#╙🖇mods-making-discussion
1 messages · Page 1 of 1 (latest)
Speaking of armor or guns?
"MomoStats"
.. idk I'm bad with names 
nah but i mean for the stats names ingame
max range and muzzle velocity are super self explanatory
but durability is just too broad of a term
what does the stat exactly show? sry I'm out of the loop because work is busy af
the condition_shot_dec stat of a gun
basically how much the gun degrades after each shot
i did it like 1.0 - condition_shot_dec - 0.99 so that it shows as some kind of reliability stat
but then again, reliability is too broad of a term too
you read reliability and think about the chance of a misfire
death_generic is what the npc drops when dead right?
Spitballing here :
Fragility, ruggedness, coarseness, dependability, maintenance-bias, residual build-up
Shot Degradation is pree spot on then, no?
at least, i would roughly understand that on a quick glance
then i would need to display the raw value
instead of the funky formula just display the stat
Reliability is the term utilized by the game when upgrading Durability, iirc, so it would fit, despite being rather broad
so instead of a 92% gun it would be 8%
you got a point there
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) 
titty
Btw Momopate, your latest version seems to take into account upgrades
Had a weapon at 71% accuracy, upgraded, it's now showing 80%
accuracy is a vanilla stat
look at the ones below mag size
those are the ones i added
Oh right, your mod only added the extra stats, the rest remains the same
muzzle velocity should scale with flatness
and durability should scale with reliability
max range should be static
Did RPM scale before? I just upgraded Fire Rate and RPM remained the same
rpm is weird
sometimes it updates instantly
sometimes you have to save and reload
or change map
Ah, gotcha. It's very minor, I seldom go auto on anything anyways
it's been like that since vanilla
lifetime, measured in shots before breakage
holy christ almighty i got the values to update
now i just need to find a way to display decimals
is there a mod about other factions being able to do the main story line
cs eden is working on properly implementing lttz for everyone
golden deagle base vs upgraded
this is good - i want it meow
can renegades do the storyline
these upgrades
that's reliability
i just don't know what to call it anymore
figured reliability is nice since it's in the upgrade trees
how much the gun resists wear when shooting
Why it's important to have reliability
higher reliability means a more durable gun
Okay okay
can renegades do main storyline with LTTZ
what about questlines for all faction why was it deeleted
nothing about questlines has been deleted
wdym
also this shouldn't be in this channel
imma ask you in stalker general
Momo satisfying that information craving
I also never noticed that Flatness also increased Accuracy, even if ever so slightly
yeah some guns get a small acc boost from flatness
how do I add this song to PDA radio im not even joking
you can't, that's not allowed on this discord!
any hamburger song will automatically get you banned from Gamma, hence the name: Grok's 'Automated' Modular Modpack for Anomaly.
Try to search for "radio"
Someone in the server asked about it
@random fulcrum parse the enhanced recoil ltx and generate recoil stats for guns automatically

That would be awesome
Getting back to IRL for few days
What you did is awesome
yo @undone lily how do i even read the recoil parameters
like this one e = 0.8 ,0.25 ,0.4:1 ,1.8:0 ,1.1:0 ,0.1
from the stechkin
Use S and first E Parameter
This should give an Approximation.
Like s * e[1] * 100
Low recoil 5.56 guns will be about 22 Recoil if I'm not mistaking. Big snipers will be about 300 something ?
The best would be to also use values from the gun ltx itself
zoom_cam_dispersion * s * e[1] * 100
Ash12: 2.25 * 1 * 0.7 * 100 = 158 (it will be rounded in inventory)
Ar15: 0.4 * 1 * 0.1 * 100 = 4
(the gun as almost no recoil so I think it's fine )
If you need help I'm here @random fulcrum

anyone able to help me out here, I wanted to modify the gunslinger addon
so I extracted the game files, but I can't open the OGFs for the weapon meshes
gives me an 'incorrect file format' error
Can't use gunslinger assets in Anomaly
The shit is encoded and it uses different arm rigs for guns and animations
is there any way to open them in blender without it crashing
@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
thanks
i think ive "fixed" this model about 5 times now, i think im going to nuke it and make it from scratch again
On the positive side, it's not freaking out the physics engine and become a deadly slenderman
that was possible in vanilla anomaly if i recall
Still possible with a few models. Had a fracture go nuclear between 2 trees
Also the tent you can deploy, that thing is deadly
Did you try opening classic OGFs ?
Usually you need to convert them to .object with AXRtoolset
When I try to convert them it fails silently, and opening the OGF in blender just causes a hang
gives me an 'incorrect file format error' actually
when trying to convert ogf -> object
I can open regular COP OGFs though
its specifically the viewmodel files from gunslinger that hang
thats what I've been using
I can import most ogfs fine, but the gunslinger view models are scuffed for me
maybe it's gunslinger being gunslinger
but it's nice knowing now, i wanted to port the laser deagle to anomaly
i'm hoping someone knows a fix cause I really wanted to use the viewmodels
pretty easy to replicate as well - install gunslinger -> unpack it -> import any weapon viewmodel OGF
That's because they are encrypted
well damn
i even emailed the gunslinger creator for permission and he said sure
i take it there's no way around the encryption
Welp. Try asking Anomaly mod making discord channels
I know gunslinger models are "special"
I never worked with them so I can't help
@undone lily can you dltx files in the plugins\ folder?
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
or i don't know, a way to redirect based on caliber
wait i'm dumb i answered myself
oh but wait they still aren't defined
Ah ! Use the grok_enhanced_recoil.ltx

It has every gun
it lacks some guns even included in gamma
Uh ?
like bas' stechkin

What you can do is using or
s_value = r_string(sec, blabla) or 1
That way if the section isn't found in the ltx, it will use the default values
hold on it seems that there aren't that many missing guns
let me get all the riches of the zone and run a script
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
shotguns:
wpn_toz34_bull
no smgs are missing effects
rifles:
wpn_ak105_shakal
wpn_vintorez_1pn93
wpn_vintorez_alt
snipers:
wpn_gauss_quest
launchers:
wpn_rg-6
those are all the weapons without effects in the ltx file
@undone lily
also, what about giving the wpn_gauss_quest the old og gauss model
so it's unique
and slightly different stats, worse than the normal gauss
let's go dude
@random fulcrum update is up
Can't wait for your improved guns stats display dude. It's next level shit
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
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
and tieing things together but also leaving it open enough so the players may do as they please
Hideout Furniture Guides Find me on Moddb or the Anomaly Discord if you need clarity on something, or want improvements to these guides. How To Add Decorative Props Assumptions: - You have an object you want to add - You have this addon loaded (duh) - You are only interested in decorative props ...
It's possible to add new light sources to bases now 😄
no more dark merc base

I've never used the hideaout furnite addon yet, but when I will, it's gonna be so great xD
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?
(It crashed when I tried to turn car into a radio, I think I need one more 'duplicate layer' (=yes, noobspeak))
Radiola:
I really hope HF ends up inspiring random "habitant" encounters on the map!
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 🧐
hmmmmm🤔
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.
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
top image is using the fov adjust, and bottom is with hud editor positional adjust
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
For HUD editor you need to input the values in the gun ltx file manually
Or use hud drag editor addon
Then make a dltx file which contains aim positiom, should be quick
Anyone know if there’s a way to edit the companion accuracy?
You can use any image converter
I'm sorry you guys are having issues. Just wondering is there a place where I can keep up with the progress on the project?
Working on it soon with groks blessing I will leave a link here
Sweet, thanks!
Np
@fair canopy i really like that idea
its a lot less blocky and intrusive than the standard text-boxes
thanks. I'm no expert at making textures so it's a simple copy and paste of the existing UI
i tried to make it look ok lol
i'd say treat is as a proof of concept
experiment a bit with it, i could deffo see myself using it
@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
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
current 5.0 page is here: https://www.moddb.com/mods/stalker-anomaly/addons/jsrs-sound-mod-50-preview-for-152
and heres the patched gamma files so you dont have to go digging for them again
theres also a bunch of un-used gunshots that I may set up for use with new guns in gamma
Last time I tried all guns were sounding the same and the volume of gunshots was very low
@shadow glacier
man trackir would be so cool
Lean, freelook and crouch, then 👌
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.
Crouch with your abs
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
it's pretty neat, I wonder how an intense battle feels now 🧐 (edit: it's good)
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...
what would be ideal is having a seperate audio slider in the settings for gunshots
no idea how difficult that would be tho
are there any guides to adding different scopes to weapon models?
Most likely needs engine edits... Currently modifying the volume of all sounds through the ogg comments is delusional
Yeah, aint no way anyone is doing that
so i managed to get the mesh working but it's got no textures
nvm i may have figured it out
ayy baby's first mesh edit
what are you trying to edit
they seem ~alright~
im trying to figure out what controls the red dot that appears when raising weapons with collimator sights
it's a transparent texture you put in front of the lens
and then apply the optics shader
or, i mean, not a transparent texture
but yeah you slap the reticle as a separate layer
and apply the shader so that it moves with the camera
and doesn't stay frozen
The little square that's in the scope mesh?
How did you add the scope ?
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
yeah thats basically what i did. i joined after the scope was aligned . sometimes exporting to ogf gives me an error about missing armature
if i export to object, import that object back and then export it to ogf it seems to work
Tried again to edit how much only the actor gains in terms of rank points when killing stalkers, to no avail
2 hours lost
npcs barely get score from killing stalkers anyways
what i usually do is boost npcs scoring all the way into space
like, across the board
so i fixed the protecta thanks to momo
pog
yo @undone lily do you think PBA needs more particles?
i'm currently trying out all sorts of particle effects on many of the artis from that mod
also adding sounds to previously silent artis
i can't gauge how much do particles affect performance
but the table is for everyone
actor and NPCs
No ?
npcs have a separate table
npc_statistics at line 140
in game_statistics.script
it's not as flexible as the general table which includes different bonuses depending on the victim's rank
but it's at the very least something
i believe a better fix can be done through scripting
@undone lily how do you align the laser dot with where the bullet hits?
you move the laser dot on the model
until it aligns with the crosshair
that's it
it's tedious as all hell
Oh so just checking it in game And adjusting it?
You change the gun position
In the game HUD editor
Don't fuck with the model
You need to realign all sights
@undone lily about the npc scoring thing
in game_statistics.script
there's increment_npc_rank(npc, value)
at line 284
you could just slap a multiplier on the rank change
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)
what would be the point then
so you can craft expert tool kits for technicians
and what would the recipe be?
5 advanced toolkit

i need some help
is there any way to make a mod that adds frag 12? 
i intend to make a full auto aa-12 that shoots hesh slugs 
i don't know if there's any way at all to get bullet impact
you can on npcs and the player but not on map geometry
afaik
if you find a function like that then the mod is possible
nvm then i will just edit the aa-12 to shoot grenades then 
20 stashes in, no Expert

I'd love for a way to craft Expert, even if at considerable expense
10 advanceds and a volat
ew
5 advanced tools
lol
just like how advanced needs 5 basic tools
or even add a full use ramrod, file and multitool for the hell of it
How do I get started with scripting? I want to learn modding but I have no Lua or any modding experience
want to start with something like making basic scripts and like that
lua is super easy to learn
the method i've been using since i was like 12 is just
steal other people's work IN GOOD FAITH
study it, learn how it works
maybe make your own fork of the thing
and slowly build your way up
Tried this for actor and it didn't work
But I changed the tables and it works
where do i find other people's work to "steal"
Depends on what you want to script specifically
i want to start with sounds
Sounds are like, replace ogg files and don't forget comments using SAVandT tool
Now you can script when to play certain sounds if you want
yea this is what i want to do as well
play sounds on specific use cases per se
where do sound files get called from tho?
from their respective folders
I have seen there is an interface folder where sounds are stored but i can't find who or what calls it?
gamedata/sounds
like is it called by a .ltx file or something?
Then it's a bag of folders
Usually to find sounds you want to replace the best is to guess where it could be stored....
the script calls the sounds
For guns it's called from their ltx by the engine
you can define your sound as a variable like: local snd = xr_sound.get_safe_sound_object(your sound here)
just because it's safer
ok lets say the inventory opening and closing sounds, what script calls it?
will the (your sound here) have the full path name of the sound file?
ui_inventory.script
yes
with backward slashes
two backwards slashes
like "sounds\\weapons\\[...]"
depends on what you want to do exactly
I want to see if i can edit inventory opening and closing sounds
like there is a zip sound when it opens but its for metal boxes as well
i want to try if i can edit those with real boxes sound
ohhhhh now i don't think that's possible
afaik stashes are baked into the map's geometry
you could do a gross hack and check via coordinates
like hardcoded stuff?
hold on lemme check
sure thanks
they aren't baked into geometry but they have specific unique names
depending on map and territory
Ahh i see thanks man
also is there any thing to keep in mind while modding?
don't wanna brick my game lol
have another save to sandbox and debug your stuff
ohh ok
now just have to get started with lua😅
u really helped a noob out here bro thanks
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
create a mod_system_[name].ltx in the configs\ folder
inside it do ![the thing you want to edit]
notice the !
that tells the engine that you're overwriting data
Easier to reverse engineer add-ons Changing these sounds
then below that line you add the lines that you want to edit
de nada amigo
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
haven't even thought about that
it's like the guys who invented math
what was going on inside their heads
Questions that will never be answered possibly x)
Just use the physic_object_on_use_callback script callback, that's much cleaner
axr_main.script has a big list with all script callbacks
thanks, this is huge
but ye I didn't know either until I had to find a way to detect the player opening a stash box
like most of the things I know I learned it from just reading anomawy code
a good editor with fulltext search goes a long way
dude much thanks I was just rn going over Grok's stash overhaul script to get the stashes names
hope its helpful
ZCP uses this in smr_loot.script if you want to see it in action
in that case it's to inject random loot when a stashbox is first opened
Why are all the useful lists in separate documents
axr_main.script
lua_help.script
_g.script
Because
Appreciate the insight
how do i get a gun to look shinier and more metallic
editing materials in blender seems to do nothing?
There's a separate texture file for shininess I think
bump texture and thm files
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
That's what the tips are for
It's written below the load screen
But what i say is
instead of a map photo
Put the photo of what the tips are talking about, is that possible?
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
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
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?
edit the hud class
not the base weapon class
base weapon position is for npcs and third person
oh that i know. im saying in game the hud editor acts like the item position is set to 0
hold on
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
Tried Graupel, looks absolutely great. 10/10
not entirely sure if i can live with the random in and out snow 'storms' though
Well, if the cold system actually sees the day of light in the future, that will be glorious
it technically does tho?
Does it ?
If I want to add adjustable zoom to a scope, is this the variable I need to change/add? scope_dynamic_zoom = on
yes
Thanks again, Momo. You da best
it goes from 100.0, which is no zoom at all, up to what you defined as the scope zoom
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
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
I honestly don't know either, but the SpecterDR has adjustable scope on all other weapons, so I'm just going by the discrepancy
oh really?
i'm sure on some m4's it doesn't have dyn zoom either
you might want to check that out
I might come up with a list and show it to Grok then 
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
@random fulcrum bump texture
How do I check faction goodwill with a command?
Command doesn't sound like the right word but 
Do you have Something to search through Anomaly extracted scripts and configs ? @woven mountain
search
get_community
Iirc
I do but there are like 4 things
community_goodwill
goodwill
general_goodwill
actor_goodwill
It's community goodwill iirc
Do some printf
And verify jn the console
Trial and error


Gonna try to fix the bounty squads spawning and shoving you around when you have 500 goodwill.
Would it be possible to create a scrip to turn off toggle weapon aim when you sprint and then turn it back on?
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
How would I go about making an icon for a weapon?
render the gun with all of its textures in blender
press the x axis
and screenshot
idk
Can I edit out lines with dltx?
!! before the line
ah thanks!
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
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.
@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?
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
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
@undone lily #old-feedback-suggestions message
what about this
@random fulcrum on his way to become an alpha modder
✨
No, how dare you suggest he gets the funny red role before I do
I will make this
That would be amazing!
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"
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
When should it trigger? It would be easier to code if it triggers on hit by companion member (More examples)
I could write out a bunch of generic radio messages
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
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
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
lemme get on my computer & dig into what some of these triggers mean
That would be cool
Anything?
so do you know of a place where npc_on_eval_danger = {}, -- Params: (<game_object>,<table>)
is explained?
Nope!
what's the difference between a world model and a hud model for guns?
It's literally used once and not in the right context
there's a npc_on_fighting_actor but no general npc_on_fighting 😦
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 
check the xr_* files
those contain ai stuff
maybe xr_combat
there must be something about what is the ai currently targeting
noob question, code comments in unpacked scripts are just glyphs, not readable.
I remember there was a way to fix this?
so under \scripts\ui_pda_npc_tab.script I found:
-- 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
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?

?
I'm back from my slumber. There are three options. When the npc sees/hears danger. When the NPC is entering into combat mode. And when the NPC hits something.
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
I think combat mode is best. It feels iffy using stealth mechanics like this
yea im leaning more towards combat mode
Damn that's the most annoying to code
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
So Anomaly has a list of triggers that when they happen, they activate code. They dont offer descriptions in the list. What do you think npc_on_eval_danger would do?
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
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
This isnt too complicated it's When companion is in danger -> Check what made it in danger -> display that
2nd bit is what I have no idea how to do.
fuck we gotta combine our collective consciousness to figure this shit out
Any ideas Grok? If I could figure this out I could probably get that exit car on level transition for you as well
Right now trying to think of mods that have to perform a similar function. (i.e. get an object near the player/companion that meets certain conditions)
@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
Wasn't me this time
when does npc_on_weapon_unstrapped trigger?
I believe it activates when an NPC unholsters their weapon
@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 ?
So how do you get the target faction / mutant from there?
That's the hard part
I was thinking of checking at an interval of updates
Using has_enemy() to see if there are any enemies
That's doable but not great since too many checks will lag the game and too few won't be responsive enough
Yea, you can change that if you want
Any advice demonized?
Thank you, will try and experiment
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?
Is this when any npc unholsters? or just specific npcs that are being watched?
Hmmm
- I can do a check
- I can do a timer probably?
- Same as before
- Same as before
How long should the timer be? 15 seconds?
With what, voice lines ?
I don't think you'd want to use a flat timer because firefights could last a long time
Or pda messages ?
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
I think you would want to do some kind of check that combat has ended against that enemy_type for every companion before starting a timer
what if throwing a vodka bottle with a bandage on top and with matches spawned a little and temporary fire anomaly on contact
please tell me how to remove the sound of crickets during the day?
How would I teleport the actor slightly upward or leftward of the way the actor is looking?
@grim forge Were you planning on posting your progress on your hud mod?
This + what about the new icons for the detector
ok i'll call in just a sec
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?
too vague
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
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
into gamedata\textures\ui
test 1 2
As soon as I'll get back to my PC I'll try it
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
What detector do I need to use for it? Veles? Svarog?
Directly into the Anomaly folder?
I tested svarog with the purple ones in rookie village
if you already have that file there back yours up before replacing it - otherwise yes, add it there
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

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
because direction is a vector
dude holy fucking shit i just figured out something huge
i managed to spawn stuff on geometry
the exact feel i was going for
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
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
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
only way to find out is to install it one by one i guess
I had hoped I could avoid that part ^^
Check it out here
Merci
(sorry for the quite ignorant question) (the answer was = Main + EFT skin)
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?
I like what I see 
is the gauss projectile now an explosion with extra effects?
even the frags would make sense, debris from the explosion 
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
Impressive!
looks cool with the fragments, but why the electric discharge fx upon impact?
it's sci-fi for sure, but you know a gauss rifle is a real life concept right?
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
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?
I think it's super cool to think it's shooting flash fragments so it works I guess
it's the bfg impact sound from doom 2016
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
Might wanna try thay
fun, but too thunderous for my taste; but the thunder decay file can be deleted i see
thanks, i'll try that now actually 
lol, i haven't shot a gauss in a while so i wouldn't know if it's boosted or not
So, if you want something in middle, have to edit the sound in audacity or smth
up)
how do i merge particle mods?
what do you wanna merge
the other particlefx with botz
and maybe yawm
like 3.6 + botz + yawm
like the one included in gamma
which is 3.5
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
that's high key la raja
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
You're right, sorry 
I can try now if you're available, tell me what I need to do
- this file: #╙🖇mods-making-discussion message
- into gamedata\textures\ui
- after backing yours up if you have it there
- test
Also no pressure, I did this half kidding following your comments a week ago or so
Hm?
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
Ok you can make the file structure by hand then (I think)
Ah okay
Hm.... maybe
E:\Anomaly-1.5.1\gamedata\textures\ui
Correct
by default it pulls packed resources unless it reads them custom in the gamefiles, afaik
Okay, what detector do I need to try?
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
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 
Can you send me the zip file you used to put it in MO? NVM
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
Sniff, okay.
So uh, what did this change do specifically ? I haven't followed
But what does it have to do with detector ? x)
Changes the icons
in svarog and veles
Hmm... so it's QoL ?
Or rather taste oriented ?
Okay I just reread your link, my bad, my reading capabilities have suffered lately
I'd say more taste oriented

@undone lily sorry to bother but do you have a guide to adding bones to guns?
Nothing comes to mind sorry. Usually I use guns with bone structure that I want and add vertices to the various bone groups
ah thanks that helps!
Nice 
@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
So far I've been using paint.net, with a BC7 Linear DX11 conversion format, it was working well, the picture above was green without color swap with this very format, and the only thing I changed was simply the color swap
So I don't know much how to change the threshold
There is improvement
lovely fields of lavender in summer
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
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
Try to get Nvidia texture tools, it will be very useful
From 2020 ?
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.
So I need to join the developper program and all on their website ?
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)
Oh, alright, thank you ^^

Hopefully it's easy to use, any recommended parameters ?
If you press that option, what you need to adjust will appear
For the rest I recommend bc3 and kaiser
Should I extract minimap from atlas ?
Do you think this is what could cause my winter saturation to go brrr when launching a game 50% of the time ?
Picture above : when it's a wrong start, you can see how overly bright & saturated it is at 8AM, now I quit, delete shader cache once again, then reload, if I'm lucky, the picture below is the result, same weather, 8AM as well, but correct this time
It did that to me for Golden Autumn as well, so far I don't know any fix
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
I am using it yes, so that blasted mod would be the cause of all my issues since day zero ? xD
It forces some hemi values
maybe sometimes it wont look good cuz you using custom weathers
It never really bothered me with weathers, but most of the time, I start with an oversaturated, or bright Zone in the morning
If this is because of that Dynamic Tonemap, I'm not enabling it ever again x)
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
It's not that it's a bad mod, it's just not intended for someone who has almost everything customized
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?
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
this is the only pp2000 ltx in gamma
and when i modified the slots it worked
OOOOH
it's cos i was using a pp-2000 that was on the save already
when i spawned a new one it worked
how do I go about changing a specific outfit's first person sleeves to a different one?
just for personal preference reasons
It seems to work after my latest tweaks, making sure Skies Redux, GAMMA Weathers & Dynamic Tonemap are disabled, then replacing the "default weathers" with equivalent from the actual ones, for exemple default_rain with rain1, renamed into default_rain, same for cloudy
open thap rework folder, in mod_system_THAP_Rework.ltx you will have the name of the outfit inside the brackets and the player_hud_section which is the path for the hands visual
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
ah, many thanks
I thought I'd need to mess with outfits.ltx
will try this
thanks again, that worked perfectly
and was much easier than the way I expected it to be
now I can enjoy the Nomad outfit without having my wrists awkwardly half-exposed
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
Honestly ? No change, except improvements, try to disable it in MCM and see for yourself
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
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.
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 Any idea about this? I need them to teleport the player
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
Have you taken a look yet?
db.actor:game_vertex_id() and db.actor:level_vertex_id()
I have that, I was wondering if I could go from a set of coordinates to lvid and gvid
oh
then i don't know
maybe print out their results and work something out of it?
to see what they're actually doing
Question. What does the asterisk mean in lua_help?
maybe a wildcard?
pointer to an object
❤️
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?
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.
lol nice
Needs engine modifications
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?
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
neither, i just can't get the thing to be mounted
In the world model?
Er, hud model
Was the silencer model under the weapon hierarchy when you exported it?
yes
i'm even using the mp7 anims as base so they should have the supposed silencer key frame
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
silencers are defined in the main weapon definition
the hud definition only handles visuals
it now works
i didn't do shit
i don't understand xray

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
@fair canopy
USAS 12 with suppressor ?
Please marry me
You got the rings? 
I'll get them xD
Outfit_explorer iirc
Yeah, it was late & I read that one as outfit_ecologist for some reason. Woke up this morning & found 'em almost immediately 😅
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 🙂
btw if you want to see the bhs ui in dx8 nightvision you just press H and it pops up
welp, thats half an hour of my life im not getting back
testing the rail with an EOT. I'm very please with how this looks.
suppressed groza sure looks blursed
Looks kinda like desolation
Is it a simple addon like recent USAS-12?
Also, that silencer clips with the grenade launcher
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
Don't add a suppressor
Any idea why my custom skybox's horizon is showing through the terrain? Vis distance is maxed out.
weather
it's a trick the weather does to do a smoother transition into the distance fog
which is also defined in the weather
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.
far_plane ?
Nah, that doesn't seem to do much in the weather editor
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?
how do i get textures to load on guns in blender?
so what should i do next?
could do something like this
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?
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
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
a few more things to finish up and it'll be done
Shameless suggestion here, but if you can also swap the wield/unwield animation of the Saiga variants (Nerd/Dushman) to not flick that goddamn safety every single time, it’d be awesome
but muh immersion dude i don't want to holster the gun of fire
finally, reachable backpack in agroprom tree
You either holster the gun of fire, or that pseudodog is gonna get too close for comfort 
That casual flick of the safety made me forego using the Saiga because buttmad
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 😄
Is it possible to give the MP7 BaS Scopes somehow?
The Anomaly ACOG is....hideous to say the least
which scopes are from bas?
the thing i posted the other day in #🖇old-mods-posting does that
it's getting added officially to gamma too
you can but bas acogs are blacked out in the model
whats the id of the bas acog? i struggle to find it in the item spawner
Ahh okay i thought it was already done
Guess its still in the Pipeline then
Thanks Champ
wdym
there's only one acog in the game
then why do people talk about bas acog and vanilla acog :?
@tidal elbow @brave prism
because bas and vanilla are different models?
ah so theres 1 acog ingame but gamma uses bas model or what
no
i don't get what you're saying
you know something about the engine?
weapon with scopes are different models
i hear people talk about bas and vanilla acog
the weapons fron bas use a blacked out acog scope
is it meant with vanilla and bas gun models with the scope attached?
i'm out this gave me a headache
okay you explain then
this is all i can say
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
Use the same model since imo you are not going to see the world model more than a couple of times
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
ahhh okay, thanks for info! 😄
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
the GSC link for the SDK doesnt work, but i just googled it and downloaded the sdk from moddb, hope itll work 
you wont need it
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
maybe inside the ak74 ltx
probably
but now i got the regular AK74N model, only gotta figure out how to make a 3d scope
@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?
Oops!
I see the issue. I'm out now but I'll fix it once I'm home
Thanks for letting me know!
alright it should be good now
hey, tested again and some still have problems
groza aimpoint
groza metro
sorry to bother 
With the new Pavel blend you don't need the sdk for guns. But SDK is good for other stuff like particles
The mag texture feels out of place
ah okay, good to know
also, is the grenade launcher anim broke in purpose? cuz i guess there's no sight to flip
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
is there any guide you used for adding sights/editing the models?
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
I'm going to resume work on this
@remote pewter Could you write up some dialogs like "Boss I am engaging " and "a Bandit", "a filthy thief"?
Pretty sure the term profligate works as well
Wait actually could you make a list of dialogs like "Boss I think that (mutant) is heading towards us!" or "Boss I think (faction) is shooting at us!". Just dialog before the companion engages
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
@signal sequoia yea, it's probably a effect which can be changed easily



