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bring back searchable mutants

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  15:15:29  13 March 2010
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us11csalyer
(Novice)
 
On forum: 03/05/2010
Messages: 32
to add to this it would be nice to be able to gather mutant blood and use them to build a bio weapon that you can use on other stalkers.
  17:43:14  13 March 2010
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Blocks100
Pseudogiant's gonna getcha!
(Resident)

 

 
On forum: 03/22/2007
Messages: 971

---QUOTATION---
I haven't checked recently: is the translation coming along ok with it?
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The translation i'm using at the mo, Now we Dance's v0.5 is superb, especially the descriptions you get when you buy info on how to harvest body part from the various species! Highly recommended.

@ us11csalyer- not sure about the bio-weapon idea, but all the SHoC descriptions of mutant body parts hinted at their special properties / restorative effects. 'Farming' boar hooves and supplying them to the Scientists to receive a batch of anti-rad drugs a day or two later should be made possible.
  02:58:50  14 March 2010
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chuppa
Senior Resident
 

 
On forum: 04/11/2008
Messages: 409

---QUOTATION---
I haven't checked recently: is the translation coming along ok with it?

The translation i'm using at the mo, Now we Dance's v0.5 is superb, especially the descriptions you get when you buy info on how to harvest body part from the various species! Highly recommended.

@ us11csalyer- not sure about the bio-weapon idea, but all the SHoC descriptions of mutant body parts hinted at their special properties / restorative effects. 'Farming' boar hooves and supplying them to the Scientists to receive a batch of anti-rad drugs a day or two later should be made possible.
---END QUOTATION---



Exchanging mutant parts for meds like that is THE way it should be IMO
  15:34:47  3 May 2010
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Arcrer
(Novice)
 
On forum: 05/02/2010
Messages: 6
If they get it back to the humanoid creatures it would be cool, i would not like to check for bullets in the anus of a dead mutated dog or boar.
  23:06:31  3 May 2010
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Darkh4
Senior Resident
 

 
On forum: 04/01/2007
Messages: 1177

---QUOTATION---
If they get it back to the humanoid creatures it would be cool, i would not like to check for bullets in the anus of a dead mutated dog or boar.
---END QUOTATION---



Heheh, were talking about taking body parts from the mutant, not man-made supplies.

But seriously, I would like that feature back. One of my favorite things to do in my freeplay SHOC game is to hunt mutants until I have a backpack full of dog tails, flesh eyes, boar hooves, and bloodsucker tentacles, then bring it all to Yantar to help science and make a tidy profit at the same time.
  21:58:19  21 May 2010
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Starioshka Prokol
Tactical hedgehog of Duty
(Resident)

 

 
On forum: 02/27/2008
Messages: 511
Why da heck they don't read english?
  10:58:07  1 July 2010
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Al_B_Bach
(Novice)
 
On forum: 07/29/2009
Messages: 45
Have to agree, miss the feature.... plus I wish there were more of them to shoot. Ammo has never been a prob for me. I like the idea of 'usable' parts to heal your self as well as the normal trade aspect.... hope that get's done some where. I'll have to check out the ARS mod, I've tried to bring that aspect back in the mod I'm working on, but unfortunatly still a no go on that. Have to be content with the normal modding of weapons, outfits and artifacts that I've done so far.
If the ARS mod has been successful in getting the beasties back in and only that, I'd be happy beyond belief! I know Dades CoP Mod did.... but I wasn't to pleased (at this point) with it. To much other stuff thrown in for my tastes..... not saying it is a bad mod. Which makes me think.... what ever happened to natasha8384.... to me wrote the best scripts for SOC n CS when it came to his Monstrosity mods. I really wanted to use his scripts in a compile I did for CS. Oh well.... water under the bridge.
As far as CoP.... still a great game all in all, but really, when was the last time you had a steaming bowl of woof brand chili by the fire side and what is that diet sausage made of anyway?

On another note.... maybe the Devs don't read the English feedback cause they can't read English.... let's hope some kind soul out there reads and translates for them

Good Hunting all you STALKERS!
  12:52:47  9 July 2010
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Jsoobob
(Novice)
 
On forum: 06/23/2009
Messages: 10
It was a shame when the mutant parts got taken out but I have never thought of being able to use the mutant parts, sounds cool though. Also I found that my mutant hunting practices turned away from trying to profit but instead to killing a mutant in the most challenging way possible. So in CoP I found myself killing pseudogiants with my makarov and facing down chimeras with my knife.
  14:25:39  30 July 2010
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
Messages: 1077
Hi there,
Even if the mutant part spawning feature is brought back by SGM i would like to have a little insight into this.
Before ive heard about SGM i thought about spawning mutant parts near the killed mutant. After i have read the scripts of SGM i saw that they actually do exactly this:

if monster_community~=nil and monster_community==v[1] and math.random(100)<=v[3]*100 then
        if sgm_flags.value_capture_meal_monster_id~=monster_id then
           create(v[2],monster_pos.x+0.1,monster_pos.y,monster_pos.z-0.1,victim:level_vertex_id(),victim:game_vertex_id())
        end
     end


The v[x] are linked to a table with infos about mutant community, part to spawn and the probability. I was iritated about the function call "create(...)" instead of "alife:create(...)" but it seems to work. Cause i dont intend to copy the feature i tried it myself in bind_mutant.script (on_death_callback):

--gbamm
	-- to let fleshs drop items
	debug_utils.debug_write("%s killed", tostring(victim:section()))
	local monster_pos=victim:position()
		alife():create("flesh_meat",monster_pos.x+0.1,monster_pos.y,monster_pos.z-0.1,victim:level_vertex_id(),victim:game_vertex_id())
		debug_utils.debug_write("for other mutant spawned")
	if victim:section() ~= nil and victim:section() == "flesh_normal" or victim:section() == "flesh_strong" then		
		alife():create("flesh_meat",monster_pos.x+0.1,monster_pos.y,monster_pos.z-0.1,victim:level_vertex_id(),victim:game_vertex_id())
		debug_utils.debug_write("for flesh spawned")
	end
	-- gbamm end


The code has debug functions in it to let me see if death callback is fired and for whom. Furthermore it should spawn a flesh_meat item for every killed mutant, but inform me if its caused by the if statement using sectionname or just for some other mutant (as said its debug). For some reason the item wouldnt be spawned - and sometimes it crashes with

---QUOTATION---

! Cannot find saved game ~#i#:[dog_normal] killed
! Cannot find saved game ~#i#:[dog_strong] killed
stack trace:

0023:081AB7D0 lua.JIT.1.1.4.dll, lua_yield()

---END QUOTATION---



The item itself works like a charm. I have inserted it in actors inventory from gamestart and used it, dropped it and picked it up. Everythings ok.

Any ideas whats the glitch? And why SGM uses create instead of alife:create()?
  11:24:12  1 August 2010
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Pastor J
Zone Preacher
(Resident)

 

 
On forum: 09/25/2008
Messages: 316
Having mutant parts is pretty cool I admit, but useless in its present form.

If they can expand on it, like I said in the other thread, make it so that you can use diff. parts to customize your appearance, then it'd be damn cool.
 
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