#General CoC Thread

1 messages · Page 2 of 1

leaden fog
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interesting

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duty decides to take control

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but csky leaves

faint viper
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Also you need to set up some aditional coordenates in case you want to overpopulate any smart

hearty cobalt
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did you add them

leaden fog
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yes I spawned

hearty cobalt
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I mean to the list

leaden fog
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yes that too

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originally it was only army

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the area is faction controlled

faint viper
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You can configure some timers there and spawn amount too

leaden fog
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yeah that's where I extended the timers to over 7 days

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hate the frequent respawns of mutants, it's too much by default

hearty cobalt
leaden fog
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interestingly didn't put dolg here

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but dolg is controlling

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lol

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they just don't care

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the faction_controlled parameter maybe indicates the "spawner" activation instead?

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and any faction can control as long as they're in simulation_objects_props.ltx

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so in this specific case - dolg can control, but can't respawn stalkers

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and because no other faction from the parameter is controlling it, the default one is still used - army

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and will spawn soldiers again

hearty cobalt
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how to prevent it

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maybe these numbers are just a priority for factions

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1 low 5 high

leaden fog
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I think it's just how many squads can populate

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army is set to 5 but the max pop is 4

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so in reality up to 12 soldiers can really only stay there

hearty cobalt
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So we are just adding how many certain faction can fit stalkers there

leaden fog
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yes

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this is why it's mostly 1 in places with mixed factions

hearty cobalt
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But if their goal is not that location, they will never go there?

leaden fog
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if their faction is not in the file for that specific terrain, they will have no reason to go there at all

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so if I put army to 0 or remove it, they will never go to the machine yard

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like this church

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will mostly take csky stalkers

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but other factions can have only 1 squad in there

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so they are allowed to mix

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rookie village

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you were wondering why ecologs sometimes appear here

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they don't spawn here but can patrol the camp

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and sit by the campfire

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made this faction controlled and never saw anyone other than a few bandits come here

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it would always be up to 3 bandits in my playthrough

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it will be interesting to see different factions go here (dolg, killer, stalker, csky...)

hearty cobalt
# leaden fog

I don't understand, why would they patrol there if you set 0

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also , what is default base

leaden fog
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I think there's no reason to place = 0 on any of these, just delete the line

hearty cobalt
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In case you want to backtrack

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Or see what was there by default

leaden fog
hearty cobalt
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I removed some but later i just changed to 0 in other lines

leaden fog
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so as you can see

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if a camp uses default_base as a reference

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it means it has NPCs that are job givers

hearty cobalt
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oh just that ?

leaden fog
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yep

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so the novice camp from earlier

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it also uses default_base as a reference

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because it has Sid, Fanatic, Nimble and Wolf

hearty cobalt
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noted

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Check Zaton and Jupiter

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They don't have camp names with allowed factions at all

leaden fog
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I don't get it... they look ok to me

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allows stalkers, csky, dolg to go there, and up to 5 squads for each

hearty cobalt
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yeah but no camp names

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like in Southern maps

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novice_camp
car_park etc

leaden fog
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oh that

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those are just comments

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a bit tricky to find what the right smart is

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jup_a6 is yanov

hearty cobalt
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yeah, without these sinonims it's hard to track

leaden fog
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yes...

hearty cobalt
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but even if you know them , none are set for any faction

leaden fog
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need debug hud UI to comb through everything

hearty cobalt
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only that default base , presumably Skadovsk

leaden fog
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what does your jup_a6 look like

hearty cobalt
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one sec

leaden fog
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mine allows stalkers and freedom

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which is fine

hearty cobalt
leaden fog
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oh wow

hearty cobalt
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which camp is that

leaden fog
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that's such a desolate place lol

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yanov station

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1 stalker squad and 1 freedom squad

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that's it lol

hearty cobalt
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and some csky and ecologs

leaden fog
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but those are commented out

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they won't spawn

hearty cobalt
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yeah I didn't touch a6, it's default

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ohh

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I think they enable once you disable brain scorcher ?

leaden fog
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putting " ; " in front of any line in an INI or config file comments it out

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I should use the ini language to show

hearty cobalt
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I see

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Apparently it's set like that for lore reasons

leaden fog
hearty cobalt
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Since Monolith resurgence

leaden fog
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green means it won't be used

hearty cobalt
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ah

leaden fog
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just a comment, meant to be read by the human, not the PC

hearty cobalt
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ok

leaden fog
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it's why you have these separators and names commented out

hearty cobalt
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I bumped Freedom to 2

leaden fog
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so no use to put them 2 together in the same place

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they'll just murder eachother

hearty cobalt
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weird choice but I get it for balance reasons

hearty cobalt
leaden fog
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yep

hearty cobalt
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your jup_b200

leaden fog
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not sure why ecologs were a thought

hearty cobalt
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how does it look like

leaden fog
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wonder what smart this is

hearty cobalt
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hmm

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checkpoint

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just a random guess

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I will now use the newly adjusted values

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mid game and just play and see

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because I learned where every faction spawns and what they hold in southern maps

leaden fog
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ahhh

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no

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cement factory

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but why would it take a default_base

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no one gives jobs there...

leaden fog
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no this is great progress

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I wanna check out the bar...

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yep, monolith can hold that place because of this file

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interesting surge number... 2?

hearty cobalt
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yeah I noticed

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that is if they manage to get there

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which is almost never

leaden fog
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yes but once they do, the faction_controlled parameter allows them to spawn more monolith guys

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they must be stopped...

hearty cobalt
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I think I commented them out

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I kept only Stalker and Dolg

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Because why wouldn't Duty hold the entrance to their base

leaden fog
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increased the amount of people for the bar

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it was all set to 1

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no wonder there's never too many folks there...

hearty cobalt
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I think I won't change that, it has many people already hah

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I always have all campfires full and patrol men around

leaden fog
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nice

hearty cobalt
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I think if you play on low pop it takes a while to fill all the places

leaden fog
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mine always has almost no campfires lit and the bar is out of business

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it's because 1 squad per faction can be there

hearty cobalt
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I mostly see stalkers and duty

leaden fog
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the duty base has general voronin just standing there all alone

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I'm guessing pseudogiants fall into monster_predatory_day category...

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why I never see stalkers, csky or any other faction than these guys at the elevator...

hearty cobalt
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Yes bandits are always there

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This really goes against stalkers "randomness"

leaden fog
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yes

hearty cobalt
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After few hours you learn who controls each camp

leaden fog
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the checkpoint is a tushkano spawner lol

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not even faction controlled

hearty cobalt
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if I rename simulation_objects_props will the game read it

leaden fog
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but army guys are always there

hearty cobalt
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ok

hearty cobalt
leaden fog
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north checkpoint, cordon

hearty cobalt
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will army spawn in machine yard if I set to 0 ?

leaden fog
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they should not

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better to comment out

hearty cobalt
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I just went to sleep after helping csky take over machine yard

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and in the morning shootout started

leaden fog
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lol

hearty cobalt
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I hate that they just spawn on top of them

leaden fog
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yeah I made that place faction controlled but originally it was a spawner

hearty cobalt
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I wish they spawned on the outskirts of the map if their camp is taken

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how do you disable spawner

leaden fog
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make it faction controlled or have it spawn nothing/something else

hearty cobalt
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and how do you make it faction controled lol

leaden fog
hearty cobalt
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ahh

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what line is that

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in numbers

leaden fog
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not sure which one you mean

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this is the machine yard file

hearty cobalt
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what is it named there

leaden fog
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configs\scripts\marsh\smart\mar_smart_terrain_10_5

hearty cobalt
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oh I though that was in the document we edited

leaden fog
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nope, those are separate files

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I gotta go now though, it's getting very late

hearty cobalt
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same

leaden fog
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we'll get the stalker we dream of soon

hearty cobalt
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hopefully

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aand don't forger the broken textures lol

faint viper
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let me know if you guys need any help

leaden fog
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I want to forget, that I cannot fix :D

hearty cobalt
faint viper
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🫡

hearty cobalt
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tomorrow if I have time

leaden fog
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it's usually packed in one of the .db files (configs)

hearty cobalt
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I don't see "faction_ccontrolled" line

leaden fog
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that's because I changed mine

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to be faction controlled

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this one originally is a military spawner

hearty cobalt
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Oh it's custom?

leaden fog
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yes

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I changed a lot of smart terrain scripts to my liking

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many months ago

leaden fog
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there we go :)

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railway bridge controlled by csky

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elevator now controlled by a stalker

hearty cobalt
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Neat

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Okay but did you add these lines yourself

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Faction_controlled = army

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And other stuff

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Could you send the file if possible

leaden fog
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here you go

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contains for all levels

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I still need to do work on dead city

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I'm torn between having killers vs bandits on or just removing that entirely and making it a calmer place

hearty cobalt
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Cotz I think replaces Bandits with Zombies

leaden fog
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I'd rather it be actual zombies and not zombified stalkers

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making it more unique

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as zombies don't normally spawn in CoC

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nice that DoctorX acknowledged that years ago :)

leaden fog
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I looked over it now

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he did not change much...

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the terrain is mostly faction controlled

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default faction being the bandits still

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I know it's Anomaly that changed it up

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Anomaly's file

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one of the bandit smart terrain (there are no bandits meant to spawn here)

hearty cobalt
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wait so docs we changed don't do shit ?

leaden fog
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they do change a lot

leaden fog
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it's just that CoTZ doesn't have zombies in dead city

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it's Anomaly that spawns them instead of bandits

leaden fog
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these scripts will need adjusting for CoC

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but they do seem to work on a live game too

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I could see monolith and bandits leaving the premises

leaden fog
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changed up the flashlight angle and shine on hands

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previously there was nothing lighting up the hands

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looks a bit strange when looking at the ground while crouched though

hearty cobalt
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So you are using anomaly script for alife smarts

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Because I don't see "faction_controlled : army/bandits line in IWP scripts

leaden fog
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nah there's only for the building across the merc base

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and the default faction there is zombified stalkers

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after I put those scripts in and adjusted for CoC

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dead city is now, well... Kind of dead, without many corpses

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there's mutants here and there, zombified stalkers, mercs are primarily sitting around their base and there are sniper positions set up as well

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it's not as chaotic as the original

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every single day bandits fighting mercs, army and monolith in the mix too

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try this, see if it works

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might take an ingame day or 2 outside of the level to settle AI the way it's scripted

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so you can sleep through that period

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the respawn rates are how I set everything in my CoC - 7-12 ingame days

hearty cobalt
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Sounds nice, DC was always chaos

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I think Cordon is way too busy

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Bandits : Car Park, Mill

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Army looming around the area, it's constant battle

leaden fog
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with reduced spawns and 0.25 pop factor it's actually pretty nice

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dark valley looks nice like this, but I do think that it should have a separate weather cycle from the other maps

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like a "dark" weather cycle, where it's constantly overcast with thunder, like it was in SoC

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bar finally looks busy

leaden fog
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interesting story

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this merc was one guy I guided from the dead city all the way to the rookie village in cordon

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went on another quest to pop some bandits, saw one of them fighting him here

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I had the element of surprise and ended that bandit, the merc has been chilling in this spot since then

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and it's all because of simulation_objects_props.ltx - I enabled the merc faction to acknowledge this camp for squatting

hearty cobalt
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niice

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how did you enable it

leaden fog
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it's in the simulation_objects_props.ltx

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the smart terrain in the marsh that corresponds to that area, I added killer to be = 1

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I did make a weird scenario with the machine yard

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giving dolg and army to consider it as a camp made them both hold it together

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as a loner it's awkward going there as I'll only see dolg contacts, but army are also in the camp

hearty cobalt
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yeah that's true

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Best to avoid to put dolg and military in same camps

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What I would like to do is to increase spawn timer

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I kill the military in the machine year. Go to sleep they rush through the reeds to capture it again

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Also I'm using your smart terrain zip that you set who can spawn wwher

leaden fog
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it's tricky because AI travels around

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and it's autonomous

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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

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you'd have to stop the Agroprom spawner and the Cordon checkpoint spawner to get them to stop using the machine yard

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or restrict them from acknowledging it as a camp in the other config file (comment out army or set to = 0)

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maybe it's worth setting them to = 1 which means 1 squad can only be there at a time

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this also lowers the chance of army deciding to go there

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the trouble is that stalkers all over the zone want to travel to all sorts of spots

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a stalker in cordon can decide to travel to zaton

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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

hearty cobalt
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I see

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Well traveling is not a problem for me

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But the respawn times

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Kill them, go to sleep, bam new squad

leaden fog
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you will see it is almost the same

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you will think they respawned, but it's actually a different group that came from Agroprom or Cordon

hearty cobalt
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Ahh nice

leaden fog
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I think if I lower the = 5 to = 2 they might not come there at all

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if some enemy faction takes hold

hearty cobalt
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Why is that

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Number is just a priority.

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?

leaden fog
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it isn't

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if I set it to 1

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a squad in the CNPP could decide to go to the machine yard

hearty cobalt
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Lower number, lower priority

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?

leaden fog
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thus it will be empty

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until they arrive

hearty cobalt
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Hm I see

leaden fog
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it's very autonomous, hard to predict the behavior

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because the squads travelling to a target might change their destination at any point

hearty cobalt
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interesting

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do you play with alife on all maps on or off?

leaden fog
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it's on by default in 1.5R7

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I think there's no way to turn it off on that one

hearty cobalt
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In IWP you can toggle it

leaden fog
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I'd assume the game would become a more static experience

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so it would be more likely to see the same NPCs in the same area for a longer period

hearty cobalt
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Probably, it's more taxing on the PC if it's on

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but I think it's not big deal for modern machines

leaden fog
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the CPU is a magnificent thing

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turning on debug and seeing the map

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every single map in the zone has alife actively making decisions and travelling

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and the game runs ok for me

hearty cobalt
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Great stuff

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I don't have problem with running with that option

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My PC is overkill for stalker trilogy

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I'm more interestd in how things turn out with it enabled

leaden fog
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well it depends on the engine

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and how much stuff you cram into it - weapon packs, textures, weather...

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interestingly the flashlights are all capable of volumetric effects

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but the renderer makes them flicker a lot so it's been turned off

leaden fog
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@quiet brook I took a look at the trade configs for 1.5R7

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turns out the Veles detector would be sold by most traders, but at a 10% chance

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Svarog was nowhere to be found

quiet brook
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I also remember traders missing items that're newly added

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Prime example is Spore missing the CS-3b body armor

leaden fog
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huh

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would like a chance to see what is actually missing, but I changed a lot with the detectors

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generic (no goodwill) should always sell 1 echo detector (100% chance)

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friend (1000+ goodwill) should always sell 1 bear detector (100% chance)

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special (1800+ goodwill or heavy pockets achievement) should always sell 1 veles detector (100% chance)

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and I gave 4 traders chances to sell the Svarog (Hermann 50% chance, Sakharov 30% chance, Dushman 20%, Spore 10%) at special supplies stage

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I also bumped up the numbers for drug selling

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vinca, antidote, radioprotectant

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medics should sell a few of these and never be without any (rarely no psi block)

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for places with no medics (i.e. the bar) I let the barkeep sell some

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with radiation being dangerous for the player, not having radioprotectant access for days is a problem, especially for artifact hunting or deep zone raids

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I'm fine with the suits not providing adequate protection

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gives an incentive to buy the drugs

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this does impact game balance, but vanilla CoP had easy access to food and drugs and at a very cheap price

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here the access will still exist, but much more costly

leaden fog
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@hearty cobalt loners took over the depot now

leaden fog
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stalkers can now hold the little camps beyond the rookie village (stalker, ecolog, csky)

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loners fought the bandits and are now holding the car park

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if anything, adding more factions to hold a certain camp made alife more unpredictable and active, zone feels a bit more alive now

quartz crypt
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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

leaden fog
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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

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there are more things to it - like smart logic scripts

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those are required for activities in the camp - lighting the fires, patrolling, guarding, sitting by the fire etc

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there are no smart logic scripts for the little trailer and trash dump beyond the rookie village - stalkers will only stand around those terrains

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I've tried creating a logic script for one of them but it doesn't seem to be working

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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

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as well as the smart terrain parameters like respawn times and spawner parameters (faction_controlled parameters too)

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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

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I've no idea if it's possible to build CoC levels in 2025 anymore

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some links are dead when I last tried setting up the SDK

hearty cobalt
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This is what alife is all about, unpredictable

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This all is done by allowing other factions take interest with camps?

leaden fog
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yes

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need to be careful with picking them

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obviously this was made differently back in 2015 to account for players who choose to play as bandits

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or military

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but I think the cordon in 2015 should have a lot of loners be able to wander

hearty cobalt
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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

leaden fog
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I lowered the amount of army presence too as they have higher end gear in a rather "starting-tier" area

hearty cobalt
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True

leaden fog
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they really only guard the checkpoint

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at the south

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but now rarely take control of the railway bridge

hearty cobalt
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I'd add army to Northern Checkpoint and bridge and thats it

leaden fog
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I set both to have 1 squad max

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not like before... 5 army squads at the bridge

hearty cobalt
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Too much

leaden fog
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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

hearty cobalt
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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

leaden fog
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I expanded that even further

hearty cobalt
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Also northern checkpoint is empty though

leaden fog
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killers may come to those areas too

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as well as freedom and duty

hearty cobalt
leaden fog
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no, CoC 1.5R7

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almost nothing doctor x made works with this version, so anything he made I add in bits

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but the rest are my edits

hearty cobalt
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Also he made that southern areas of the zone don't spawn high end gear stalkers

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So you won't run into Military Stalkers with AS Vals

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While you tickle them with pm

leaden fog
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it still depends on A-Life travel

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the spawners in 1.5R7 are balanced sort of ok

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but master stalkers may still travel down to the south

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I don't remember the last time I saw high end geared bandits or military in the south though

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the weapon balancing is the best I've experienced so far too

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I use the PM for most of my playthrough

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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
leaden fog
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this quest and its custom script gave me a new idea for Petrenko

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maybe a Wild Territory purge quest

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as the script can search by a specific level

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it doesn't necessarily need to be the same one the actor's in

quiet brook
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the radio song in the end risitas

leaden fog
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this also shows how the PM can stand its ground against a lot of enemies

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a worthy pistol

quartz crypt
leaden fog
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it's in configs\scripts\your_level_name\

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smart terrain scripts

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compare it to like escape or whatever

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you'll see there are a lot of spawners and faction controlled areas

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but the real deal is configs\misc\simulation_objects_props.ltx

quartz crypt
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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

leaden fog
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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

leaden fog
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I don't know how to set new smart logic scripts

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which is those "patrol schemes" "guard schemes", getting stalkers to light the campfire, sit by it etc

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it's possible it requires actual animpoints to be set on those

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so stalkers know where to stand, where to sit, lean etc.

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i think that's another level editor thing

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maybe @junior night knows more about A-Life behavior in a new/modified level?

junior night
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smart_name_animpoint_number

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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

leaden fog
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ok, but does that need to be edited and built in the level or can it be configured?

junior night
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it has to be built in the level

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you can spawn smart covers in anomaly with scripts, but not in CoC or its forks

leaden fog
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what a shame

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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

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don't know if xr_sanya and Vlad built it in the levels or if they were already there, but disabled

junior night
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just on rookie village + cop maps?

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or it's all levels?

leaden fog
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all levels I think

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you would rarely see it but

junior night
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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

leaden fog
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stalkers can take cover in that version

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behind a tree, boxes, rocks...

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go prone etc

junior night
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yeah, 1.5 kinda fixes them

junior night
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but the AI will be more stupid and brain dead

leaden fog
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yeah, which is why it rarely is seen in 1.5R7

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the AI is more aggressive in that release

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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)

junior night
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If the priority for smart covers was slightly higher than static covers, you'd see a lot more NPCs using smart covers

junior night
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you MAY be able to add it using ACDC, but it can break shit

leaden fog
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wait

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all.spawn?

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since you mentioned ACDC

junior night
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yes

leaden fog
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or did you mean decompiling / recompiling levels

junior night
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no

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you can handwrite new sections for new smart covers

leaden fog
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that would be crappy to do

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knowing the exact coords...

junior night
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tbh, you can just ctrl c + v another smart cover section

junior night
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coords, lvid, gvid

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and i don't recommend ACDC because it MAY break all.spawn

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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

leaden fog
#

whatever I want to edit I don't want to sacrifice my playthrough for it, already broke and deleted 2 upset

junior night
#

if that's the case, then don't edit all.spawn

leaden fog
#

I already edited it once for the radios

#

and that's working ok

junior night
#

The game checks if the save file corresponds with the all.spawn that was used to save the game

leaden fog
#

yep, needed a new game when I added the radios in

junior night
#

if it doesn't match, it'll crash with a
"SAVED GAME DOESN'T CORRESPOND TO SPAWNS - DELETE SAVED GAME"

leaden fog
#

it didn't crash probably because I only added things

#

but the radios didn't work on the save

junior night
#

acdc afaik doesn't change the spawn registry

leaden fog
#

I'm guessing I'll need to edit that if I want to add custom NPCs

#

liiiike... Snitch for the bar

junior night
#

Custom NPCs can be added via configs and beh

#

no SDK needed for that, or ACDC

leaden fog
#

nice

#

that's good to know

junior night
#

beh for adding gulag jobs for those NPCs without the SDK

leaden fog
#

thanks, this gives good insight

faint viper
#

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

leaden fog
#

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)

quartz crypt
# leaden fog I'll help with what I can

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?

junior night
#

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

quartz crypt
#

Thank you very much. I'll give it a try

junior night
#

If there is anything wrong, let me know.

quartz crypt
# junior night reference it in smart terrain configs

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.

junior night
#

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

quartz crypt
# junior night just look at how existing smart terrains do 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?

junior night
#

it can be any number

#

cover name isn't based on smart terrain's name unlike path_walk and path_look for waypoints

quartz crypt
#

Cheers
Can't wait to get more time to work on this more. You've unblocked me.

leaden fog
#

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

leaden fog
#

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

quartz crypt
#

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?

junior night
#

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

junior night
#

@quartz crypt

quartz crypt
quartz crypt
junior night
#

level.ltx, you mean?

quartz crypt
#

The l1_escape.level file (name may be incorrect) I mean.

junior night
#

ok

quartz crypt
#

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?

leaden fog
#

wait a sec... where is the priority set?

#

in simulation_objects_props.ltx?

junior night
#

those jobs have a default priority, you can find them in scripts

junior night
#

btw, for UI textures, I'd recommend using no compression

#

in the sdk - it should be 'R8G8B8A8'

leaden fog
#

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

junior night
#

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

leaden fog
#

interesting

#

@hearty cobalt you were right - those numbers in simulation_objects_props.ltx do mean the priority, not the amount of squads

hearty cobalt
#

@leaden fog ah so smart terrains need to be edited manualy

leaden fog
#

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

hearty cobalt
#

Nice, so 0 is "no interest at all" 5 is "priority"

#

?

leaden fog
#

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

hearty cobalt
#

Niice

#

How do you set mutant priority

#

Same like for stalkers?

leaden fog
#

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

hearty cobalt
leaden fog
#

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

hearty cobalt
#

If you and Tom are up for some smart terrain edits we could do some ideas

leaden fog
#

zoo_monster is a community for docile/neutral mutants

hearty cobalt
#

Like a small mod/addon for IWP

leaden fog
#

like doctor's pseudodog / noah's dog

hearty cobalt
#

Predatory night is chimera yi think

leaden fog
#

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

hearty cobalt
#

Hmm best to ask experts

quartz crypt
# leaden fog

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

leaden fog
#

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

quartz crypt
leaden fog
#

if you allow both to acknowledge the camp

quartz crypt
#

This is all great guys. Thanks

leaden fog
#

I'm thinking of kicking Freedom out of the garbage depot...

#

they keep sitting around there with bandits

quartz crypt
leaden fog
#

not nice when needing to fight them and not Freedom

quartz crypt
leaden fog
#

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

leaden fog
quartz crypt
#

Banished from the garbage I guess. Haha

quartz crypt
hearty cobalt
#

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

leaden fog
#

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

#

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

hearty cobalt
#

Nice

#

How do you know names of all smarts

#

Some don't have names

leaden fog
#

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

hearty cobalt
#

ahh nice

quartz crypt
#

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

quartz crypt
#

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

quartz crypt
#

;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

leaden fog
#

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]

quartz crypt
#

Hmmm maybe you're right.
Cheers for the input

junior night
#

Make sure to put your texture inside 'import' folder in the SDK's root folder

hearty cobalt
#

So I'd leave their presence in the swamps but significantly.reduce in southern maps

leaden fog
#

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

leaden fog
#

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

hearty cobalt
leaden fog
#

seeing 7 boars at a time with the original tanky health is just not worth the bullets

hearty cobalt
#

True

leaden fog
#

and flesh die a lot faster

#

now stalkers stand a decent chance against a few of the boars

hearty cobalt
#

Also why some stalker walk of to some wildernes fireplace and just stand there

leaden fog
#

SoC you could one shot a boar with a PM

#

I still won't make it that way as it's too easy lol

hearty cobalt
leaden fog
#

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

leaden fog
#

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

leaden fog
#

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

leaden fog
hearty cobalt
#

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

leaden fog
#

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

hearty cobalt
#

Hmm maybe a priority 1

#

Not 3 or 5

#

Why would they reside in stalker camps realistically unless just passing by

leaden fog
#

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

quartz crypt
#

Does Build cover all of these options?

hearty cobalt
quartz crypt
#

[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?

quartz crypt
# hearty cobalt Hmm maybe a priority 1

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

leaden fog
#

if you want stalkers to use the camp, use default_base instead

quartz crypt
#

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.

leaden fog
#

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)

quartz crypt
#

What would be the disadvantages of doing thaT?

leaden fog
#

to get them to sit at campfires requires the smart logic script to be used

quartz crypt
#

ah ok.

leaden fog
#

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

quartz crypt
#

This is all great to know. Cheers mate

The unnarmed zombies? God I miss those

leaden fog
#

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 :(

quartz crypt
#

Haha nice yeah. Abominations

You probably should get deleted too, since you know, you're the summoner.

leaden fog
#

lol

quartz crypt
#

Is there a way to speed up my noclip movment in demo_record?

#

Oh its control apparently

leaden fog
#

yeah ctrl

#

you can use Q and E for smooth rotations

#

I used that for panoramas

quartz crypt
#

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

hearty cobalt
#

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

quartz crypt
hearty cobalt
#

You want those where you set priority for camps or smart terrains ones in level folders?

quartz crypt
#

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?

hearty cobalt
#

I will send you a file with names I gave to smart terrains in Cordon

leaden fog
#

this can be triggered through quests as well

hearty cobalt
quartz crypt
leaden fog
#

no

quartz crypt
leaden fog
#

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

quartz crypt
#

This is great guys.

#

So would priority 200 by the highest priority for this smart terrain? Or would 1 be the highest?

leaden fog
#

200 would be highest I think... That would probably be the first action A-Life does in the camp

quartz crypt
#

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

leaden fog
#

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

hearty cobalt
#

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

hearty cobalt
#

Should speed things up and spawn more stalkers

hearty cobalt
#

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

leaden fog
#

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

leaden fog
#

I changed the foggy weather to be more dense and have no sun

hearty cobalt
#

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

leaden fog
#

I want stalkers to visit the pig farm in dark valley

#

it seems to be isolated

hearty cobalt
#

I used to see stalkers there with Duty

#

But in my CoTz playthrough it's empty

leaden fog
#

yep

hearty cobalt
#

Duty checkpoint is still empty

#

I will still keep an eye on it

leaden fog
#

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

hearty cobalt
#

haha niice

#

I'm still waiting for Bar-Garbage checkpoint detachment to show up

#

It's already better now and I see more action

hearty cobalt
#

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

leaden fog
#

they need the smart covers

#

it's done in the level editor or manually placed in all.spawn

hearty cobalt
quartz crypt
#

I tried testing my changes last night but I never saw any changes sitting the campfires I setup sadly

hearty cobalt
#

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

leaden fog
quartz crypt
timber crescent
timber crescent
hearty cobalt
#

It just looks weird, they don't even sit or anything just standing there in the wildreness

hearty cobalt
leaden fog
#

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?

hearty cobalt
#

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

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One in bar too, barricade next to Wild Territory transition

leaden fog
hearty cobalt
leaden fog
#

talk about watching someone's back

quiet brook
#

Those gastanks look like they're about to explode...

leaden fog
#

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

quiet brook
#

It's the same case in Call of Pripyat

hearty cobalt
#

Fixed in some mods

leaden fog
#

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

hearty cobalt
#

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

leaden fog
hearty cobalt
#

Could be that it's too high res for static to handle ?

#

try without them

leaden fog
#

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

quartz crypt
leaden fog
#

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

hearty cobalt
#

Yeah , they just run there to fire up the place

#

Weird

leaden fog
#

I actually did not see them light any of these, only when I'm away and come back

hearty cobalt
#

example

hearty cobalt
leaden fog
#

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

hearty cobalt
#

Who knows what they did

hearty cobalt
#

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

leaden fog
#

playing on 0.25 pop?

hearty cobalt
#

I raised both muties and stalkers to 0.75

#

Since it was getting lonely in the zone

leaden fog
#

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

hearty cobalt
#

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

leaden fog
#

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

hearty cobalt
#

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

leaden fog
#

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

quartz crypt
# leaden fog

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?

leaden fog
#

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

quartz crypt
#

There's articles on Moddb, but I never found that they answered all my questions

hearty cobalt
#

Even auto diary would be great

junior night
#

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

leaden fog
#

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

junior night
#

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

junior night
#

stalkers seem to pick farthest points to sit on from the campfire, just near the exit of the camp zone

leaden fog
#

ok seems they are doing it automatically

#

just the priority is - at least 1 stalker needs to stand watch and patrol even

#

the others can sit around the fire