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NPC Looting Script fix

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  22:25:37  9 September 2009
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
Messages: 4387

---QUOTATION---
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.

http://www.megaupload.com/?d=TX405OO5

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.
---END QUOTATION---



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
  22:39:45  9 September 2009
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smoq2
Forklift operator
(Resident)

 

 
On forum: 09/08/2008
 

Message edited by:
smoq2
09/09/2009 22:40:05
Messages: 2433

---QUOTATION---
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.

http://www.megaupload.com/?d=TX405OO5

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
---END QUOTATION---



It works, check again, the consequence of "on_move" condition is that squads will loot only after reaching their final destination.
  00:27:30  10 September 2009
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
 

Message edited by:
RoboMook
09/10/2009 0:27:39
Messages: 4387

---QUOTATION---
It works, check again, the consequence of "on_move" condition is that squads will loot only after reaching their final destination.
---END QUOTATION---



Just tested again, you are quite right, they do indeed loot when they're at their target, good stuff

Still having the other problem though, getting unplayable framerates with the script installed. It was barely noticeable in red forest, but on any maps with lots of NPC's I get 10fps at best

Is there maybe a function that's constantly repeating?
  00:37:38  10 September 2009
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smoq2
Forklift operator
(Resident)

 

 
On forum: 09/08/2008
Messages: 2433

---QUOTATION---
It works, check again, the consequence of "on_move" condition is that squads will loot only after reaching their final destination.

Just tested again, you are quite right, they do indeed loot when they're at their target, good stuff

Still having the other problem though, getting unplayable framerates with the script installed. It was barely noticeable in red forest, but on any maps with lots of NPC's I get 10fps at best

Is there maybe a function that's constantly repeating?
---END QUOTATION---



Repeating functions wouldn't be a problem, there are tousends actually in vanilla. But the function that monitors if there are any bodies around could strain the cpu a bit.
  00:57:04  10 September 2009
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
 

Message edited by:
RoboMook
09/10/2009 1:16:08
Messages: 4387

---QUOTATION---
Repeating functions wouldn't be a problem, there are tousends actually in vanilla. But the function that monitors if there are any bodies around could strain the cpu a bit.
---END QUOTATION---



Ah ok, as you may have guessed I'm cluless when it comes to scripting

Definately something weird happening here though, the original looting script had no noticeable performace impact for me, but this new one makes the game unplayable for me - it's like there's a constant stutter happening, and everything lags behind. Reducing the graphics settings had no effect either, so I'm assumin there's something specific in the script that is causing problems for me.

Anyone else tried it?

EDIT: just tried starting a new game, performance is fine until you leave the CS base for the second time - seems as soon as there's some bodies to be looted the stuttering starts. Is the ev_see_stuff:evaluate function still using the distance limit correctly?
  02:53:04  10 September 2009
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smoq2
Forklift operator
(Resident)

 

 
On forum: 09/08/2008
 

Message edited by:
smoq2
09/10/2009 2:54:43
Messages: 2433

---QUOTATION---
Repeating functions wouldn't be a problem, there are tousends actually in vanilla. But the function that monitors if there are any bodies around could strain the cpu a bit.

Ah ok, as you may have guessed I'm cluless when it comes to scripting

Definately something weird happening here though, the original looting script had no noticeable performace impact for me, but this new one makes the game unplayable for me - it's like there's a constant stutter happening, and everything lags behind. Reducing the graphics settings had no effect either, so I'm assumin there's something specific in the script that is causing problems for me.

Anyone else tried it?

EDIT: just tried starting a new game, performance is fine until you leave the CS base for the second time - seems as soon as there's some bodies to be looted the stuttering starts. Is the ev_see_stuff:evaluate function still using the distance limit correctly?
---END QUOTATION---



Revert to the original watcher_act.script and tell me if the problem is gone. Just to be sure if this is the case.
  03:00:23  10 September 2009
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
Messages: 4387

---QUOTATION---
Revert to the original watcher_act.script and tell me if the problem is gone. Just to be sure if this is the case.
---END QUOTATION---



Just tried it again, I don't get this problem with the original script, only the new one.

Weird...
  08:52:58  10 September 2009
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x_Spartan_x
Whos got the Kokoretsi?
(Resident)

 

 
On forum: 07/07/2009
Messages: 1971

---QUOTATION---
Revert to the original watcher_act.script and tell me if the problem is gone. Just to be sure if this is the case.

Just tried it again, I don't get this problem with the original script, only the new one.

Weird...
---END QUOTATION---



do you have a script release body manager, if so check to see the number, i think default is 15. mines on 30 i think(from Spartan mod)
and i do get bit of lag, but i got my card boosted up.

the ltx played out the same for me, but with the lag, il retest abit and brb.
  09:21:40  10 September 2009
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RoboMook
Senior Resident
 

 
On forum: 11/12/2008
 

Message edited by:
RoboMook
09/10/2009 9:22:21
Messages: 4387

---QUOTATION---
do you have a script release body manager, if so check to see the number, i think default is 15. mines on 30 i think(from Spartan mod)
and i do get bit of lag, but i got my card boosted up.
---END QUOTATION---



Nope, I still have the default 15. It's weird, it isn't the normal kind of lag you get when your settings are too high and your computer is struggling, it's more like a regular 'stutter', much worse than if I were to set everything on max and watch the sun-shafts in the morning.

Btw, did you get anywhere with the other problem Spartan?
  09:21:49  10 September 2009
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x_Spartan_x
Whos got the Kokoretsi?
(Resident)

 

 
On forum: 07/07/2009
 

Message edited by:
x_Spartan_x
09/10/2009 9:43:11
Messages: 1971

---QUOTATION---

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.

---END QUOTATION---



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
assault 2
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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