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 Tweaks and Tips

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aZmoDen
Experienced
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Posts : 62
Join date : 2017-06-05
Location : Australia

PostSubject: Tweaks and Tips   Fri 4 Aug 2017 - 7:58

I am tinkering around with the fn2000 series of weapons.

I have found that 'class = WP_BINOC' does:
1) you can only use single shot (doesnt matter if you have firing modes 1,3,-1)
2) you cant use grenade launcher (inbuilt)
3-a) you get the binocular effect of target aquisition (red brackets around enemies)
3-b) You can multizoom the ... zoom.

I have found that 'class = WP_GROZA' does:
1) can use grenade launcher
2) has multiple firing modes including single and automatic
3) can use the fn target reticle, but,
4) has no multi zoom or target aquisition (like the binocs)


What i want to do is make the w_oicw.ltx weapon do this:
1) have the wpn_binoc effect and multizoom
2) use the grenade launcher
3) have single shot AND automatic modes.


Has anyone got any idea how this can be achieved?
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aZmoDen
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Location : Australia

PostSubject: Re: Tweaks and Tips   Thu 17 Aug 2017 - 13:20

Ok new idea.
I am sick of having to run around with the svarog detector in my pistol slot.
So i though of a few things, wouldnt it be great to have it on my belt? or having something else on my belt, be able to do the same job.

Looking through the files, i found (what i believe to be) the code in bind_det_arts.script (gamedata/scripts/).
I was thinking of trying to add the function to my super awesome anomaly detector! (ultra or detector_elite_john)
Aaand thats as far as i got! im not sure what to copy, or where to put it. My dead end!

Or modifying the svarog to operate on my belt!
You cant just edit the items.ltx (gamedata/config/misc/) det_art_super (line 1060), allowing it on the belt and perhaps commenting out slot = 1 .. because the script bind_det_arts.script requires it to be in slot 1 to function.
So we must change the bind_det_arts.script (gamedata/scripts).
Line 122 looks nice, it has:  local n = db.actor:item_in_slot(1)
But then so does line 150, however those are the only 2 instances.
Here is where im stuck, because im not a coder, just a tinkerererer...

Can anyone tell me how to replace the requirement for slot(1) to the belt?
hmmm....

*edit 1* I tried doing a search for db.actor:item_ (through the entire scripts dir) looking for something to replace it with (:item_on_belt would have been nice Razz)
Had a think about perhaps replacing the bolt with the svarog. The code is already there.
hmmmm.....

*edit 2* I decided to use the binolcular slot (4) as i hardly use them and its a quick swap if i need to.
On first run it seems to not cause crashes on load which is nice.
But after removing the binoculars and trying to equip the svarog i get an instant crash [error][ 126] : The specified module could not be found.

i give up for the night and hope for some knowledgeable peoples to chime in!
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Steve90k
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Join date : 2017-06-02

PostSubject: Re: Tweaks and Tips   Thu 17 Aug 2017 - 15:55

Personnaly I have mixed opinions about this.
My first impression is that the detector is so useful and powerful, that it should only be useable in the pistol slot. That way you are forced to switch to a pistol (or submachine gun) when in dangerous situations, like before a large fire-fight. and then go back to the detector when in open terrain.

However, I have noticed that many people have requested this over the last few months and years, and I'm beginning to think maybe it should be moved to the belt. I regularly build up a large amount of SMG 19mm ammo because I simply dont use the SMG or other machine pistols. In this case, either a new combind detctor could be added, (for a very high price) or have the Svarog dector modified to use the belt.

Due to the number of requests I think this should be changed for the game.

As for your coding, it's far more advanced than my experience, and the person I can think of asking for definate, is Aleks1970.
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aZmoDen
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Location : Australia

PostSubject: Re: Tweaks and Tips   Fri 18 Aug 2017 - 5:07

I would love to get Aleks1970or TecnoBacon's coding help on this, but in a purely voluntary way.

Personally id lik them to work on the backend of the game getting it working the way they want with bug fixes, new content and the new engine etc.
That way the rest of us could kind of contribute to these small 'bottom of the llist' kind of things.
ALso this may very well end up being a personal preference kind of thing, not to be 'forced' apon everyone.
I do like your idea of a second combined svarog detector that can be belted! that would be awesome (any upgrade of a thing is better than changing existing things because it gives you o a new reason to explore for more content).

I would love to make one for inclusion into the game via this fabled DLC system TB has reworked the db for.
However, i am not a coder, just a tinkerer so my only option at this stage is to modify what i have Sad
If there was time for someone knowledgeable to write me a tutorial or point me in the right direction id love to start creating things for this! but my first project (first post in this thread) amounted to me not being able to acomplish Sad )

*edit 1* ideally what id like to see is a subforum for this.
That way theres a thread for each idea that people can contribute to (or not) as a good way to keep track of ideas and information.
There can also be modding/coding guides there for people to look at and contribute to.

That way there can also be a giant stickied thread (locked) that mentions MODIFYING YOUR GAME IN ANY WAY EXLCUDES YOU FROM PARTICIPATING IN THE OFFICIAL BETA / FEEDBACK LOOP OF SS. DO NOT SEND FEED BACK OR SAVEGAMES TO TB LOOKING FOR SUPPORT AS THIS WILL TAINT BUGFIXING FOR THE OFFICIAL SS.

That is also another big problem were facing. Modifying the game in anyway can cause loads of problems and headaches for TB and Aleks1970 if savegames and feedback of modified SS installs start making their way into the feedback/bugfix pool.
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aZmoDen
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Location : Australia

PostSubject: Re: Tweaks and Tips   Fri 18 Aug 2017 - 5:45

Nailed it!
project 2: svarog on belt.

**WARNING**USING MODIFIED FILES EXCLUDES YOU FROM OFFICIAL HELP AND SAVEGAME/FEEDBACK IN STALKERSOUP BETA.

**WARNING** Make sure you remove the svarog detector into your inventory (out of your slot1)

In gamedata/scripts/bind_det_arts.script

CHANGE line 122: local n = db.actor:item_in_slot(1)
TO: local n = db.actor:object("det_artefact_super")

CHANGE line 150: local n = db.actor:item_in_slot(1)
TO: local n = db.actor:object("det_artefact_super")

In gamedata/config/misc/items.ltx

CHANGE line 1083: slot = 1
TO: ;slot = 1

CHANGE line 1083: belt = false
TO: belt = true


You can now run your svarog detector on your belt.

*WARNING* i havent tested this in the whole campaign, just teleporting to Cordon (where i knew there were some arts on the ground)
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