#General CoC Thread
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Also you need to set up some aditional coordenates in case you want to overpopulate any smart
did you add them
yes I spawned
I mean to the list
You can configure some timers there and spawn amount too
yeah that's where I extended the timers to over 7 days
hate the frequent respawns of mutants, it's too much by default
hmm useful
interestingly didn't put dolg here
but dolg is controlling
lol
they just don't care
the faction_controlled parameter maybe indicates the "spawner" activation instead?
and any faction can control as long as they're in simulation_objects_props.ltx
so in this specific case - dolg can control, but can't respawn stalkers
and because no other faction from the parameter is controlling it, the default one is still used - army
and will spawn soldiers again
how to prevent it
maybe these numbers are just a priority for factions
1 low 5 high
I think it's just how many squads can populate
army is set to 5 but the max pop is 4
so in reality up to 12 soldiers can really only stay there
So we are just adding how many certain faction can fit stalkers there
But if their goal is not that location, they will never go there?
if their faction is not in the file for that specific terrain, they will have no reason to go there at all
so if I put army to 0 or remove it, they will never go to the machine yard
like this church
will mostly take csky stalkers
but other factions can have only 1 squad in there
so they are allowed to mix
rookie village
you were wondering why ecologs sometimes appear here
they don't spawn here but can patrol the camp
and sit by the campfire
made this faction controlled and never saw anyone other than a few bandits come here
it would always be up to 3 bandits in my playthrough
it will be interesting to see different factions go here (dolg, killer, stalker, csky...)
I don't understand, why would they patrol there if you set 0
also , what is default base
why 0? I added the factions and set them to = 1
I think there's no reason to place = 0 on any of these, just delete the line
it references what the default base parameters are
I removed some but later i just changed to 0 in other lines
so as you can see
if a camp uses default_base as a reference
it means it has NPCs that are job givers
oh just that ?
yep
so the novice camp from earlier
it also uses default_base as a reference
because it has Sid, Fanatic, Nimble and Wolf
noted
Check Zaton and Jupiter
They don't have camp names with allowed factions at all
I don't get it... they look ok to me
allows stalkers, csky, dolg to go there, and up to 5 squads for each
oh that
those are just comments
a bit tricky to find what the right smart is
jup_a6 is yanov
yeah, without these sinonims it's hard to track
yes...
but even if you know them , none are set for any faction
need debug hud UI to comb through everything
only that default base , presumably Skadovsk
what does your jup_a6 look like
one sec
oh wow
which camp is that
that's such a desolate place lol
yanov station
1 stalker squad and 1 freedom squad
that's it lol
and some csky and ecologs
yeah I didn't touch a6, it's default
ohh
I think they enable once you disable brain scorcher ?
putting " ; " in front of any line in an INI or config file comments it out
I should use the ini language to show
Since Monolith resurgence
green means it won't be used
ah
ok
it's why you have these separators and names commented out
I bumped Freedom to 2
well csky is enemies with freedom in 1.5R7
so no use to put them 2 together in the same place
they'll just murder eachother
weird choice but I get it for balance reasons
csky is commented out
yep
your jup_b200
not sure why ecologs were a thought
how does it look like
hmm
checkpoint
just a random guess
I will now use the newly adjusted values
mid game and just play and see
because I learned where every faction spawns and what they hold in southern maps
ahhh
no
cement factory
but why would it take a default_base
no one gives jobs there...
no this is great progress
I wanna check out the bar...
yep, monolith can hold that place because of this file
interesting surge number... 2?
yes but once they do, the faction_controlled parameter allows them to spawn more monolith guys
they must be stopped...
I think I commented them out
I kept only Stalker and Dolg
Because why wouldn't Duty hold the entrance to their base
increased the amount of people for the bar
it was all set to 1
no wonder there's never too many folks there...
I think I won't change that, it has many people already hah
I always have all campfires full and patrol men around
nice
I think if you play on low pop it takes a while to fill all the places
mine always has almost no campfires lit and the bar is out of business
it's because 1 squad per faction can be there
I mostly see stalkers and duty
the duty base has general voronin just standing there all alone
I'm guessing pseudogiants fall into monster_predatory_day category...
why I never see stalkers, csky or any other faction than these guys at the elevator...
yes
After few hours you learn who controls each camp
if I rename simulation_objects_props will the game read it
but army guys are always there
probably not
ok
where
north checkpoint, cordon
will army spawn in machine yard if I set to 0 ?
I just went to sleep after helping csky take over machine yard
and in the morning shootout started
lol
I hate that they just spawn on top of them
yeah I made that place faction controlled but originally it was a spawner
I wish they spawned on the outskirts of the map if their camp is taken
how do you disable spawner
make it faction controlled or have it spawn nothing/something else
and how do you make it faction controled lol
what is it named there
configs\scripts\marsh\smart\mar_smart_terrain_10_5
oh I though that was in the document we edited
same
we'll get the stalker we dream of soon
let me know if you guys need any help
I want to forget, that I cannot fix :D
thank you
🫡
don't have the file
tomorrow if I have time
it's usually packed in one of the .db files (configs)
This is how this file looks for me
I don't see "faction_ccontrolled" line
that's because I changed mine
to be faction controlled
this one originally is a military spawner
Oh it's custom?
there we go :)
railway bridge controlled by csky
elevator now controlled by a stalker
Neat
Okay but did you add these lines yourself
Faction_controlled = army
And other stuff
Could you send the file if possible
here you go
contains for all levels
I still need to do work on dead city
I'm torn between having killers vs bandits on or just removing that entirely and making it a calmer place
Cotz I think replaces Bandits with Zombies
I'd rather it be actual zombies and not zombified stalkers
making it more unique
as zombies don't normally spawn in CoC
nice that DoctorX acknowledged that years ago :)
I looked over it now
he did not change much...
the terrain is mostly faction controlled
default faction being the bandits still
I know it's Anomaly that changed it up
Anomaly's file
one of the bandit smart terrain (there are no bandits meant to spawn here)
wait so docs we changed don't do shit ?
they do change a lot
like this
it's just that CoTZ doesn't have zombies in dead city
it's Anomaly that spawns them instead of bandits
these scripts will need adjusting for CoC
but they do seem to work on a live game too
I could see monolith and bandits leaving the premises
changed up the flashlight angle and shine on hands
previously there was nothing lighting up the hands
looks a bit strange when looking at the ground while crouched though
So you are using anomaly script for alife smarts
Because I don't see "faction_controlled : army/bandits line in IWP scripts
nah there's only for the building across the merc base
and the default faction there is zombified stalkers
after I put those scripts in and adjusted for CoC
dead city is now, well... Kind of dead, without many corpses
there's mutants here and there, zombified stalkers, mercs are primarily sitting around their base and there are sniper positions set up as well
it's not as chaotic as the original
every single day bandits fighting mercs, army and monolith in the mix too
try this, see if it works
might take an ingame day or 2 outside of the level to settle AI the way it's scripted
so you can sleep through that period
the respawn rates are how I set everything in my CoC - 7-12 ingame days
Sounds nice, DC was always chaos
I think Cordon is way too busy
Bandits : Car Park, Mill
Army looming around the area, it's constant battle
with reduced spawns and 0.25 pop factor it's actually pretty nice
dark valley looks nice like this, but I do think that it should have a separate weather cycle from the other maps
like a "dark" weather cycle, where it's constantly overcast with thunder, like it was in SoC
bar finally looks busy
interesting story
this merc was one guy I guided from the dead city all the way to the rookie village in cordon
went on another quest to pop some bandits, saw one of them fighting him here
I had the element of surprise and ended that bandit, the merc has been chilling in this spot since then
and it's all because of simulation_objects_props.ltx - I enabled the merc faction to acknowledge this camp for squatting
it's in the simulation_objects_props.ltx
the smart terrain in the marsh that corresponds to that area, I added killer to be = 1
I did make a weird scenario with the machine yard
giving dolg and army to consider it as a camp made them both hold it together
as a loner it's awkward going there as I'll only see dolg contacts, but army are also in the camp
yeah that's true
Best to avoid to put dolg and military in same camps
What I would like to do is to increase spawn timer
I kill the military in the machine year. Go to sleep they rush through the reeds to capture it again
Also I'm using your smart terrain zip that you set who can spawn wwher
it's tricky because AI travels around
and it's autonomous
you clear the area and there's a chance you'll see the next set of squads there because they came from Agroprom or some other place
you'd have to stop the Agroprom spawner and the Cordon checkpoint spawner to get them to stop using the machine yard
or restrict them from acknowledging it as a camp in the other config file (comment out army or set to = 0)
maybe it's worth setting them to = 1 which means 1 squad can only be there at a time
this also lowers the chance of army deciding to go there
the trouble is that stalkers all over the zone want to travel to all sorts of spots
a stalker in cordon can decide to travel to zaton
if he decides to go to a camp that allows only 1 stalker squad, no one else can go there, and it will be empty / reserved for the stalker who is on his way
I see
Well traveling is not a problem for me
But the respawn times
Kill them, go to sleep, bam new squad
you will see it is almost the same
you will think they respawned, but it's actually a different group that came from Agroprom or Cordon
Ahh nice
I think if I lower the = 5 to = 2 they might not come there at all
if some enemy faction takes hold
it isn't
if I set it to 1
a squad in the CNPP could decide to go to the machine yard
Hm I see
it's very autonomous, hard to predict the behavior
because the squads travelling to a target might change their destination at any point
In IWP you can toggle it
I'd assume the game would become a more static experience
so it would be more likely to see the same NPCs in the same area for a longer period
Probably, it's more taxing on the PC if it's on
but I think it's not big deal for modern machines
the CPU is a magnificent thing
turning on debug and seeing the map
every single map in the zone has alife actively making decisions and travelling
and the game runs ok for me
Great stuff
I don't have problem with running with that option
My PC is overkill for stalker trilogy
I'm more interestd in how things turn out with it enabled
well it depends on the engine
and how much stuff you cram into it - weapon packs, textures, weather...
interestingly the flashlights are all capable of volumetric effects
but the renderer makes them flicker a lot so it's been turned off
@quiet brook I took a look at the trade configs for 1.5R7
turns out the Veles detector would be sold by most traders, but at a 10% chance
Svarog was nowhere to be found
I also remember traders missing items that're newly added
Prime example is Spore missing the CS-3b body armor
huh
would like a chance to see what is actually missing, but I changed a lot with the detectors
generic (no goodwill) should always sell 1 echo detector (100% chance)
friend (1000+ goodwill) should always sell 1 bear detector (100% chance)
special (1800+ goodwill or heavy pockets achievement) should always sell 1 veles detector (100% chance)
and I gave 4 traders chances to sell the Svarog (Hermann 50% chance, Sakharov 30% chance, Dushman 20%, Spore 10%) at special supplies stage
I also bumped up the numbers for drug selling
vinca, antidote, radioprotectant
medics should sell a few of these and never be without any (rarely no psi block)
for places with no medics (i.e. the bar) I let the barkeep sell some
with radiation being dangerous for the player, not having radioprotectant access for days is a problem, especially for artifact hunting or deep zone raids
I'm fine with the suits not providing adequate protection
gives an incentive to buy the drugs
this does impact game balance, but vanilla CoP had easy access to food and drugs and at a very cheap price
here the access will still exist, but much more costly
stalkers can now hold the little camps beyond the rookie village (stalker, ecolog, csky)
loners fought the bandits and are now holding the car park
if anything, adding more factions to hold a certain camp made alife more unpredictable and active, zone feels a bit more alive now
Really cool
I tried something like this last year, adding more campfires which stalkers could sit at
How did you get this working?
Whenever I built a level using the sdk I could never get it working properly
well every one of these is considered a "smart terrain" and that is what A-Life uses to acknowledge a camp and stay at it
there are more things to it - like smart logic scripts
those are required for activities in the camp - lighting the fires, patrolling, guarding, sitting by the fire etc
there are no smart logic scripts for the little trailer and trash dump beyond the rookie village - stalkers will only stand around those terrains
I've tried creating a logic script for one of them but it doesn't seem to be working
most camps that already have logic scripts are an all-in-one package - all you can change with those is which faction/monster goes to which camp in configs\misc\simulation_objects_props.ltx
as well as the smart terrain parameters like respawn times and spawner parameters (faction_controlled parameters too)
what you probably need is to somehow add a smart terrain in the level editor itself, build the level and then configure it in the gamedata
I've no idea if it's possible to build CoC levels in 2025 anymore
some links are dead when I last tried setting up the SDK
Pretty good. Nice.
This is what alife is all about, unpredictable
This all is done by allowing other factions take interest with camps?
yes
need to be careful with picking them
obviously this was made differently back in 2015 to account for players who choose to play as bandits
or military
but I think the cordon in 2015 should have a lot of loners be able to wander
True but setting for both factions to have a presence in camps seem better than just making one faction spawns there which is pretty static
I lowered the amount of army presence too as they have higher end gear in a rather "starting-tier" area
True
they really only guard the checkpoint
at the south
but now rarely take control of the railway bridge
I'd add army to Northern Checkpoint and bridge and thats it
Too much
even though you wouldn't see 5, they would constantly be in control over it, and faction_controlled params would allow the bridge to be an army spawner
I now play with Cotz in IWP and I see that drx made good decision. I saw Bandits guarding the bridge and stalkers took over mill
I expanded that even further
Also northern checkpoint is empty though
You play cotz in iwp?
no, CoC 1.5R7
almost nothing doctor x made works with this version, so anything he made I add in bits
but the rest are my edits
Also he made that southern areas of the zone don't spawn high end gear stalkers
So you won't run into Military Stalkers with AS Vals
While you tickle them with pm
it still depends on A-Life travel
the spawners in 1.5R7 are balanced sort of ok
but master stalkers may still travel down to the south
I don't remember the last time I saw high end geared bandits or military in the south though
the weapon balancing is the best I've experienced so far too
I use the PM for most of my playthrough
next things I want to do that are relatively easy:
- Add the "mutant spring cleaning" quest from Anomaly's dead city mercs to 1.5R7's Dushman
- Add a mutant hunt quest to levels connected to the Bar (but not including it) to Col. Petrenko
this quest and its custom script gave me a new idea for Petrenko
maybe a Wild Territory purge quest
as the script can search by a specific level
it doesn't necessarily need to be the same one the actor's in
the radio song in the end 
this also shows how the PM can stand its ground against a lot of enemies
a worthy pistol
Right yeah, I added the smart terrain, and I thought I had done everything right. Everything matched other nearby campfire areas.
I think I missed something in the gamedata? Is it just a matter of copying what you've built over?
Perhaps there's more I missed
it's in configs\scripts\your_level_name\
smart terrain scripts
compare it to like escape or whatever
you'll see there are a lot of spawners and faction controlled areas
but the real deal is configs\misc\simulation_objects_props.ltx
Cheers
I'll unpack my work and see what I missed.
If you don't mind I'll post some screenshots and stuff for troubleshooting
that's the file you need if you want A-Life to travel to your level and take refuge on the smart terrain you set
I'll help with what I can
I don't know how to set new smart logic scripts
which is those "patrol schemes" "guard schemes", getting stalkers to light the campfire, sit by it etc
it's possible it requires actual animpoints to be set on those
so stalkers know where to stand, where to sit, lean etc.
i think that's another level editor thing
maybe @junior night knows more about A-Life behavior in a new/modified level?
yes, a normal smart cover with a specific animation set
smart_name_animpoint_number
it's default priority is very low, so you have to reference in smart terrain configs into a smart terrain logic so that you edit the priority
ok, but does that need to be edited and built in the level or can it be configured?
it has to be built in the level
you can spawn smart covers in anomaly with scripts, but not in CoC or its forks
what a shame
it is strange though... A lot of smart covers exist in 1.5 R7 for stalkers to use "as cover" like they did in clear sky while fighting
don't know if xr_sanya and Vlad built it in the levels or if they were already there, but disabled
i don't think they're disabled, NPCs very rarely use combat smart covers because there are static covers that are there after compiling the AI grid
stalkers can take cover in that version
behind a tree, boxes, rocks...
go prone etc
yeah, 1.5 kinda fixes them
you don't have to calculate static covers if you want to use smart covers heavily
but the AI will be more stupid and brain dead
yeah, which is why it rarely is seen in 1.5R7
the AI is more aggressive in that release
so there's no way to create new animpoints then? On smart terrain that wasn't normally used by stalkers (little trailer beyond the rookie village, trash dump anomaly camp)
If the priority for smart covers was slightly higher than static covers, you'd see a lot more NPCs using smart covers
if it's not anomaly, then there's nothing you can do about it other than using the SDK
you MAY be able to add it using ACDC, but it can break shit
yes
or did you mean decompiling / recompiling levels
tbh, you can just ctrl c + v another smart cover section
coc has debug stuff for it
coords, lvid, gvid
and i don't recommend ACDC because it MAY break all.spawn
it's a red and blue pill situation
by "breaking" I don't literally mean everything will be broken
some critical elements are subject to that
whatever I want to edit I don't want to sacrifice my playthrough for it, already broke and deleted 2 
if that's the case, then don't edit all.spawn
The game checks if the save file corresponds with the all.spawn that was used to save the game
yep, needed a new game when I added the radios in
if it doesn't match, it'll crash with a
"SAVED GAME DOESN'T CORRESPOND TO SPAWNS - DELETE SAVED GAME"
it didn't crash probably because I only added things
but the radios didn't work on the save
acdc afaik doesn't change the spawn registry
I'm guessing I'll need to edit that if I want to add custom NPCs
liiiike... Snitch for the bar
beh for adding gulag jobs for those NPCs without the SDK
thanks, this gives good insight
Thats what I always do when I add smart terrains, smart covers, etc
And if you want to add npcs the safer way is via ltx scripts
Just pic one in your map, create a spawn section and the script in xr_effects that creates the npc. Then you call it via ltx
I have some tutorials for this in my youtube channel, but these are in spanish
really happy with the tasks_clear.script
this opens up a lot of ideas for area clear quests
it seems to be by far the most compatible script with CoC that is from Anomaly
this is what I was looking for originally I guess...
could make a "hunting trip" quest for Wolf - target area being the darkscape
as there's otherwise no particular reason to go there
(other than the occasional bounty hunt)
Hey, sorry for leaving this so long.
I'm still familiarising myself with what I've done, but I've made several smart terrains and covers allowing stalkers to sit at more campfires.
What else do I need to do to get this working?
reference it in smart terrain configs
under [exclusive], you can create new jobs and reference ini files to them
e.g:
[exclusive]
your_job_name = your_file_path_to_logic_file.ltx
don't put "scripts" in the file path, otherwise it'll be "scripts\scripts\your_file_path_to_logic_file.ltx"
inside the file, add your new job so that common NPCs can use it. it would look like this
[logic@your_job_name]
active = animpoint@your_job_section
suitable = true (can use condlists if you want)
prior = X (a number)
[animpoint@your_job_section]
cover_name = your_smart_cover_name
use_camp = true (true/false)
turn_on_campfire = true (true/false)
You can add additional parameters if you want into your job section, but it's optional
@quartz crypt
Thank you very much. I'll give it a try
If there is anything wrong, let me know.
Do you happen to have a filepath for that?
I opened my folder in VSCode and couldn't find what I was looking for.
I sometimes feel like I'm missing some key existing files which I can use as a base to add additional campfires.
just look at how existing smart terrains do it
not all have it as they don't use it
you will get used to it
Ok this was a good breadcrumb to follow. I couldn't find the relevant file in my sdk or backups, so I had to unpack all of the CoC database files again to find it.
Thanks for the nudge.
So once I've added my entries to the script I just need to build the map and drop these files in the gamedata
Are there any other steps I need to do?
Apologies, I don't get a lot of free time since having kids, so I'm pretty slow with all of this 😛
Regarding the smart_terrain numbering:
5_7 is used for the Cordon farm base. I want to add a campfire spot to Fox's Campfire over the road.
Can I reuse 5_7, or is it better to to use a new number?
Is there any importance to the numbers?
it can be any number
cover name isn't based on smart terrain's name unlike path_walk and path_look for waypoints
Cheers
Can't wait to get more time to work on this more. You've unblocked me.
sorry I couldn't be of much help, the level editor is something I don't know well enough, but MFB already explained everything correctly already with the config files
I made some config changes to 1.5R7 in terms of smart terrain and simulation_objects_props
Noticed the Yantar complex repeatedly spawns zombified stalkers, which isn't quite right if the Miracle Machine goes down
removed the respawns and added a few factions to decide to stay at the area if/when they want (ecolog, csky)
I'm also close to figuring out why pseudogiants appear at the bar - it seems to be the zoo_monster or monster_special parameter in simulation_objects_props - removing both should disallow pseudogiants (probably chimeras as well) to go to those spots
it is actually zoo_monster that is used as a community for "neutral" or docile mutants, like Noah's pseudodog / Doctor's pseudodog
so it's monster_special_day / monster_special_night that allow pseudogiants / chimeras to come
Well I built the cordon level and copied the gamedata level folder over to my copy of CoC
I also copied over my config/scripts/escape folder with the added esc_smart_terrain_6_6 camps and animpoints.
I haven't noticed any stalkers heading to my campfires sadly. And the map is buggered.
Any thoughts on this?
wtf that's weird
try increasing the priority for your campfires
the game takes even a slight increase in priroity seriously
as for the bugged map, check your map texture .thm and its format
Assuming you did everything correctly, it should work
@quartz crypt
That's a great suggestion, cheers.
Thanks I'll have a look at that
I just used the Build option, and then noticed the only file in my gamedata with an updated date stamp was Levels, so I thought I only needed to grab that (and my configs)
level.ltx, you mean?
The l1_escape.level file (name may be incorrect) I mean.
ok
So I've got a screenshot of my level folder which doesn't contain a .thm file
Is that something that should be built using another sdk option?
I'm going to add a couple more smart terrains in one area and give them all priority 100. (I assume higher is better since I've spotted a lot of 40s and 100s in the config files.
My understanding is that I only have to have the following smart terrain files if I'm adding a new campfire:
configs/scripts/escape/esc_smart_terrain_6_6_smart_logix.ltx
configs/scripts/escape/smart/esc_smart_terrain_6_6.ltx (Where I mention the above file in the [exclusive] section)
Anything else I could be missing?
inside smart terrain logic
those jobs have a default priority, you can find them in scripts
.thm is generated by the SDK when you import .tga files and then compress it to .dds
btw, for UI textures, I'd recommend using no compression
in the sdk - it should be 'R8G8B8A8'
ah prior
well that is for actions within said terrain
I'm not 100% sure if the simulation_objects_props.ltx parameters are priorities or how many sim squads can be in a designated camp
this file is also important for A-Life to "acknowledge" a smart terrain
but in this example, I thought csky = 5 means up to 5 clear sky squads can visit and sit around the camp
which is what I definitely see through playing
2 killer squads, 2 csky squads
(last guy was patrolling, off screen)
@quartz crypt I think you have everything but the section for simulation_objects_props.ltx which should be [esc_smart_terrain_6_6]
it should reference default_base (as from what we gathered, it's a stalker camp) so [esc_smart_terrain_6_6]:default_base
probably this name instead
nah, it's priority for normal squads
or scripted squads if they can target multiple smart terrains
max population is stored inside smart terrain config file
you can also use min_population to force a select number of squads to be actively using the smart terrain
and if you don't know about sim_avail, it basically disables the smart terrain and it also disables its spawns
interesting
@hearty cobalt you were right - those numbers in simulation_objects_props.ltx do mean the priority, not the amount of squads
@leaden fog ah so smart terrains need to be edited manualy
well now we know how AI prioritizes travelling to which spot...
Tom can set his new terrain to have 10 (or higher...) priority on the stalker faction for example and spawn a smart squad in to test
yep
5 is the top priority in comparison to the other terrains
usually I see 1-2-5 but I think the number can go as high as you want
just no reason to do that
the bar finally turned into a chill place - mutants don't appear every day around the checkpoints
pseudogiants and chimeras are looking at travelling to truck cemetery or wild territory
yes though this is challenging
I don't know what monsters fall under which group exactly
looked all over the scripts, configs... can't find anything that ties a boar/flesh to monster_vegetarian
it makes no sense to me
Predatory could be carnivores
I assumed monster_special_day and night are pseudogiants, chimeras, controllers, burers
but I'm not 100% sure
need to know how that's referenced
If you and Tom are up for some smart terrain edits we could do some ideas
zoo_monster is a community for docile/neutral mutants
Like a small mod/addon for IWP
Yeah
like doctor's pseudodog / noah's dog
Predatory night is chimera yi think
I think that's a bloodsucker but I could be wrong
chimeras are like pseudogiants - top tier so I think they would be special
it's hard to tell really
nothing online that I can find that helps with this
Hmm best to ask experts
Ah so that file doesn't dictate random squads that can spawn there. It'll actually spawn everything I put in the list?
Earlier I added a bandit and stalker squad thinking they wouldn't clash
ok found it, was just not looking correctly
it's in configs\misc\squad_descr.ltx
some levels have their own descriptions
which could explain why rarer mutants reside in the north
**[simulation_bloodsucker]:online_offline_group
faction = monster_predatory_night
npc_random = bloodsucker_weak, bloodsucker_black_weak, bloodsucker_normal, bloodsucker_red_normal, bloodsucker_black_normal, bloodsucker_strong, bloodsucker_red_strong
**
1 example
and burers can be zombied_night...
as well as snorks
Oh that's great, I did wonder about when my _camp_2 would be referenced
they will clash eventually
if you allow both to acknowledge the camp
This is all great guys. Thanks
I'm thinking of kicking Freedom out of the garbage depot...
they keep sitting around there with bandits
Ok I'll let that stay if it just means both will wander to it.
I was just concerned it would spawn them at the same time
not nice when needing to fight them and not Freedom
Yeahhh, the friendly fire would be inconvient
Maybe only the most northern Garbage camps would be for freedomers?
this can also create that offline/online A-Life scenario - you come close to the camp (250+ meters, whatever your switch distance is) and they get switched online (spawn in) and immediately shoot each other down
I like to think of it as 1 side sneaking in and attacking the other
but realistically they spawn right next to each other and start fighting
looks like I was right about this monster faction
talk about walking into Jupiter from the Red Forest...
the helicopter at that evac position proves to be very useful
The flea market and bar outpost? No way... I removed Freedom's presence from those, as well as Monolith, which sometimes somehow manages to find its way
Banished from the garbage I guess. Haha
Ok that's definitely what I wanted to avoid
Are you using anomaly scripts
I want to give Bandits and Stalkers to fight over depot
Also make freedom go to southern parts less
Since their faction is focused on barrier and north
Also give Clear Sky less presence since their faction was extinct almost
I play IWP with Cotz and spawns seem different
not really but I like how dead city has been transformed completely
I implemented the "secure base" quest
Dushman tells you to clear the whole area of mutants
and it works
I am using some scripts from Anomaly
This is a demonstration video for getting the secure base quest from Anomaly's Dead City to work in CoC 1.5R7.
I used the same script (tasks_clear.script) for other quests (Petrenko - Wild Territory Purge, Hunting Trip in Truck Cemetery)
it was the answer to my very first question in this server - making a quest target a specific level for mutant hunting :)
also did one for Wolf
Hunting Trip - Darkscape
I go into debug mode
for the game
then turn on debug hud and map spots
it shows all the smart terrain names
just need to make a note of it all and I'm good
ahh nice
I'm up for smart terrain edits to learn more.
But my time these days is limited, so I'll be slow to complete tasks 😛
My goal is to make A LOT more campfires in all maps usable by the AI. I feel like it'll really change the experience
Hmm, if I'm trying to add a small camp to Fox's house, would this clash with how the simulation_objects_props.ltx is setup?
Or should I not worry
Ah in this case I'm not really importing anything. I got the SDK from Bangalore and it just has a rawdata folder full of .level files and folders.
when I'm finished with my changes, I simply hit Build and then I get a .level file but no files that you've mentioned.
;camping
[logic@esc_smart_terrain_6_6_camp_work_2]
active = animpoint@esc_smart_terrain_6_6_camp_work_2
suitable = {!surge_started} true
prior = 1[animpoint@esc_smart_terrain_6_6_camp_work_3]
cover_name = esc_smart_terrain_6_6_animpoint_kamp3
use_camp = true
turn_on_campfire = true[animpoint@esc_smart_terrain_6_6_camp_work_3]
cover_name = esc_smart_terrain_6_6_animpoint_kamp4
use_camp = true
turn_on_campfire = true
How does the config/scripts know to use esc_smart_terrain_6_6_camp_2? Do I not need to remove _work from everything?
If I can understand all this and pull this off, I'll gladly make a document on Moddb for other people to follow
if that is a separate smart terrain from 6_6 it might be better to name it under a different number...
you'd have to reference it like this for now
[esc_smart_terrain_6_6_camp_2]
Hmmm maybe you're right.
Cheers for the input
You need to click 'Check New Textures' under 'Images' subwindow.
Make sure to put your texture inside 'import' folder in the SDK's root folder
True, there are so many fireplaces around the zone but not all are used.
I want to make the zone less predictable. For example I'd like to make Clear Sky faction rare in the zone since their group disloved after CS.
So I'd leave their presence in the swamps but significantly.reduce in southern maps
that's what I see in CoC 1.5R7
swamps mostly, rarely other levels
0.25 pop factor 33 days in
I think it's a balancing issue to allow stalkers to go literally anywhere
you need mutant hunt quests and contract kill quests to be in separate areas
normally stalkers gather in settlements, any human made structure/area, while mutants are mostly in the open wilderness
underground is a different story
I had to rebalance boar HP and resistances - they have much better armor and health than fleshes, which makes them very formidable as a south zone enemy
Now it still takes quite a few bullets to kill them, but all 3 boars charging at a single time should now die to ~30 5.45x39 bullets shot at them
As it should be I also want to return duty to Checkpoint to bar
seeing 7 boars at a time with the original tanky health is just not worth the bullets
True
and flesh die a lot faster
now stalkers stand a decent chance against a few of the boars
Also why some stalker walk of to some wildernes fireplace and just stand there
SoC you could one shot a boar with a PM
I still won't make it that way as it's too easy lol
Was Boars health intended to be like that?
I think they were overbuffed in the later trilogy titles
CS/CoP
shotgun still owns them but what if you want to use a rifle?
the ammo is very costly in CoC 1.5R7 because of progression
buckshot is very cheap, but you shouldn't be restricting yourself to use a shotgun
smart terrain + jobs tied to the terrain
I did that for the trash pit
noticed that the trailer beyond the rookie village gets a lot of zombified stalkers standing around there, so I put those to 0
I think I'll put that to high priority, lately it's been looking pretty desolate
for duty
ecologs + stalkers took the car park in my last save
I still don't know how we wanna do places like Radar (pre / post brain scorcher disable)
I know SoC did something cool with the place
after the disable, the army guys would've probably been a scripted spawn, while stalkers would be allowed to travel and visit camps in that level
the reason they stand there is because there's no campfire job that exists for that terrain, so I can't make them sit around the fire or light it, they'll just look like they're waiting for someone or watching the area
Just like SoC, I'd put Military at the Antennae area
And near the broken wall road
Lower parts should be left to mutants and random squads of other stalkers
I would also reduce ecolog squads coming to southern areas taking over places that in reality wouldn't benefit them
Like Village center, Car Park, Farm. Mill etc
well they don't take them over, they only reside for a bit and leave
maybe it should just be lower priority
but I still want them travelling around
Hmm maybe a priority 1
Not 3 or 5
Why would they reside in stalker camps realistically unless just passing by
well you wouldn't travel such long distances in 1 go, would you?
unless you're the marathon running player
taking refuge in nearby camps is logical
but I do agree it should be rare
and not constant
it's not their camp anyway
Does Build cover all of these options?
True, I agree with all you said
[default_territory]:default ; Use only if smart supports both stalker and monster jobs
[default_base]:default ; Use only if smart supports stalker jobs
Would default_territory support stalkers sitting at campfires? Or would it not get used?
And also, if I make changes to any of these files, will I need to start a new game?
esc_smart_terrain_6_6_smart_logic.ltx
esc_smart_terrain_6_6.ltx
simulation_objects_props.ltx
don't use territory
if you want stalkers to use the camp, use default_base instead
ok got it. I'll need to rename that smart terrain as you've said.
But I can at least test my 6_7 camp above fox's hill.
if you want both all monsters and all stalkers to use the terrain, use default_territory (keep in mind what you're doing, this means all stalker factions and all monsters)
What would be the disadvantages of doing thaT?
to get them to sit at campfires requires the smart logic script to be used
ah ok.
well depending on A-Life travel
one day you can see zombified stalkers
other times you could see loners, dogs, pseudogiants, chimeras, bloodsuckers, burers, freedomers, bandits etc....
it's really random and not a good idea
for default_territory to be referenced, you usually want to also type in the communities you don't want to go there (i.e. monster_special_day / night)
I have also figured out how to bring the zombies back, apparently they are missing from squad_descr in CoC 1.5R7
This is all great to know. Cheers mate
The unnarmed zombies? God I miss those
yep
Anomaly has them of course but
I made them spawn in dead city
never saw them though
I think what's happening is that they are spawning, but they have no place in the game world (GSC pun hehe), thus they are forced to leave and despawn :(
Haha nice yeah. Abominations
You probably should get deleted too, since you know, you're the summoner.
lol
Is there a way to speed up my noclip movment in demo_record?
Oh its control apparently
In simulation_objectsion_props.ltx, do you have any explanation about some of these values?
sim_avail = {+story_mode_disabled} true, {+esc_reach_trader_complete} true, {+coc_freeplay_start_after_story} true, false
I assume a random campfire in the wilderness should look like
sim_avail = {+story_mode_disabled} false, {+coc_freeplay_start_after_story} true
I renamed all camps in Cordon for easier orientation
for now I'm doing just priority for stalker and commenting out those that I think shouldn't go there
didn't touch the smarties scripts yet
Oh that's cool
Do you happen to have your files lying around?
You want those where you set priority for camps or smart terrains ones in level folders?
Just any files tied to cordon and its smart terrain I guess
So I can steal your ordering and brains
If you guys want to test a smart terrain do you just stick the priority to 200 and sit there waiting for Stalkers?
I will send you a file with names I gave to smart terrains in Cordon
this is like a variable that's added/removed depending on what happens in your save / game start
this can be triggered through quests as well
I bumped some priorities to 2 and Duty checkpoint in garbage to 5. I don't know when will it be noticeable
Oh so this could be blank and the game would just add it the next time you saved and restarted?
no
Oh I see a lot of prior =40 and 100 in my files
sim_avail will be 0 until the condition from the list is met (or all conditions)
it's a condition list to be exact
e.g. there's probably a condition for the brain scorcher task completion, it gets added (+) when the player turns off the scorcher and completes the task
the 30 odd monolithians that spawn in immediately in that lab is likely dependent on that same condition - it's what causes them to spawn in
that same condition can be used to allow other stalker factions to start visiting the area
the problem with this is that you cannot have any A-Life travel to the level's smart terrains (sim_avail = 0 on everything by default) until the condition is met
there's a different file that determines what squads will spawn where on a new game, but will not respawn in the same way
example - Rookie village
Lab X8 building is another good example
kill all zombified stalkers and Monolith there - they will not spawn back
Ahhh right
This is great guys.
So would priority 200 by the highest priority for this smart terrain? Or would 1 be the highest?
200 would be highest I think... That would probably be the first action A-Life does in the camp
Cheers.
Ok I'm going to build this, pop all of the files on my laptop and then lie in bed waiting for some guys to sit at my campfire
I still don't understand it completely but
pri_b306 (CoP version) is the Lab X8 building
sim_avail should become true / 1 if the task condition is met (the Lab X8 document hunt task is complete)
I think the ", false" is what it is otherwise
this is why we see stalkers (mercs, loners) travelling to the place
after the quest
it won't work exactly the same for CoC due to the difference in scale of the game world
CoP has 3 levels so it's easy to have A-Life be here and there...
and it probably works per level only
CoC works globally for 32 levels
AI travel behavior is different
@quartz crypt
Note that this is with CoTZ mod
For IWP
Should be the same
Cordon smarties are all named except two that are along the road to Northern Checkpoint ot Garbage
try to sleep for few days in game
Should speed things up and spawn more stalkers
Thr priority file seems to be effective
First I noticed stalkers in Mill, 3 of them although 2 were in the building and on constant alert
Next I met Military at the Northern Checkpoint after assigning them priority there
2 stalkers took over Depot and 3 or 4 at Flea Market (building across the Duty checkpoint in Garbage.)
3 man Duty squad appeared and are going down the road from Duty Checkpoint to south Garbage. I wonder what's next
Quite interesting
exactly
I actually kicked the army out of the Cordon, they can only go to their south checkpoint which always has a squad
the military stalkers seem to be travelling more often now, not sticking to an area in the Cordon
and more loners / neutral-to-loner factions are taking up the west side of Cordon in my save
Basically I slept for about 8 hrs so this could be a reason that stalkers filled this place
I didn't touch rest of the maps much as it seems they were nicely balanced
I barely touched CoP maps
Just disabled Ecologs and csky in a place or 2
yep
i put mine to dolg = 5 and there's a good amount of them
I even had a crazy ass action movie sequence with a captain of theirs - asked me to guide him to the rostok checkpoint, from the cordon-garbage checkpoint (1800 RU)
it was a good reason to go together - stormy weather, cats, boars and bandits fighting us on the way to the checkpoint
and we made it there alive
it was really good to play
haha niice
I'm still waiting for Bar-Garbage checkpoint detachment to show up
It's already better now and I see more action
Did you guys figure out how to give jobs to camps/fireplaces
Most of them.have stalkers just standing
Or simply guarding far fsr away from squad leader
they need the smart covers
it's done in the level editor or manually placed in all.spawn

I'm very familiar with placing them in the level editor
And I'm happy to help with this
But do we need to do this in the all.spawn as well?
I tried testing my changes last night but I never saw any changes sitting the campfires I setup sadly
Thing is lots of campfires don't have "jobs" for stalkers
Some just stand at fireplaces
If you could give jobs to these fireplaces that are missing that'd be great
1 or the other, the level editor does that for you
When we talk about jobs, do we just mean adding a smart cover and setting it to sit?
Or do we need additional scripting to make them use the campfire?
I did actually notice a couple of stalkers standing around near fox's camp, but I wasn't sure if that was due to my changes
Level editor generates all.spawn for you, so manual editing is not needed
Are smart covers necessary in CoC?
Because in vanilla game you don't need any smart cover for NPCs to sit round the campfire.
Well I have too seen NPC just standin next to campfire and away from their Squad Lead
It just looks weird, they don't even sit or anything just standing there in the wildreness
As I wrote above, it's either AI issue or some camp fire missing functions. Making stalker to just stand near the fireplace doing nothing at all
I've also noticed they sometimes light the campfire and other times they don't
in both cases, they only stand and guard it, they don't sit around the fire
it's not just in Cordon, it's every map
Marsh - Old Church
they have those camp_work jobs, 2 of those could be to light the campfires (there's an second one outside), the other 2 could be sitting around it and patrolling, which is what the AI does there
they have these animpoints, I believe these are objects in the level
maybe we're missing the
use_camp = true here... It's possibly set to false by default?
Hmm you have time to test it
Also they leave their squad and go guard the fire far away
At least if they would sit or just stand guard in a position that makes sense, like in clear sky where they would stand guard overlooking the fireplace
Like under a tree or next to a big rock with their back turned to it
Also in cordon village sometimes guards overlap eachother patrol routes or guard points
Meaning having two of them at the same spot
One in bar too, barricade next to Wild Territory transition
I've seen this
behind the sandbags? Just duty guys hugging each other, normal behavior 

talk about watching someone's back
Those gastanks look like they're about to explode...
yeah I always wondered why some stalkers had those weirdly shaped tanks and others had normal straight tanks
not sure if that came from CoC or the trilogy
Tessellation from DX11 has to do with it
It's the same case in Call of Pripyat
CoP I think, issue with Tesselation
Fixed in some mods
is this where the terrain issues are coming from then?
like the bumpy edges
I just loaded in static renderer and the ground seems to be grassy on this photo
you are still using that 4k terrain mod ?
we need to hire someone to fix the CoC ground textures to restore them to CS quality
I chip in 20eur
yes
no, that wouldn't make any sense
I think it's still largely dependent on how the terrain is built with the level
try something "old" like OLR - see if the ground textures there are also flat
I think Call of Pripyat does not have the bumpy ground like CS and SoC do
it was just the texture resolution that became a problem in CoC compared to CoP, but now they look the same to me
We're seeing the same thing for sure. I'm glad its not just me. Haha
yeah sometimes they light these...
and this one too
I'd like A-Life to sit around this campfire, but don't know how yet
I actually did not see them light any of these, only when I'm away and come back
yeah same...
welcome back, dolg 💪
I think the shaders need to be redone for CoC, even with tonemap you can still see the sky sometimes is too dark compared to the land
and the whole game is dark without the tonemap
Who knows what they did
I still don't see Dolg at checkpoint in Garbage
Even though I set their priority to 5
Only Loners now guard it
But....finally the Abandoned Farm in Dark Valley has 2 Loners hehe
playing on 0.25 pop?
I wish the kill count in the PDA never existed
even with the lowest pop count I'm now at 800 mutants and 500 stalker kills
I do not need it to remind me that my character is a serial killer
Hahah
I was at 0 25 pop
And zone was empty lol
Peacefull life
I couldn't get any gear, loot haha
I had to bump it up
lol
it might be because that version of CoC has limited A-Life maybe
that's why it feels desolate
1.5R7 there's always something going on even after I put all the respawns to be weekly, halved the max pop on each terrain and lowered the factors to 0.25
but the first week in 1.5R7 is like you said - very calm
good for progression I guess
for starting out with low end gear
the hobo phase
Ah nice for hobo phase true
But trust me I couldn't even find mutants
BUT... I play with Tronex AI combat offline simulation
Which makes AI fight offline and I used to find bodies on other maps
What are your thoughts for a custom diary tab?
write down notes and save on your PDA
I sometimes load into my playthrough not remembering what my next goal is (getting money or trying to get a particular piece of equipment, reputation with a faction etc.)
notes would help here
and it kind of aligns with SoC design with MO having his own diary
it also could act as a form of downtime when in camp, in between missions
So did you do anything in the SDK and put down smart covers and whatnot? Or just use configs for this?
Is _work_1 needed for camps?
configs, I can't touch the SDK as not all files are present for CoC
I think the scenes or something similar to that is missing from the downloads
dead links...
I still hope team epic documents still exist somewhere out there
https://web.archive.org/web/20190204081812/http://forum.epicstalker.com/
Well the forum is archived if you want to have a peek
There's articles on Moddb, but I never found that they answered all my questions
I would love diary tab, I think there was a mod for anomaly where you could write it yourself
Even auto diary would be great
coz not all campfires have smart covers at them for stalkers to use
you see other running to turn on the campfire because the campfire dynamic's name is smart_name_campfire_index
regardless if it has smart covers or not
well Sultan claims you don't need smart covers for campfires to be "used" to have stalkers sit around them
maybe this was a thing in Clear Sky? I kept seeing clips of stalkers randomly picking spots around the campfire, sometimes too close to eachother
in cop, i think they're still used
but camp_zones can arrange camp points for stalkers even without smart covers, but in coc they don't use it
and then you have waypoints that have "kamp" as their job type
don't use those, it's leftover SoC stuff
it doesn't work well though
stalkers seem to pick farthest points to sit on from the campfire, just near the exit of the camp zone