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Thread: S.t.a.l.k.e.r. mod

  1. #111
    Gunnery Sergeant Kyle_K_ski's Avatar
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    Quote Originally Posted by Degtyarev View Post
    Hell yes, a single dynamic WICT mission would be awesome! Faction wars? Mmm. Has anybody tried making a map of the zone?
    Yeah, reading your excited response regarding a potential WICT mission for a STALKER/Metro 2033 environment got me smiling allover again! It's hard not to get excited about it!

    It would be nice if ruins were randomly generated throughout the map as well. Switching up different concealment and cover concerns would help to keep the environment engaging. For that matter, abandoned and wrecked vehicles, along with piles of industrial garbage, could be scattered randomly about as well for the same reasons. The number of times that I used rusted out vehicles and large piles of junk in STALKER for cover are too many to count, but boy, do I remember having to use them. I never thought that rusty junk could look so good till I played STALKER.

    One island that has regions that I feel would fit quite well with a STALKER/Metro-esque world is Klurs. http://www.armedassault.info/index.p...=islands&id=92 Its cold and barren frostiness is a departure from what we're usually treated to in STALKER, but its ambiance still evokes the same kind of response of dread and loneliness from me. I'm getting a chill just looking at those screenshots!
    The two largest tank producers in Hitler's Germany were Opel, a wholly owned subsidiary of General Motors (controlled by the J.P. Morgan firm), and the Ford A. G. subsidiary of the Ford Motor Company of Detroit. The Nazis granted tax-exempt status to Opel in 1936, to enable General Motors to expand its production facilities. General Motors obligingly reinvested the resulting profits into German industry.

    ~From Antony Sutton's magnum opus Wall Street and the Rise of Hitler http://reformed-theology.org/html/bo...eet/index.html

    Considering how inferior American made tanks were compared to German ones, why didn't GM or Ford use their designs for their German tanks as a basis for America's military might? How many more lives could've been saved from needless slaughter had they done so?

  2. #112

    Arrow Fukushima

    Inside report from Fukushima nuclear reactor evacuation zone



    You get a S.T.A.L.K.E.R. feeling watching it.

  3. #113
    Gunnery Sergeant ArmAIIholic's Avatar
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    Since you are talking about several factions and S.T.A.L.K.E.R. feeling I have to suggest some changes in WICT.

    Since I made only 13 factions and that part is embedded in FSM, which I don't have time to tweak (and by the time I made it for the first time I didn't think about dynamic classes) here is the workaround for anybody that wants to make such mission.

    Those classes http://wicta2.wikia.com/wiki/Classes can be used with different setups.

    What I mean is that infantry could be replaced with Psy dogs for example and winged aircrafts could be replaced with Pseudogiants on enemy side --- in other words, you can make different kinds of zombies (I know there is no Pseudogiant 3D model for A2).

    What I'm saying is that those WICT's classes can be used to spawn different factions and different kinds of zombies to make dynamic environment.

    Cheers

  4. #114
    DAP, will there be any update on your work progress?
    And can you tell if you need help in any aspects?

  5. #115
    Gunnery Sergeant Kyle_K_ski's Avatar
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    From ArmAIIholic:
    What I mean is that infantry could be replaced with Psy dogs for example and winged aircrafts could be replaced with Pseudogiants on enemy side --- in other words, you can make different kinds of zombies (I know there is no Pseudogiant 3D model for A2).
    Wow! Now that is good news!

    I guess the only concerns that I have in regards to the mutants is that I'm assuming that they're using Charon Production's melee-attack system from their Undead Mod, which has its own issues. For example, zombies being able to walk through walls.

    Have these issues been addressed? From visiting The Undead Mod's BIS forum posting, it sounds like anyone equipped with this type of melee-attack can actually physically strike someone who is well protected within an APC.

    Such events would be quite, um...distracting to the immersion factor.

  6. #116
    This has been a problem since OFP. Since there has been no solution yet, one would suspect that you either have melee attacks that go through walls or no melee attacks at all.


    Please use the CWR2 CBT to help us provide a better experience.

  7. #117
    Gunnery Sergeant ArmAIIholic's Avatar
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    One might be able to simulate melee attack with just a distance and damage --- for example if zombie is closer than one meter to the soldier add some damage to the soldier and play some animation of the zombie.

    I don't know the exact mechanism of this mod. If I can help in any way with WICT let me know.

  8. #118
    Usually they do it by creating a projectile. I was thinking maybe start it further back so it bounces off of the armour instead of going through it.

  9. #119
    Gunnery Sergeant Kyle_K_ski's Avatar
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    Lightbulb Multiple melee-attack types & avoiding wasteful attacks...

    Quote Originally Posted by Max Power View Post
    Usually they do it by creating a projectile. I was thinking maybe start it further back so it bounces off of the armour instead of going through it.
    If a melee-attack is designed as a projectile, then couldn't it be "rated" so that the AI knows not to waste its "ammo" against targets it can't harm anyway? I mean, the infantry units certainly don't fire rounds off at vehicles armored enough to make 7.62 and 5.56 rounds bounce off; why can't the creatures know this as well with their "projectile" melee-attacks?

    Another thing that I'm thinking of, can melee-attacks be established as a firearm with multiple attack types? For example, even though a M4A1 with a M203 is considered to be a "single" weapon, it's still capable of three different types of attacks: semi-automatic, fully automatic, and then the M203 grenade attack.

    Applying this logic, a bloodsucker's "single" weapon could be capable of multiple types of attack: a single swipe for when the success of landing a hit are questionable, a rapid succession of arm swipes when the odds of landing a hit are moderately high, and then a two-armed snatch with a mouth-bite for when the odds of landing a solid attack are quite high and/or when it's desperate/badly injured. Just like with the M4A1, each of the bloodsucker's attacks would have its advantages and disadvantages, come with their own rates of fire, and the like.

  10. #120
    I'm not a scipter, so I don't really understand it, but I don't think the zombies are attacking using a weapon. They're running up to you and doing an animation, which spawns a projectile... I think.

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