3 New Notifications

New Badge Earned
Get 1K upvotes on your post
Life choices of my cat
Earned 210

Drag Images here or Browse from your computer.

Trending Posts
Sorted by Newest First
J
JABA AZAZINA 26.01.20 04:17 pm

The gang war in CHN (S.T.A.L.K.E.R.: Call of Pripyat)

Recently decided to take the original ERS without any gameplay or quest mods (except self-edit on pulling that weapon on the bases and textures of the flora. Yes, the license steam). So, I noticed that the gang war is a little different from what I have seen on pirates 5-7 years ago. More specifically, for example, in the swamps, the renegades are not really something and trying to recapture points. Especially after the capture machine yard, they are not even trying to recapture. The same problem with stalkers and bandits. It all comes down to the capture of a post receiver and the points are close, although I remember the same pirates stalkers yet and depot and captured it for eternity the bandits attacked (seized - I mean I'm there all cleaned out, and a group of stalkers with the conductor took place). Remember, even the mutants are respawning and attacked the flea market (the dogs, the flesh) and not just to the flea market, even on stalkers under the bridge in cordon, and a cave in the red forest. In principle, under the bridge they just chewed all the stalkers, but they're not trying to return the dot under control. Only the Agroprom and Yantar everything is fine. Maybe this is due to the version ? On pirates do not remember what was 1.5.0.7, and maybe even lower (but striped with stamina certainly was, and the transitions were marked). Basically, I know what to edit for adding points to capture, but I don't know how these points are called. well, that is smart_terrain and numbers, but what this means I have no idea, and never described they unpacked gamedat'e.
16 Comments
Sort by:
M
Marat Akbaev 26.01.20

come on clear sky, this is another game

G
Georgiy Timoshin 26.01.20

look for the unofficial patch for this problem

P
Paradox27kms 26.01.20

JABA AZAZINA
All that you described is in every version of the game - I personally encountered these problems and what the licensed version of pirates is the same, only on a licensed version provide the key called SD-key to be able to play on the Internet. And the names of all the smart terrains are in the file configs\text\rus\st_smart_terrain_names.xml.

J
JABA AZAZINA 26.01.20

Paradox27kms
well, at least one normal person was found, thank you!

P
Paradox27kms 26.01.20

JABA AZAZINA
Please :)

J
JABA AZAZINA 26.01.20

Paradox27kms
Yes here is how time wanted to ask. my common-zombie enrage, does not generally Lorne (well I think so), so I want to remove so, and instead someone else put, for example, dogs or boars. so, I noticed that some names contain more numbers, and that's what they mean - do not understand. for example, red_ogsm_kamikaze_6_3_lair.

P
Paradox27kms 26.01.20

JABA AZAZINA
You can make it easier. There is a file in this directory gamedata\configs\misc\faction_monster.ltx, so it is written, the positions of all monsters on smart under the row of [start_position] and there probably should be prescribed more and squads of monsters, zombies, depending on what name they prescribed the author fashion esc_zombie_squad for example, (in the original, of course they are not) here and delete them, nothing critical will happen, I can even replace these for other squads if you want.

Here's an example:
[start_position]
esc_dogs_lair_guard_2_14 = esc_smart_terrain_2_14

esc_dogs_lair_guard_2_14 is the name of the squad of mutants.
esc_smart_terrain_2_14 is the name of smart which skvad spawned.

If you remove this line is located above the mutants in the wrong place will spawn, so you can remove the\add squads on any smart. By the way will have the game a new game in another way.

J
JABA AZAZINA 26.01.20

Paradox27kms
OK, thanks again. Yes, I know where the smart terrain (well, what line are indicated), I only name squadof a little confused, or rather, these figures in the names. and about the new game didn't.

P
Paradox27kms 26.01.20

JABA AZAZINA
Well, the numbers in the title indicate that squadof smart which they lived, and they usually coincide with the names of these SMARTS. However, these numbers really do not matter because this is just a corny name only, just so apparently it was convenient to developers to write to somewhere not to get confused. Call skvad can be different even without the numbers.

J
JABA AZAZINA 26.01.20

Paradox27kms
I hope not sick of it yet but here one moment, I want to ask mutants point to capture as stalkers. here I think how to implement it. personally, I have 2 options to do so with these commands

[expansion_0] ( the condition for the beginning of the capture, then, after entering the swamp)
base_squad_number = 5
precondition_cond = {+mar_story_go_to_marsh} true, false

[expansion_1] (well, there is the very place to capture and spawn time)
base_squad_number = 5
respawn_idle_time = 100 ;Time between two retries despawn units in game minute.
respawn_hours = 0,1,2,9,10,21,22,23 ;the Time at which spaunit ' units (set time of day)
precondition_target = st_name_mar_smart_terrain_5_12, st_name_mar_smart_terrain_3_10

Either with the command [secondary_targets] and below the points list.

Don't know how it will be correct ? I'm still thinking that mutants as a group to implement and in the likeness of the other faction files to make them capture points

P
Paradox27kms 26.01.20

JABA AZAZINA
Yes no not zadolbali. You need to create your skvad. Just put in the search engine How to create skvad Stalker. I would myself describe but there is a character limit on the website. Can throw you a ready example fashion if you want just give me an idea. And the fact that you showed me above - these settings are written for groups so when you join and you and your group had the task to capture key points such as enemy bases and for the mutants it is not suitable to implement although for fun you can, you're not going to play for the mutants?))

J
JABA AZAZINA 26.01.20

Paradox27kms
so here's how it works. and I thought that without the introduction and the NPS themselves on the seizure coming, you clean the job given.

P
Paradox27kms 26.01.20

JABA AZAZINA
What you write is only implemented with a group of clear sky and Renegades somehow, and the rest usually start to seize territory tobish only those controls that are prescribed in the file by the group only after joining.

J
JABA AZAZINA 26.01.20

Paradox27kms
well, I wouldn't say that. even with them, this is not implemented, because almost from the very beginning you machine cystonebuy, and before that, clear sky is not trying to recapture the point

P
Paradox27kms 26.01.20

JABA AZAZINA
It's been proven. Firstly, I know that capture and secondly, even in YouTube there is a video, forget it and see.

A
Alexcop 26.01.20

I liked it)