almost like sabotage. the rest was simple.
any way, il test this further also, cause im at the point of leaving this on next patch, yet again, lol.
or i wont get to the reported errors, lol.
anyway, il be back.
test few more.
ok im back.
ef_main_weapon_type always over rides ef_weapon_type
notice the ef main w type is got 3 numbers 1 to 3
and the other as you mentioned.
shoties and weak weopons are 1
and sniper 3
this 1st over rides the other.
so if you want a pistol to be a main, just add ef_main_weapon_type
and a number
use 1 to 3 to be safe, or test higher number pattern(i will)
if no ef_main_weapon_type like pistols, means its a single slot weopon, thus now im going to fix all the changes.
if you have a mp5 in single slot(modded) ,then remove the ef_main_weapon_type
and the ai will even more recognize the weopon, (i had slot probs in my mod early, and this will help, going now to fix, i totally forgot, but it is a issue, this wont help looting, but all other addresed.
and mp_rank dont play a part i belive, thats for MP(multiplayer)
there was only 1 use for mp_rank ltx,,,,, to create new weopons, and to not have conflict.
again il go test brb.
PS; if ef_main_weapon_type are equal, then the ef_weapon_type
comes in play.
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