#╙🖇mods-making-discussion

1 messages · Page 1 of 1 (latest)

random fulcrum
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ideas on a better name than durability?

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it's too broad

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wear resistance?

tidal elbow
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Speaking of armor or guns?

random fulcrum
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guns

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i could add that stat for armors too

unborn sorrel
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"MomoStats"

.. idk I'm bad with names kekw

random fulcrum
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nah but i mean for the stats names ingame

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max range and muzzle velocity are super self explanatory

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but durability is just too broad of a term

unborn sorrel
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what does the stat exactly show? sry I'm out of the loop because work is busy af

random fulcrum
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the condition_shot_dec stat of a gun

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basically how much the gun degrades after each shot

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i did it like 1.0 - condition_shot_dec - 0.99 so that it shows as some kind of reliability stat

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but then again, reliability is too broad of a term too

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you read reliability and think about the chance of a misfire

calm pivot
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death_generic is what the npc drops when dead right?

fluid wharf
unborn sorrel
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Shot Degradation is pree spot on then, no?

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at least, i would roughly understand that on a quick glance

random fulcrum
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then i would need to display the raw value

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instead of the funky formula just display the stat

shy torrent
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Reliability is the term utilized by the game when upgrading Durability, iirc, so it would fit, despite being rather broad

random fulcrum
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so instead of a 92% gun it would be 8%

shy torrent
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While it doesn't really decrease the % chance to jam, etc, a better durability means you can go longer between maintenances, so a longer Time to Jam (TtJ) kek2

unborn sorrel
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Reliability is good then ya, now that I have the context

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TtJ kekw

random fulcrum
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titty

shy torrent
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Btw Momopate, your latest version seems to take into account upgrades

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Had a weapon at 71% accuracy, upgraded, it's now showing 80%

random fulcrum
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accuracy is a vanilla stat

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look at the ones below mag size

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those are the ones i added

shy torrent
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Oh right, your mod only added the extra stats, the rest remains the same

random fulcrum
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muzzle velocity should scale with flatness

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and durability should scale with reliability

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max range should be static

shy torrent
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Did RPM scale before? I just upgraded Fire Rate and RPM remained the same

random fulcrum
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rpm is weird

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sometimes it updates instantly

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sometimes you have to save and reload

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or change map

shy torrent
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Ah, gotcha. It's very minor, I seldom go auto on anything anyways

random fulcrum
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it's been like that since vanilla

maiden dune
random fulcrum
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holy christ almighty i got the values to update

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now i just need to find a way to display decimals

regal bolt
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is there a mod about other factions being able to do the main story line

random fulcrum
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cs eden is working on properly implementing lttz for everyone

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golden deagle base vs upgraded

tidal elbow
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So reliability is about...?

unborn sorrel
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this is good - i want it meow

regal bolt
random fulcrum
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these upgrades

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that's reliability

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i just don't know what to call it anymore

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figured reliability is nice since it's in the upgrade trees

tidal elbow
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Okay but what's that about

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Like what does it do

random fulcrum
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how much the gun resists wear when shooting

tidal elbow
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Why it's important to have reliability

random fulcrum
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higher reliability means a more durable gun

tidal elbow
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Okay okay

random fulcrum
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turns out max range wasn't static

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there were upgrades that affected it

regal bolt
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can renegades do main storyline with LTTZ

random fulcrum
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lttz is the main storyline

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and no, by default they can't

regal bolt
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what about questlines for all faction why was it deeleted

random fulcrum
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nothing about questlines has been deleted

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wdym

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also this shouldn't be in this channel

regal bolt
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imma ask you in stalker general

twin turret
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I actually love you momo

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no homo momo

shy torrent
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Momo satisfying that information craving

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I also never noticed that Flatness also increased Accuracy, even if ever so slightly

random fulcrum
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yeah some guns get a small acc boost from flatness

regal bolt
edgy tendon
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you can't, that's not allowed on this discord!

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any hamburger song will automatically get you banned from Gamma, hence the name: Grok's 'Automated' Modular Modpack for Anomaly.

tidal elbow
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Someone in the server asked about it

undone lily
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@random fulcrum parse the enhanced recoil ltx and generate recoil stats for guns automatically

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That would be awesome

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Getting back to IRL for few days

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What you did is awesome

random fulcrum
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oh that's a nice idea

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just woke up, will see what i can do

random fulcrum
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yo @undone lily how do i even read the recoil parameters

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like this one e = 0.8 ,0.25 ,0.4:1 ,1.8:0 ,1.1:0 ,0.1

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from the stechkin

undone lily
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Use S and first E Parameter

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This should give an Approximation.

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Like s * e[1] * 100

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Low recoil 5.56 guns will be about 22 Recoil if I'm not mistaking. Big snipers will be about 300 something ?

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The best would be to also use values from the gun ltx itself

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zoom_cam_dispersion * s * e[1] * 100

Ash12: 2.25 * 1 * 0.7 * 100 = 158 (it will be rounded in inventory)

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Ar15: 0.4 * 1 * 0.1 * 100 = 4

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(the gun as almost no recoil so I think it's fine )

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If you need help I'm here @random fulcrum

south remnant
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anyone able to help me out here, I wanted to modify the gunslinger addon

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so I extracted the game files, but I can't open the OGFs for the weapon meshes

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gives me an 'incorrect file format' error

undone lily
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Can't use gunslinger assets in Anomaly

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The shit is encoded and it uses different arm rigs for guns and animations

south remnant
shy torrent
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@thin kelp Found a Monolith with a spaghetti leg. Not sure if this is exactly what you're looking for, but here's the data

thin kelp
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thanks

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i think ive "fixed" this model about 5 times now, i think im going to nuke it and make it from scratch again

shy torrent
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On the positive side, it's not freaking out the physics engine and become a deadly slenderman

brave prism
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that was possible in vanilla anomaly if i recall

shy torrent
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Still possible with a few models. Had a fracture go nuclear between 2 trees

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Also the tent you can deploy, that thing is deadly

undone lily
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Usually you need to convert them to .object with AXRtoolset

south remnant
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gives me an 'incorrect file format error' actually

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when trying to convert ogf -> object

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I can open regular COP OGFs though

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its specifically the viewmodel files from gunslinger that hang

random fulcrum
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get the blender-xray plugin dude

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that way you can import models without issues

south remnant
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thats what I've been using

random fulcrum
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huh

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really weird

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i've never get blender to crash when importing an ogf

south remnant
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I can import most ogfs fine, but the gunslinger view models are scuffed for me

random fulcrum
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maybe it's gunslinger being gunslinger

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but it's nice knowing now, i wanted to port the laser deagle to anomaly

south remnant
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i'm hoping someone knows a fix cause I really wanted to use the viewmodels

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pretty easy to replicate as well - install gunslinger -> unpack it -> import any weapon viewmodel OGF

undone lily
south remnant
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well damn

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i even emailed the gunslinger creator for permission and he said sure

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i take it there's no way around the encryption

undone lily
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Welp. Try asking Anomaly mod making discord channels

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I know gunslinger models are "special"

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I never worked with them so I can't help

woven mountain
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Hacking time for the encryption

random fulcrum
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@undone lily can you dltx files in the plugins\ folder?

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i got the recoil display to show me some nice numbers but it crashes with weapons that don't have a set of effects defined in the recoil ltx

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or i don't know, a way to redirect based on caliber

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wait i'm dumb i answered myself

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oh but wait they still aren't defined

undone lily
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It has every gun

random fulcrum
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it lacks some guns even included in gamma

undone lily
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Uh ?

random fulcrum
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like bas' stechkin

undone lily
random fulcrum
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there's wpn_aps

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but not wpn_aps_bas

undone lily
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I will fix this

random fulcrum
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please and thank you

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i also didn't find wpn_pb_bas_custom

undone lily
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What you can do is using or

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s_value = r_string(sec, blabla) or 1

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That way if the section isn't found in the ltx, it will use the default values

random fulcrum
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hold on it seems that there aren't that many missing guns

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let me get all the riches of the zone and run a script

random fulcrum
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handguns:
wpn_aps_bas
wpn_aps_bas_apsabigo
wpn_pb_bas_custom
wpn_pl15_pl15_scolaz
wpn_pl15_tan
wpn_pl15_tan_pl15_scolaz
wpn_pm_bas_actor
wpn_pm_bas_custom
wpn_pmm_bas
wpn_sig220_n_u2p2g0r
wpn_sig220_n_upg220
wpn_sig226_226sig_kit
wpn_sr1m_gurza_up
wpn_sr1m_sr1upgr1
wpn_walther_p99_mod9

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shotguns:
wpn_toz34_bull

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no smgs are missing effects

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rifles:
wpn_ak105_shakal
wpn_vintorez_1pn93
wpn_vintorez_alt

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snipers:
wpn_gauss_quest

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launchers:
wpn_rg-6

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those are all the weapons without effects in the ltx file

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@undone lily

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also, what about giving the wpn_gauss_quest the old og gauss model

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so it's unique

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and slightly different stats, worse than the normal gauss

undone lily
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Thanks !

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Fixed in next update

random fulcrum
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let's go dude

undone lily
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@random fulcrum update is up

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Can't wait for your improved guns stats display dude. It's next level shit

versed niche
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UPDATE ON THE STALKER TTRPG

Hi guys me again so its slowing down a little reason why me and my friend who are working on the project are having life issues atm however this does not mean we are stopping it for now only slowing it down alot until we can get life back on track and cleared up a little

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so far we are working on the map territories custom areas and how environments will be affected by the REDACTED until then we will keep diligently working on the lore and fleshing it out

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and tieing things together but also leaving it open enough so the players may do as they please

undone lily
undone lily
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It's possible to add new light sources to bases now 😄

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no more dark merc base

twin turret
vague sphinx
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I've never used the hideaout furnite addon yet, but when I will, it's gonna be so great xD

grim forge
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So, I duplicated the HF radio item, and gave the radio_2 a radiola mesh (the older bigger radio's) and it works. I kind of think we need to make a list of the meshes plausibly compatible with the function ^^
Would it not also maybe be interesting to try and have a pc mesh display the pda?

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(It crashed when I tried to turn car into a radio, I think I need one more 'duplicate layer' (=yes, noobspeak))

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Radiola:

grim forge
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I really hope HF ends up inspiring random "habitant" encounters on the map!

still meteor
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dynamic objects 2

grim forge
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Lauta, I would dare saying that the mod you made is close to what dynamic inhabitants could do. Spare for the objects and map randomization part, that is 🧐

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hmmmmm🤔

grim forge
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Granted a large pool of 'guides' are created with different behaviors (they're basically potentially affiliated civilians, some being guides, some traders, etc) + a list of the places not completely imminently deadly radiation-wise, where one could set a hidden camp on the world map = hearing music through the mist or being randomly attacked from a building's higher floor.
Also = I mean super low spawn chance.

long spear
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not really sure where to post this, but is there any way to fix the hud editor? i like having my pistols far away from the screen, but with the mod to adjust scope position, it only changes fov rather than position, which makes the arms/hands look weird
it's a minor nitpick and i can live without, but hey, it's worth asking at the v ery least

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top image is using the fov adjust, and bottom is with hud editor positional adjust

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note the position of the pistol is roughly the same, but you see more of the arm, and the sleeves look like they're actually on the hands properly

undone lily
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For HUD editor you need to input the values in the gun ltx file manually

long spear
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well… shit.

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alr then

still meteor
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Then make a dltx file which contains aim positiom, should be quick

south remnant
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does anyone know if the AXR DDS->TGA converter works?

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gets stuck for me

serene folio
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Anyone know if there’s a way to edit the companion accuracy?

undone lily
jaunty nova
versed niche
versed niche
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Np

thorn pollen
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@fair canopy i really like that idea

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its a lot less blocky and intrusive than the standard text-boxes

fair canopy
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thanks. I'm no expert at making textures so it's a simple copy and paste of the existing UI

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i tried to make it look ok lol

thorn pollen
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i'd say treat is as a proof of concept

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experiment a bit with it, i could deffo see myself using it

shadow glacier
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@undone lily jsrs 5.0 is in a good state, haven't had anyone report any major issues and I played 6+ hours with good results. should be good to add to gamma with that patch I made for you

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im gonna do a final update and then push it to the original main moddb page sometime later this week when I get around to it

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theres also a bunch of un-used gunshots that I may set up for use with new guns in gamma

undone lily
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Last time I tried all guns were sounding the same and the volume of gunshots was very low kekcry @shadow glacier

void spoke
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man trackir would be so cool

grim forge
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Lean, freelook and crouch, then 👌

grim forge
# void spoke man trackir would be so cool

update - lean and crouch is possible as is and just requires appropriate tweaking (Vjoy and JoyToKey or JoystickGremlin). Freelook is a bit trickier but could go by the same process.

grim forge
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Crouch with your abs

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it's basically the same movements you'd do in an intense gunfight in front of your screen, but with your torso right away instead of that + q / e / Ctrl

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it's pretty neat, I wonder how an intense battle feels now 🧐 (edit: it's good)

shadow glacier
# undone lily Last time I tried all guns were sounding the same and the volume of gunshots was...

the guns are quieter because they aren't blowing out your headphones/speakers at max db anymore, which means they don't cause clipping, we just need to lower the volume of everything else a bit so you can turn up the global volume in windows to get that loud gunfire again.
https://www.youtube.com/watch?v=tHzTx-rUAok

In this video we give you a simplified definition of clipping and how to avoid it.

For more Tech Tips be sure to check out The DDownlow link at the end of the video!


So what is clipping? In a waveform the high points are peaks, or posit...

▶ Play video
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what would be ideal is having a seperate audio slider in the settings for gunshots

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no idea how difficult that would be tho

fair canopy
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are there any guides to adding different scopes to weapon models?

undone lily
shadow glacier
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Yeah, aint no way anyone is doing that

fair canopy
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so i managed to get the mesh working but it's got no textures

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nvm i may have figured it out

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ayy baby's first mesh edit

still meteor
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what are you trying to edit

fair canopy
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adding scopes to weapons

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for now i wanted to give the hk417 a bas scope

undone lily
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Hk417 is bugged anyways ?

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Like anims are bad

fair canopy
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they seem ~alright~

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im trying to figure out what controls the red dot that appears when raising weapons with collimator sights

random fulcrum
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it's a transparent texture you put in front of the lens

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and then apply the optics shader

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or, i mean, not a transparent texture

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but yeah you slap the reticle as a separate layer

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and apply the shader so that it moves with the camera

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and doesn't stay frozen

fair canopy
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The little square that's in the scope mesh?

random fulcrum
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depends on the model

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but usually yes

undone lily
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Usually you get a gun with the scope, delete all vertices but the scope vertices and lenses (select by vertex groups) then delete vertex groups, then join the donor and receiver gun, then move the scope and all lenses to the correct position on the donor gun on which the scope got joined, export

fair canopy
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yeah thats basically what i did. i joined after the scope was aligned . sometimes exporting to ogf gives me an error about missing armature

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if i export to object, import that object back and then export it to ogf it seems to work

undone lily
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Tried again to edit how much only the actor gains in terms of rank points when killing stalkers, to no avail

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2 hours lost

random fulcrum
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npcs barely get score from killing stalkers anyways

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what i usually do is boost npcs scoring all the way into space

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like, across the board

fair canopy
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so i fixed the protecta thanks to momo

random fulcrum
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pog

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yo @undone lily do you think PBA needs more particles?

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i'm currently trying out all sorts of particle effects on many of the artis from that mod

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also adding sounds to previously silent artis

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i can't gauge how much do particles affect performance

undone lily
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actor and NPCs

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No ?

random fulcrum
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npcs have a separate table

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npc_statistics at line 140

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in game_statistics.script

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it's not as flexible as the general table which includes different bonuses depending on the victim's rank

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but it's at the very least something

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i believe a better fix can be done through scripting

undone lily
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aaaaah thanks

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2 things at 2 different places

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classic xray

random fulcrum
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yeah i don't know why are the rank bonuses defined in an ltx file

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makes no sense

fair canopy
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@undone lily how do you align the laser dot with where the bullet hits?

random fulcrum
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you move the laser dot on the model

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until it aligns with the crosshair

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that's it

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it's tedious as all hell

fair canopy
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Oh so just checking it in game And adjusting it?

undone lily
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In the game HUD editor

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Don't fuck with the model

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You need to realign all sights

random fulcrum
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@undone lily about the npc scoring thing

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in game_statistics.script

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there's increment_npc_rank(npc, value)

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at line 284

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you could just slap a multiplier on the rank change

twin turret
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I'd kill for an add-on that allowed the crafting of an expert tool kit, but to make it balanced you'd need an expert kit to craft them (ie. find one in a stash like normal first)

random fulcrum
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what would be the point then

twin turret
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so you can craft expert tool kits for technicians

random fulcrum
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and what would the recipe be?

tidal elbow
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5 advanced toolkit

twin turret
tidal elbow
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The real question is

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(You know I saw that kekleo)

How hard is it really to find them?

twin turret
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took me about 30-40 stashes to find my first one

deft drift
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i need some help

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is there any way to make a mod that adds frag 12? kekleo

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i intend to make a full auto aa-12 that shoots hesh slugs trollge

random fulcrum
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i don't know if there's any way at all to get bullet impact

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you can on npcs and the player but not on map geometry

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afaik

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if you find a function like that then the mod is possible

deft drift
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nvm then i will just edit the aa-12 to shoot grenades then lmfao

shy torrent
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I'd love for a way to craft Expert, even if at considerable expense

random fulcrum
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10 advanceds and a volat

twin turret
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ew

random fulcrum
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then what the fuck 3 wood 4 scrap 5 fastener

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and a multitool

twin turret
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5 advanced tools

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lol

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just like how advanced needs 5 basic tools

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or even add a full use ramrod, file and multitool for the hell of it

desert walrus
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How do I get started with scripting? I want to learn modding but I have no Lua or any modding experience

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want to start with something like making basic scripts and like that

random fulcrum
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lua is super easy to learn

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the method i've been using since i was like 12 is just

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steal other people's work IN GOOD FAITH

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study it, learn how it works

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maybe make your own fork of the thing

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and slowly build your way up

undone lily
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But I changed the tables and it works

desert walrus
vague sphinx
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Depends on what you want to script specifically

desert walrus
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i want to start with sounds

undone lily
random fulcrum
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yeah

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what do you want to do exactly

undone lily
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Now you can script when to play certain sounds if you want

desert walrus
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play sounds on specific use cases per se

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where do sound files get called from tho?

random fulcrum
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from their respective folders

desert walrus
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I have seen there is an interface folder where sounds are stored but i can't find who or what calls it?

undone lily
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gamedata/sounds

desert walrus
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like is it called by a .ltx file or something?

undone lily
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Then it's a bag of folders

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Usually to find sounds you want to replace the best is to guess where it could be stored....

random fulcrum
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the script calls the sounds

undone lily
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For guns it's called from their ltx by the engine

random fulcrum
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you can define your sound as a variable like: local snd = xr_sound.get_safe_sound_object(your sound here)

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just because it's safer

desert walrus
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ok lets say the inventory opening and closing sounds, what script calls it?

desert walrus
random fulcrum
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ui_inventory.script

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yes

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with backward slashes

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two backwards slashes

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like "sounds\\weapons\\[...]"

desert walrus
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got it thanks

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so i can get started for eg with ui_inventory.script then?

random fulcrum
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depends on what you want to do exactly

desert walrus
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I want to see if i can edit inventory opening and closing sounds

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like there is a zip sound when it opens but its for metal boxes as well

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i want to try if i can edit those with real boxes sound

random fulcrum
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ohhhhh now i don't think that's possible

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afaik stashes are baked into the map's geometry

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you could do a gross hack and check via coordinates

desert walrus
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like hardcoded stuff?

random fulcrum
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hold on lemme check

desert walrus
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sure thanks

random fulcrum
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they aren't baked into geometry but they have specific unique names

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depending on map and territory

desert walrus
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Ohh ok

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how do i get those?

random fulcrum
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you could try looking into grok's stash overhaul

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mod 60 in gamma's load order

desert walrus
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Ahh i see thanks man

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also is there any thing to keep in mind while modding?

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don't wanna brick my game lol

random fulcrum
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have another save to sandbox and debug your stuff

desert walrus
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ohh ok

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now just have to get started with lua😅

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u really helped a noob out here bro thanks

shy torrent
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Is there a written tutorial on how to make a DLTX mod? I want to change a single thing on a file, so if I can just override that one variable, it'd be great. Tried searching but the only one I found is a video

random fulcrum
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create a mod_system_[name].ltx in the configs\ folder

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inside it do ![the thing you want to edit]

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notice the !

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that tells the engine that you're overwriting data

undone lily
random fulcrum
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then below that line you add the lines that you want to edit

shy torrent
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Based Momo

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Much thanks

random fulcrum
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de nada amigo

vague sphinx
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I like how we're basically reverse engineering to learn while the first guy to ever do the addons could not do that, big brain people up there xD

random fulcrum
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haven't even thought about that

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it's like the guys who invented math

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what was going on inside their heads

vague sphinx
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Questions that will never be answered possibly x)

static sundial
random fulcrum
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didn't even know this callback existed

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@desert walrus

static sundial
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axr_main.script has a big list with all script callbacks

random fulcrum
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thanks, this is huge

static sundial
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but ye I didn't know either until I had to find a way to detect the player opening a stash box

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like most of the things I know I learned it from just reading anomawy code

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a good editor with fulltext search goes a long way

desert walrus
static sundial
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hope its helpful

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ZCP uses this in smr_loot.script if you want to see it in action

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in that case it's to inject random loot when a stashbox is first opened

woven mountain
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Why are all the useful lists in separate documents

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axr_main.script
lua_help.script
_g.script

steady apex
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Because

woven mountain
random fulcrum
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how do i get a gun to look shinier and more metallic

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editing materials in blender seems to do nothing?

woven mountain
undone lily
thorny hornet
#

Hello, instead of putting the photos of the levels, could you not add, for example, a patch of any faction that appears randomly and that briefly explains what the faction does, what it did, who they are hostile to and everything like that? Or as for example mutant X and explaining where it appears, if they are weak, strong, etc, do you understand me?

#

Something like skyrim loadscreens

undone lily
#

It's written below the load screen

thorny hornet
#

But what i say is

#

instead of a map photo

#

Put the photo of what the tips are talking about, is that possible?

shy torrent
#

Possible? Yes, but also boring, imo. Lost Ark had instructive loading screens and they were meh, don't want a tutorial every time I change maps

#

And all that information is already in the PDA, unlocked as you meet them

#

Faction lore, intentions, etc

vague sphinx
#

Well, not only would I find it boring, but also against the vanilla spirit

#

Which I aimed for in a more high definition manner

#

As well as showing what you're going to actually see, it really is about showing spots, as Grok said, the rest is for the tips

#

And as my dear Nyamses said here, all of that stuff is in the PDA already

#

And lastly, I'm pretty sure that there is not 180 tips of the Zone, and that's my number of screens

fair canopy
#

I'm trying to edit the hud of the korth and found that it has item position and item orientation changes so when I go into the hud editor it defaults all the values to 0. Is there any way to edit the hud and keep the item values so that I can properly change the hud?

random fulcrum
#

edit the hud class

#

not the base weapon class

#

base weapon position is for npcs and third person

fair canopy
#

you mean this right

#

?

random fulcrum
#

not item_position

#

hands_position

#

that's what you need to edit

fair canopy
#

oh that i know. im saying in game the hud editor acts like the item position is set to 0

#

hold on

random fulcrum
#

the ingame hud editor barely works

#

i use it to get quicker feedback

#

instead of changing a fourth digit decimal and then reloading the hud in debug

fair canopy
#

this is the hud normally

#

this is it with hud editor turned on

regal bolt
#

Tried Graupel, looks absolutely great. 10/10

#

not entirely sure if i can live with the random in and out snow 'storms' though

random fulcrum
#

graupel looks gorgeous

#

i actually love the perma snow storm

vague sphinx
#

Well, if the cold system actually sees the day of light in the future, that will be glorious

random fulcrum
#

it technically does tho?

vague sphinx
#

Does it ?

shy torrent
#

If I want to add adjustable zoom to a scope, is this the variable I need to change/add? scope_dynamic_zoom = on

random fulcrum
#

yes

shy torrent
#

Thanks again, Momo. You da best

random fulcrum
#

it goes from 100.0, which is no zoom at all, up to what you defined as the scope zoom

shy torrent
#

Ah, gotcha. I just want to add it to the Swamp Thing, since it uses a SpecterDR scope but it's fixed zoom for some reason

random fulcrum
#

i don't even know which scopes should have dynamic zoom irl

#

but for balance reasons i strongly believe that only snipers should have dynamic zoom

#

and the gauss scope since it's super rare

shy torrent
#

I honestly don't know either, but the SpecterDR has adjustable scope on all other weapons, so I'm just going by the discrepancy

random fulcrum
#

oh really?

#

i'm sure on some m4's it doesn't have dyn zoom either

#

you might want to check that out

shy torrent
#

I might come up with a list and show it to Grok then kek2

random fulcrum
#

ok so i tried editing the .thm files of the gun

#

to no avail too

#

like, tried boosting everything but still getting the same look ingame

undone lily
#

@random fulcrum bump texture

woven mountain
#

How do I check faction goodwill with a command?

#

Command doesn't sound like the right word but tired

undone lily
#

Do you have Something to search through Anomaly extracted scripts and configs ? @woven mountain

#

search

get_community

#

Iirc

woven mountain
#

community_goodwill
goodwill
general_goodwill
actor_goodwill

undone lily
#

It's community goodwill iirc

#

Do some printf

#

And verify jn the console

#

Trial and error

woven mountain
#

Gonna try to fix the bounty squads spawning and shoving you around when you have 500 goodwill.

fair canopy
#

Would it be possible to create a scrip to turn off toggle weapon aim when you sprint and then turn it back on?

random fulcrum
#

500 goodwill is too low imo

#

what about making them rarer and rarer the more goodwill you have

#

and completely disable them once you get to 2000

fair canopy
#

How would I go about making an icon for a weapon?

random fulcrum
#

render the gun with all of its textures in blender

#

press the x axis

#

and screenshot

#

idk

fair canopy
#

Can I edit out lines with dltx?

random fulcrum
#

!! before the line

fair canopy
#

ah thanks!

bronze cipher
#

yo

#

would it be possible to make an aim assist mod

#

theoretically

#

i just worked out a controller layout for the game via steam but its almost impossible to aim at things like cats and dogs etc

remote pewter
#

A small mod idea I'm putting here before I forget it:

#

Companions should give you a radio message of what they are shooting at when they start to engage in combat.

#

Too often a companion starts firing at something unidentified in the distance and I have no idea whether I should join in or haul ass and retreat.

fair canopy
#

@undone lily do you know where i could find the function that controls toggling aim and a list of how to bind a function to a specific keypress?

thick loom
#

A mod idea i had, based in hideout furniture, since hideout furniture creates the possibility to drop a 3d object and set it still on the ground, wouldnt it be possible to set props (houses, buildings, structures, trees...) as "items" that spawns is certain empty locations?

Example: Darkscape can be very empty, setting some structures to spawn at certain locations (Like dynamic objects addon did) would create more places to explore

#

This would allow to change maps and landscapes without having to edit them in SDK

fair canopy
#

I'm trying to create a script that will let me sprint out of toggle aim but i cant seem to get it to work. this is my first time trying to script and i've looked around in the files and other but i don't have enough knowledge to know where to look for what i need. Here is what i have so far
function on_game_start()
RegisterScriptCallback("on_key_press",on_key_press)
RegisterScriptCallback("on_key_release",on_key_release)
end

function on_key_press(key)
if (ui_options.get("control/general/aim_toggle")) then
if (key == bind_to_dik(key_bindings.kWPN_ZOOM)) then
if (key == DIK_keys.["DIK_LSHIFT"]) then
local toggle = get_console():get_bool("wpn_aim_toggle")
local val = toggle and 0
get_console():execute("wpn_aim_toggle" .. val)
end
end
end
end

function on_key_release(key)
if (key == DIK_keys.["DIK_LSHIFT"]) then
local toggle = get_console():get_bool("wpn_aim_toggle")
local val = toggle and 1
get_console():execute("wpn_aim_toggle" .. val)
end
end
what i figure is that the script should check if toggle aim is on, then see if i'm in ADS and if i press the sprint key (in my case left shift) it should turn toggle off. The function below that should act as soon as i let go of shift to turn toggle aim back on

random fulcrum
random fulcrum
#

there with 2 decimals for a more precise stat

tidal elbow
#

@random fulcrum on his way to become an alpha modder

woven mountain
remote pewter
woven mountain
#

Oh good you're here

#

How specific should it be?

#

Mutant and Factions?

#

Like "Hey boss shooting a mutant"/"Hey boss shooting a freedom member"

remote pewter
#

Yeah I was thinking type of mutant & factions

#

but I don't know how it would be done, so any level of specific is an improvement

woven mountain
#

When should it trigger? It would be easier to code if it triggers on hit by companion member (More examples)

remote pewter
#

I could write out a bunch of generic radio messages

woven mountain
#

But there is also a npc_on_eval_danger trigger

#

It is used once in all of anomaly and gamma mods

#

And not in the context I am looking for

remote pewter
#

yeah so I was thinking it could trigger via a per companion 'in combat' check that runs at an interval, but I don't know the ins & outs of how you would do this

#

pretty limited experience with modding stalker

woven mountain
#

Let me pull up the list of triggers and you tell me about what's good.

#

This is a list of every trigger I can use

#

If it's not on here it's outside of my capabilities

remote pewter
#

lemme get on my computer & dig into what some of these triggers mean

woven mountain
remote pewter
#

so do you know of a place where npc_on_eval_danger = {}, -- Params: (<game_object>,<table>)
is explained?

woven mountain
#

Nope!

fair canopy
#

what's the difference between a world model and a hud model for guns?

woven mountain
#

It's literally used once and not in the right context

remote pewter
#

I wonder how the radio system gets messages for stalkers fighting other stalkers

#

I'm asking the anomaly mod coding thread. maybe some wizard in there can enlighten us kekleo

random fulcrum
#

check the xr_* files

#

those contain ai stuff

#

maybe xr_combat

#

there must be something about what is the ai currently targeting

remote pewter
#

noob question, code comments in unpacked scripts are just glyphs, not readable.

#

I remember there was a way to fix this?

remote pewter
#
-- Gather NPC info
local f = faction_expansions.faction[contact.comm]
-- ... lots of message info getting accumulated
info.enemy = get_enemy(contact.comm, info.map)
#

get_enemy gives us this:

#
function get_enemy(faction, map)

    -- Collect enemy factions
    local enemy = {}
    for i=1,#faction_lookup do
        if game_relations.is_factions_enemies(faction, faction_lookup[i]) then
            enemy[#enemy + 1] = faction_lookup[i]
        end
    end
    
    -- See map presense with topic's faction
    local lvl_enemy = {}
    local lvl_p = dynamic_news_helper.GetFaction(faction,"level_presence")
    for i=1,#enemy do
        local lvl_pi = dynamic_news_helper.GetFaction(enemy[i],"level_presence")
        for k,_ in pairs(lvl_pi) do
            if lvl_p[k] and (k == map) then
                lvl_enemy[#lvl_enemy + 1] = enemy[i]
                break
            end
        end
    end

    local pick
    if (#lvl_enemy > 0) then
        pick = lvl_enemy[math.random(#lvl_enemy)]
    else
        pick = enemy[math.random(#enemy)]
    end
    
    
    if pick then
        return "st_dyn_news_comm_" .. pick .. "_8"
    end
    return "st_dyn_news_enemy_foces"
end
remote pewter
#

noticed best_enemy() when I found lua_help.script, which exports engine functions

#

The thing is these methods for if an npc sees a stalker don't account for if a companion is set to fire at will.

#

So I guess that raises a bigger question:

#

Should a companion inform the player whenever he sees something hostile, or just when he engages in combat with something?

woven mountain
regal bolt
#

i would say either combat mode or see/hear one

#

cause we all know npc aim mainly companion aim is completely fucking random so you could get your shit kicked in before they hit anything to tell you what the fuck it is

woven mountain
regal bolt
#

yea im leaning more towards combat mode

woven mountain
regal bolt
#

although i could see how a mod like this could get annoying especially if you have multiple companions who all at the same time cause that PDA sound to happen

woven mountain
regal bolt
#

i have no fucking clue i dont know the slightest thing about coding kekw

woven mountain
#

I'm asking you to read npc_on_eval_danger and tell me whether you think it relates to combat mode

#

Because your guess is as good as mine

regal bolt
#

yea i think? fuck i dunno

#

fuck around and find out i guess

#

fuck i should learn how to code

#

add a pissing mechanic to the game

woven mountain
#

2nd bit is what I have no idea how to do.

regal bolt
#

fuck we gotta combine our collective consciousness to figure this shit out

woven mountain
#

Any ideas Grok? If I could figure this out I could probably get that exit car on level transition for you as well

woven mountain
woven mountain
#

@regal bolt @remote pewter Alright I think I know which trigger to use. I think I'll use npc_on_weapon_unstrapped since that seems straightforward

#

And it's used exactly once so I have no context for how to use it sweet

tidal elbow
#

Who pinged me?

woven mountain
#

Wasn't me this time

remote pewter
#

when does npc_on_weapon_unstrapped trigger?

woven mountain
#

I believe it activates when an NPC unholsters their weapon

vague sphinx
#

@steady apex anomaly_radii.zone_mine_darkness.max * 4
I have to avoid touching this line I suppose ? It doesnt make more of them for one spawn but rather extend their radius ?

remote pewter
woven mountain
#

That's the hard part

remote pewter
#

I was thinking of checking at an interval of updates

remote pewter
woven mountain
steady apex
woven mountain
#

Any advice demonized?

vague sphinx
remote pewter
#

then if so checking against some data struct of previous enemies and time spotted.

#

very basic prototypy logic

#

Lots of problems with it for turning it into a solid mod that would need some elbow grease.

#

Give me 5 and i'll post some thoughts on it

#
Problems:

- How to distinguish whether companion is in 'hold fire' or 'fire at will' mode.
- How to prevent spam messages from the same companion?
- How to prevent spam messages when you have multiple companions?
- How to prevent spam messages when you have many of the same type / faction of mutant / stalker?
remote pewter
woven mountain
#

How long should the timer be? 15 seconds?

remote pewter
#

I don't think you'd want to use a flat timer because firefights could last a long time

undone lily
#

Or pda messages ?

remote pewter
#

PDA messages, idea is about a mod where companions tell the player what type of enemy they are engaging when in combat

#

Similiar to the PDA news messages "We are facing bloodsuckers northeast at the saw mill" except for now a lot more primitive lol

remote pewter
grim forge
#

what if throwing a vodka bottle with a bandage on top and with matches spawned a little and temporary fire anomaly on contact

elder maple
#

please tell me how to remove the sound of crickets during the day?

woven mountain
#

How would I teleport the actor slightly upward or leftward of the way the actor is looking?

woven mountain
#

@grim forge Were you planning on posting your progress on your hud mod?

tidal elbow
random fulcrum
#

ok i'll call in just a sec

gloomy wolf
#

there should be a way to trade through pda and attend missions, all stalkers have a pda ._., even completing quests/receive payment, except when they are asking for guns, mutant parts it needs to be face to face for deliveryXD, actually I saw a mod for social media war:v (stalker hunting mod:v), it should be good if you can post via pda that you are looking for some kind of mutants/faction squads or if they have been seen somewhere, what do you think?

random fulcrum
#

too vague

grim forge
#

Plug it to CRCR, connect id of vanilla items for inter-modpack compatibility, and a minimal 'order and contracts' plugin to CRCR, and you have a player to player quest-integrated trade system of sorts

#

Player 1 = I want ammo - find this ammo and I'll have item 1 or 2
Player 2 = finds ammo in their game - open pda - accept CRCR contract
Profit

Note: CRCR can already check if your dbg mode is on and prevent you from transferring money
Note 2: enter game in dbg mode, f7, get rich, close game, exit debug mode, launch game = mafia

gloomy wolf
# random fulcrum too vague

really?, prevent from walk(I know that walking is good) and get some covid:v
we can use that time instead of walking all rostok for example, we can stay on a campfire and using pda making business while we are being healedXD

grim forge
#

into gamedata\textures\ui

#

test 1 2

tidal elbow
grim forge
#

If you like pls feedback so we can talk out what works/doesn't

#

They should be vaguer now but still visible

#

I'd almost say it's worth reworking the backgrounds too because I like 'devices' in games

tidal elbow
#

What detector do I need to use for it? Veles? Svarog?

tidal elbow
grim forge
#

I tested svarog with the purple ones in rookie village

grim forge
tidal elbow
#

Tell you what, when I'll actually do the thing, I'll ping you, so you can follow me and I don't fuck up anything

grim forge
#

np

#

given I'm here lol

#

it's one single texture file, should be 0pb

woven mountain
#

Does anyone here know why there are three numbers for direction when direction should be defined by a single number? Also, how do I teleport the player a distance based on the player's position. The more I look, the more complicated it is

random fulcrum
random fulcrum
#

dude holy fucking shit i just figured out something huge

#

i managed to spawn stuff on geometry

still meteor
random fulcrum
#

the exact feel i was going for

still meteor
#

does anybody have

#

cinematic vfx 3.5?

random fulcrum
#

it's in the moddb page

still meteor
#

didn't saw it lol

random fulcrum
#

ok so the idea is to also give the item n62 an explosion effect on impact, way less powerful and somewhat smaller

#

maybe add ludicrous gibs on gauss hit?

#

maybe even remove the npc on gauss kill, as to make it the literal npc removal gun

#

except eidolon to get the guaranteed volat and svarog

steady apex
#

That's pretty cool, some sort of thunderbolt or lightning gun from ut2004. the game desperately needs unconventional weapons imo, I have some ideas but they remain ideas for now

grim forge
#

YO, in Gamma, what optional BHS Redux optional files are used by default?

#

Trying to get the local damage paperdoll working abroad

#

*The optional files

random fulcrum
#

only way to find out is to install it one by one i guess

grim forge
#

I had hoped I could avoid that part ^^

undone lily
#

Check it out here

grim forge
#

Merci plus1 (sorry for the quite ignorant question) (the answer was = Main + EFT skin)

regal bolt
#

Hello stalkers i have an idea for an mod that yall might consider, So you guys know in COP there is helmet that you get from Snag's container and that helmet has integrated Night Vision, so why don't we bring that back for that helmet alone in gamma and make it an upgrade that can be done with Basic Tools for that helmet, the Night Vision needs to be 2nd generation because if its done with advanced tools you're not gonna upgrade this Helmet and just craft 2nd Gen NVs, the pro will be 2nd Gen NV in early game but horrendous Radiation protection, what do you guys think?

native shoal
#

is the gauss projectile now an explosion with extra effects?

#

even the frags would make sense, debris from the explosion bigbrain

random fulcrum
#

the usual projectile is still there

#

i just figured out how to spawn stuff directly where the player is looking

#

and since the gauss is basically hitscan

#

i can disguise it easily

native shoal
#

Impressive!

edgy tendon
random fulcrum
#

because it looks cool

#

and it looks over the top

edgy tendon
#

it's sci-fi for sure, but you know a gauss rifle is a real life concept right?

random fulcrum
#

yes i know but i disregard muh realism, besides, the ingame gauss says it's powered by the flash arti

#

which is electric in nature

edgy tendon
#

yeah i guess it can be interpreted in many ways, i just think a scientist/weapon designer wouldn't want to waste flash artifact particles by launching that through the barrel

#

other question, where is that gauss rifle sound from?

knotty prawn
#

I think it's super cool to think it's shooting flash fragments so it works I guess

random fulcrum
edgy tendon
#

ok, i think it would be cool if the gauss made a super- or hypersonic crack when firing the projectile, that's the reason the gun is so powerful

#

paired with explosion and fragments sound fx hitting it's surroundings, but not sure how that would be programmable.

#

but to reiterate, i think it's still cool, maybe i'm just getting a different vibe from the different sound of the gauss

#

maybe if the particles upon impact would strike a bit faster, like lightning; looks a bit like an emp strike to me

edgy tendon
#

fun, but too thunderous for my taste; but the thunder decay file can be deleted i see
thanks, i'll try that now actually plus1

steady apex
#

If you delete it if would be just og gauss sound

edgy tendon
#

lol, i haven't shot a gauss in a while so i wouldn't know if it's boosted or not

steady apex
#

So, if you want something in middle, have to edit the sound in audacity or smth

random fulcrum
#

how do i merge particle mods?

still meteor
random fulcrum
#

the other particlefx with botz

#

and maybe yawm

#

like 3.6 + botz + yawm

#

like the one included in gamma

#

which is 3.5

still meteor
#

well i used sdk to mess around with some particles, tried to transfer the gauss particles when shooting to the current particles.xr im using (hollywoodfx) and failed, gamma (the user) merged it for me

random fulcrum
#

that's high key la raja

steady apex
#

i suggest to only leave particles you need in particles folder

#

1.5.2 and gamma supports loading them from there

#

to leave only those you need you need to use winmerge, unpack vanilla particles.xr with sdk, then unpack each of those mods' particles.xr, and delete same files through winmerge

tidal elbow
#

I can try now if you're available, tell me what I need to do

grim forge
#

Also no pressure, I did this half kidding following your comments a week ago or so

tidal elbow
#

"gamedata\textures\ui"

Where exactly?

grim forge
#

Hm?

tidal elbow
#

I don't have anything in Anomaly

#

I mean I don't have that "textures" folder

#

So I thought I need to put it inside one mod for GAMMA

grim forge
#

Ok you can make the file structure by hand then (I think)

tidal elbow
#

Ah okay

grim forge
tidal elbow
#

E:\Anomaly-1.5.1\gamedata\textures\ui

grim forge
#

Correct

#

by default it pulls packed resources unless it reads them custom in the gamefiles, afaik

tidal elbow
#

Okay, what detector do I need to try?

grim forge
#

all anomalies are visually redone with the halo instead of the blue icon, including arti's

#

so, any detector with a visual for anomalies should pull from here (given DAO doesn't customize that from another texture but I don't think so, so far)

#

you should see purple stuff behind rookie village with a svarog

tidal elbow
#

Since I was in Yantar I did a test there, is this correct? I will also try in Rookie Village

#

Artefact in the wild

#

Veles doesn't show anything (but this should be intended)

#

Going to Rookie Village now

#

Rookie Village, this anomaly

#

@grim forge satisfied? I guess it doesn't work wheeze

grim forge
#

Ugh yeah indeed!

#

Looks bypassed by gamma then (is my first guess)

woven mountain
woven mountain
tidal elbow
# woven mountain

You're the man but I've talked with O_Nyx in private, we found a solution

#

His thing was replaced by another thing with the same file name

woven mountain
#

Sniff, okay.

vague sphinx
#

So uh, what did this change do specifically ? I haven't followed

vague sphinx
woven mountain
#

in svarog and veles

vague sphinx
#

Hmm... so it's QoL ?

#

Or rather taste oriented ?

#

Okay I just reread your link, my bad, my reading capabilities have suffered lately

tidal elbow
vague sphinx
fair canopy
#

@undone lily sorry to bother but do you have a guide to adding bones to guns?

undone lily
knotty prawn
#

Nice verynice

robust sand
#

@vague sphinx I answer you here so as not to distort the channel of screenshots
It's probably the mipmap, you're using nvidia texture tool right? set the threshold to a higher value, that should fix it (max is 255)
And if the modification is for any dx use bc3/dxt5 with kaiser filter

vague sphinx
#

So I don't know much how to change the threshold

#

There is improvement

unborn sorrel
#

lovely fields of lavender in summer

robust sand
#

it looks much better. test with a threshold of 245
and yes you can use bc7 but that means it won't work on dx9 or lower

vague sphinx
#

I honestly don't have any threshold option, just super sampling, bilinear, bicubic and stuff

#

Yeah, I figured out by the title, sad thing actually

robust sand
#

Try to get Nvidia texture tools, it will be very useful

vague sphinx
robust sand
#

It's not so much if it's updated or not, it just has more options and settings. It's not something you'll use often, but it's useful if you need to compile to a format with specific compression and methods.

vague sphinx
#

Also, I wasn't saying, oh it's 2020 looks outdated, but rather, is it the one from 2020 so I can download the right one x)

robust sand
vague sphinx
#

Oh, alright, thank you ^^

robust sand
vague sphinx
#

Hopefully it's easy to use, any recommended parameters ?

robust sand
#

If you press that option, what you need to adjust will appear
For the rest I recommend bc3 and kaiser

vague sphinx
vague sphinx
#

It did that to me for Golden Autumn as well, so far I don't know any fix

robust sand
#

Its not a problem of textures, but one of configuration or mods
Are you by any chance using Dynamic Time-Based Tonemap? because it could be because of that
If it's not that, I couldn't tell you, but it's not the textures

vague sphinx
#

I am using it yes, so that blasted mod would be the cause of all my issues since day zero ? xD

still meteor
#

maybe sometimes it wont look good cuz you using custom weathers

vague sphinx
#

If this is because of that Dynamic Tonemap, I'm not enabling it ever again x)

twin turret
#

dynamic tonemap is awful

#

like i said before, turned it off day 1 haven't looked back

#

most of the time it just cranks hemi up to ungodly values

robust sand
#

It's not that it's a bad mod, it's just not intended for someone who has almost everything customized

bold mural
#

hi i'm trying to make it so the pp-2000, kiparis, and skorpion are usable 1 handed with a detector in my game. kiparis and skorpion work fine with just changing one handed and slot to 1 in their LTX, but the pp2000 doesn't let me pull out the detector with that, anyone know why?

random fulcrum
#

check if the pp2000 ltx isn't being overwritten by another mod

#

if you're just editing existing mods in the list and not doing a dltx thing at the end of the load order

#

which you should do anyways

bold mural
#

this is the only pp2000 ltx in gamma

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and when i modified the slots it worked

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OOOOH

#

it's cos i was using a pp-2000 that was on the save already

#

when i spawned a new one it worked

regal bolt
#

how do I go about changing a specific outfit's first person sleeves to a different one?
just for personal preference reasons

vague sphinx
still meteor
#

then to find the others visuals, go to T.H.A.P._Rework_2.1\gamedata\configs\creatures\actor_hud_hand_animations.ltx

#

and you can find the player hud section inside the brackets

regal bolt
#

ah, many thanks
I thought I'd need to mess with outfits.ltx
will try this

regal bolt
shy torrent
#

How much of a difference does Dynamic Tonemap cause? Considering disabling it for a more stable visual, but not sure how important it is to the default GAMMA style

vague sphinx
#

And prepare to step into the light

#

I actually think you can disable it in MO2 but MCM is safer probably

#

I actually use my own reshade & tonemapper

#

Results are there

steady apex
#

In the latest update dynamic tonemap received new default values, the amb and hemi don't go as high as used to. To get new defaults, press reset or sth in its mcm (don't know how this button is called in English) . And of course if you have custom weathers, the mod has to be adjusted as well.

woven mountain
#

I can get the x, y, and z components of the position by doing```lua
local dirx = db.actor:direction().x
local diry = db.actor:direction().y
local dirz = db.actor:direction().z

#

Also, how would I get the level ID and game ID based off of a set of coordinates

random fulcrum
#

wdym a single chunk

#

oh

#

dir = vector():set(dirx, diry, dirz)

woven mountain
random fulcrum
#

i have code for this that i figured out when making the gauss explosion thing

#

COULD maybe work for what you're looking for

#

haven't turn on my lap yet tho

woven mountain
random fulcrum
woven mountain
#

I have that, I was wondering if I could go from a set of coordinates to lvid and gvid

random fulcrum
#

oh

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then i don't know

#

maybe print out their results and work something out of it?

#

to see what they're actually doing

woven mountain
#

Question. What does the asterisk mean in lua_help?

random fulcrum
#

maybe a wildcard?

steady apex
#

pointer to an object

thin kelp
#

starting to make a dent in all the renders that were taken

#

Ive added about 24 so far

undone lily
#

POGGIES1 ❤️

edgy tendon
#

What kind of integrations are there inside of Anomaly? I thought there was this discord thingy and some other stuff.
Just thought that it would be cool to have a video / yt player or browser on the PDA inside the game. Would something like that be possible to code?

real latch
#

I've got some ideas which are collected in the past and some fresh ones. Will work more on this document. Maybe someone can do something with it.

thin kelp
still meteor
#

pda selfie

#

lol i just noticed the bloodsucker

real latch
#

lol nice

random fulcrum
#

how do i make a gun compatible with a suppressor?

#

i already have the thing attached to the model

#

and to the wpn_silencer bone

#

also have the silencer section defined in the weapon file

#

silencer_status = 2

#

but still i can't get the suppressor to work?

fair canopy
#

Is it crashing or is the suppressor just now showing up on the gun?

#

In the anomaly discord I was told that a gun had to have empty key frames in each animation for the suppressor, but I've transplanted some suppressors onto guns which didn't have them without it and it worked. Other times I've added a new bone and the suppressor and it crashes

random fulcrum
#

neither, i just can't get the thing to be mounted

fair canopy
#

In the world model?

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Er, hud model

#

Was the silencer model under the weapon hierarchy when you exported it?

random fulcrum
#

yes

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i'm even using the mp7 anims as base so they should have the supposed silencer key frame

fair canopy
#

weird im trying to think of anything you might have missed but it seems youve got everything necessary

#

only thing i can think is that the weapon ltx is pointing to the world model, not the hud model

random fulcrum
#

silencers are defined in the main weapon definition

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the hud definition only handles visuals

#

it now works

#

i didn't do shit

#

i don't understand xray

fair canopy
lethal jolt
#

What outfit .ltx file are the Nomad & Wastelander suits in? I'd like to model-swap them with each other

#

And I guess by that I mean: what the fuck are they called in the outfit .ltx files? A lot of these seem to have little-to-no bearing on the names in the debug menu

vague sphinx
#

@fair canopy
USAS 12 with suppressor ?

Please marry me

fair canopy
vague sphinx
lethal jolt
#

Yeah, it was late & I read that one as outfit_ecologist for some reason. Woke up this morning & found 'em almost immediately 😅

sour jewel
#

trying to make vanilla Nvg's work with the body health UI for the DX8 bois

getting stumped by the exact cut-outs since re-sizing the image to 1080x1920 to do the cut-out and then reverting it back to 1024x1024 in paint.net breaks it for some reason

#

managed to get a removed version for those who prefer the style seen in vanilla shoc/clear sky/cop though 🙂

simple wigeon
#

btw if you want to see the bhs ui in dx8 nightvision you just press H and it pops up

sour jewel
fair canopy
#

testing the rail with an EOT. I'm very please with how this looks.

random fulcrum
#

suppressed groza sure looks blursed

floral cypress
#

Looks kinda like desolation

#

Is it a simple addon like recent USAS-12?

#

Also, that silencer clips with the grenade launcher

fair canopy
#

unfortunately not much i can do about that. I'd have to remodel the trigger and re-animate the whole thing and that's beyond me right now. Ideally I would have done that. It'll be it's own addon once done

undone lily
#

Don't add a suppressor

slow ether
#

Any idea why my custom skybox's horizon is showing through the terrain? Vis distance is maxed out.

random fulcrum
#

weather

#

it's a trick the weather does to do a smoother transition into the distance fog

#

which is also defined in the weather

slow ether
#

Gotcha, next I need to figure out why it's happening. I'm using GAMMA weathers as base for the w_clear1.ltx and have only changed paths to point to my custom skybox folder. I've also made the bottom edge of the skyboxes similar to the stock GAMMA ones.

still meteor
slow ether
#

Nah, that doesn't seem to do much in the weather editor

slow ether
#

I fixed the issue by blurring the horizon more in the skybox. Strange, since I tried even using those parts of the skybox from similar looking sky textures without success. Anyway, two (maybe) easy questions: Does the sun_elevation and sun_longitude values in the weather files actual do anything? I changed some of them to 0 to see if there's any changes, but didn't see any difference (sun moved like before, as did shadows) Also, what are the smaller skyboxes for (11-00#small.dds for example)? Most of them seem to be blurred a lot as well. Reflections?

fair canopy
#

how do i get textures to load on guns in blender?

calm pivot
#

so what should i do next?

thin kelp
#

could do something like this

lethal jolt
#

Is it possible to change a weapon’s equip animation for that of a different weapon by just editing the config files?

#

Or are the weapon models baked into the animations themselves?

random fulcrum
#

nah you can point to other anims in the ltx

#

you just need an anim that has the same rigs and offsets or else it will look wonky

lethal jolt
#

Might fuck around with swapping the Hera & Butcher M4 equips to the M4 Tactical’s. That brass-check every time gets old fast

#

Actually, shit, the unloaded equip is fine on those guns. I can just re-use those animations instead

fair canopy
#

a few more things to finish up and it'll be done

shy torrent
random fulcrum
#

but muh immersion dude i don't want to holster the gun of fire

still meteor
#

finally, reachable backpack in agroprom tree

shy torrent
#

You either holster the gun of fire, or that pseudodog is gonna get too close for comfort kek2
That casual flick of the safety made me forego using the Saiga because buttmad

faint sand
#

hey, quick question
would it be possible for a fix that makes weapons, that use the shader scope for the ACOG, use the 3d one instead?
like the L85 A2 for example
would be appreciated, thanks 😄

thorn pollen
#

Is it possible to give the MP7 BaS Scopes somehow?

#

The Anomaly ACOG is....hideous to say the least

faint sand
random fulcrum
#

it's getting added officially to gamma too

random fulcrum
faint sand
thorn pollen
#

Thanks Champ

random fulcrum
#

there's only one acog in the game

faint sand
#

@tidal elbow @brave prism

random fulcrum
#

because bas and vanilla are different models?

faint sand
random fulcrum
#

no

faint sand
#

??

#

bruh i dont get anything youre saying

random fulcrum
#

i don't get what you're saying

#

you know something about the engine?

#

weapon with scopes are different models

faint sand
random fulcrum
#

the weapons fron bas use a blacked out acog scope

faint sand
#

is it meant with vanilla and bas gun models with the scope attached?

random fulcrum
#

i'm out this gave me a headache

faint sand
#

okay you explain then

faint sand
fair canopy
#

well fuck me i figured it out

#

Now the question is do I be lazy and just use the same model for every scope or make 15 different models for each scope

calm pivot
#

Use the same model since imo you are not going to see the world model more than a couple of times

regal bolt
# faint sand this is all i can say

both ACOGs are the same exact item in-game, there is no separate item that each weapon use
but every weapon has to have the scopes modeled into them
BaS weapons have a different ACOG model than other Anomaly guns simply because the weapon's been modeled different

faint sand
regal bolt
#

when you put a scope on a weapon in Anomaly, the weapon swaps to a separate version of the gun with the scope attached, instead of just slapping the scope on top of the model

#

at least I think it's a separate version, what with the sight nodes changing

faint sand
#

the GSC link for the SDK doesnt work, but i just googled it and downloaded the sdk from moddb, hope itll work kekw

fair canopy
#

you wont need it

faint sand
#

i'm struggling to find the wpn_ak74_custom
not inside base Anomaly, and not is BaS either
anyone knows where that specific AK is?

#

nvm i think its the same model to the regular AK74N, just a handful of upgrades to ti already

random fulcrum
#

maybe inside the ak74 ltx

faint sand
#

probably

#

but now i got the regular AK74N model, only gotta figure out how to make a 3d scope

still meteor
#

@fair canopy hi, im trying the new groza addon you posted but some textures? are missing

#

i think it's due to a wrong path for the textures?

fair canopy
#

Oops!

#

I see the issue. I'm out now but I'll fix it once I'm home

#

Thanks for letting me know!

still meteor
#

sorry to bother sadge

fair canopy
#

nah it helps. easy to fix lol

#

this is why you have someone else proofread your work

undone lily
undone lily
still meteor
fair canopy
#

on the base gun? it shouldn't be. i removed the flip animation since the new launcher sight doesn't have one

#

launcher iron sights i stole from the bas akm

still meteor
# fair canopy

is there any guide you used for adding sights/editing the models?

fair canopy
#

tbh i just kinda figured it mostly out on my own. as far as adding sights goes, it's pretty much a copy and paste from one model to another

woven mountain
#

@remote pewter Could you write up some dialogs like "Boss I am engaging " and "a Bandit", "a filthy thief"?

random fulcrum
#

what about monolith referring to everyone as infidels

#

or non believers

vague sphinx
#

Pretty sure the term profligate works as well

woven mountain
stark iron
#

Is there any way to have hardcore AI aim on/off depending on npc rank? eg. legendary rank npcs having hardcore AI aim On while rookies having it Off

still meteor
#

@signal sequoia yea, it's probably a effect which can be changed easily