#β•™πŸ–‡mods-making-discussion

1 messages Β· Page 93 of 1

covert pivot
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Basically yes same thing, you'll just have to find out the "root" of skill_haruka.ltx to know how to name and where to place the dltx file

pulsar flame
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quick question guys

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what files control the inventory stats?

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I'm looking to remove the power bar files from a UI mod that I have installed so that I can try the one that comes with GAMMA

naive plaza
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How do I edit starting loadouts? Do I just add another entry like my post above?

misty mulch
naive plaza
# misty mulch almost certainly with a new dltx file since that file would have a new root

I'm trying to make the path work, but it doesn't.
If i put my values under the [custom] bracket in the actual loadouts file itself, it works.
But if i try to put this config under my own mod using the same path and the filename:
GAMMA\mods\Smg_in_vision_slot\gamedata\configs\items\settings\mod_system_zz_startingloadouts.ltx
It doesnt work.
The file looks like this:

![custom]
wpn_kar98_retrotac = true,1,0
misty mulch
misty mulch
# naive plaza I'm trying to make the path work, but it doesn't. If i put my values under the ...

you must, MUST, follow these rules when creating a dltx file:

  • The location of the DLTX file must match the location of the root file it is modifying. If the root file is in gamedata/configs, you put it in gamedata/configs. If it is in gamedata/configs/items, put it there, etc.
  • The name of the DLTX file must follow this convention:

mod_rootfilename_yourDLTXfilename.ltx

  • Therefore, if the root file you are modifying is system.ltx, your DLTX file must be called mod_system_myDLTXmod.ltx
  • If you are modifying, say, new_game_loadouts.ltx, your DLTX file must be called mod_new_game_loadouts_myDLTXfilenamehere.ltx
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stg maybe i should just write this fucking guide once and for all

quasi narwhal
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you should at least pin this message

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and refer to it the 1000x people ask about dltx

misty mulch
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i was gonna full on write a thing lol

naive plaza
misty mulch
quasi narwhal
misty mulch
#

let's go with "yes but it's complex" for now

naive plaza
quasi narwhal
misty mulch
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i remember raven saying something to that extent and if there's anyone i'd trust to know, it's that guy

naive plaza
misty mulch
# naive plaza I see? I heard (long ago now) that the `z` count is priority or something?

this is such an awful half truth that needs to die
DLTX files are loaded alphabetically, last loaded wins. You therefore only need to do this kind of shit if you are concerned that some other DLTX mod will directly and precisely overwrite the changes you made. I can guarantee you that whatever you're trying to do with new game loadouts in vanilla gamma, it is not going to get affected by other DLTX files

naive plaza
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Is the default startup_ammo taking the ammo listed in ammo_class and taking the first one?
As in if fmj is first in that list, then that's the "default ammo"?

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And where can we see bullet count per "ammo container"?

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It's hard when you're not used to the lingo or naming "standards" Pepega

sudden inlet
naive plaza
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Is startup_ammo referring to boxes of ammo or individual bullets?

random fulcrum
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it's for multiplayer

naive plaza
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Isn't it also what you get when you spawn in a new game based on the weapon(s) you chose?

random fulcrum
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no

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or at least 99% shouldn't be

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idr that script

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99.9%, even

naive plaza
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Just tested it, it's not.

random fulcrum
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ye i figured

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anomaly doesn't use any of the multiplayer ltx fields anywhere

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and it's extremely rare for people to reuse them in mods

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there's not a single reference to it anywhere in the source code

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i just checked

sick marsh
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is there a way i can manually change the stats of pelts for my game? cause i feel the pseudogiant hide was over nerfed into being worse then some other parts in utility

teal compass
sick marsh
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over tweaked or balanced enough?

misty mulch
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I mean, presumably you made the mod for you, put in some testing time and see if it works

woeful bear
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How do ya print log output to a cmd window? Cant see whats goin on w/ ma SHIT

woeful bear
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live view in a cmd prompt window is what Im lookin for

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console in game prints fuck all lines

novel ruin
crude gust
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So if you combine proposed above printf command with PS log stream - you will have somewhat compact real time view. If it's what you trying to achieve.

woeful bear
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Mad lad, cheers

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ah nevermind, the log only dumps from console when you close the game or crash. it does up to engine init and then no output till its done

crude gust
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I hope some X-Ray experts could you help more than me, tho.

woeful bear
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Cheers anyway, but its all the same unless I can get it the console to output to log during gameplay. All works fine atm just have to close the game if I want to see the full log

covert pivot
drifting moat
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That's how I did it

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I can send you the code or you can just tell SlaveGPT to do it

regal bolt
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Is there a difference between .45acp and .45 Hydro-Shok VELOCITIES or do they both read from the gun they are being fired from?

summer stream
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difference :

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first has more ap
second has less ap

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but HS has more damage multiplier

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literally all

regal bolt
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I understand, im refering to the Velocity specifically

summer stream
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the bullet has it's own velocity too, but i dont remember which line goes to it

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like one of the helpers said :

regal bolt
naive plaza
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On the note of pelts, how do we revert the "1 pelt only" setting that we have now?
I need my hides pepelmao

regal bolt
misty mulch
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And the reason why it doesn't print much is cos tosox minimod has "log spam remover" as an option by default, it removes all log lines printed by mods. Find and reinstall it without the log spam remover option in mo2

woeful bear
quasi narwhal
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just prefix the log messages with -- to make them green

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or use the pda notifications so you can pull up your pda and see on the logs there

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or make short log messages and use set_msg to show them on your screen

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or write it to a log file

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i can think of 2000 different ways of logging shit KekSkew

random fulcrum
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but it doesn't completely suppress printf like what grok had done ages ago when he edited _g.script for it

rough lion
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Where can i find the anomaly startup splash screen? Want to edit it for fun.

fair inlet
misty mulch
misty mulch
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in my usual fashion it's overly long and wordy

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but hey i explain what the fuck a root file is

covert pivot
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maybe i missed it but you dont mention how there can be multiple root files, when some inbetween ltx file gets directly loaded into a script

misty mulch
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i don't mention it cos i didn't know omegakekw

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i'll go make an "extra notes" category

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don't want to interrupt my nice simple "root file is last in the chain of includes"

covert pivot
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When a script loads ltx file directly like
ini_file("items\\settings\\npc_loadouts\\npc_loadouts.ltx")

its another root

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i dont remember but there was some ltx that was both in system.ltx and some script that loaded ltx files in the middle of the chain of includes

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so you had to make 2 dltx files to cover both roots (system.ltx one and script one)

misty mulch
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extremely stupid, but thank you for telling me, will rewrite the section

random fulcrum
covert pivot
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Only thing I've found before was stuff like weapon upgrade files, but i have no idea if they are used in anyway through system.ltx

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They get include chained into system.ltx but also called in inventory_upgrades.script

random fulcrum
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is shit like this documented in the book

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i haven't read it in a long time

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i have a lot of seemingly obscure tech that i'd like to add but ||i barely know how pull requests work, let alone contributing to a project||

covert pivot
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The book doesnt cover what roots actually are

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or how to find out what they are except "use ltxdiff findroot lol"

misty mulch
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ok, my guide is updated with a better definition of root files + the multi-root thing + an FAQ at the end

covert pivot
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the content of dltx files is explained well in the anomaly modding book, just the "what to name the file" and "where to place it" isnt that nice. But igigog is also active again so maybe there'll be updates to it (im too lazy, i rather write the same thing 100 times here when someone asks) kek1

misty mulch
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well igigog specifically can incorporate this into his modding book if he wants

rough lion
misty mulch
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also, turns out ini highlighting for the code block works great for ltx files (which of course they do)

random fulcrum
rough lion
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alrigth

fair canopy
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is there a way to do a notepad++ search through mo2 on virtual folders?

misty mulch
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although i find doing find-in-file through the entire mods folder is usually fine if you use the filter (e.g. *.ltx for only ltx files), then you copy paste likely suspects into MO2 file search to see who actually provides the file

fair canopy
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oh theres a filter? PepeKMS

fair canopy
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i usually just let it run through mods and stop all productivity for half an hour PepeHands

jovial dragon
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Hey guys, is there a way to make gun oils and cleaning solvents etc repair weapon parts below 60%?

misty mulch
covert pivot
jovial dragon
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I see, so what you're saying is it basically reverts to the old weapon condition system, correct?

misty mulch
queen pineBOT
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@jovial dragon Use the mod name search bar to find mods in MO2, and use the mod files search bar to find which files are from which mods. ||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​||||​|| _ _ _ _ _ _ https://cdn.discordapp.com/attachments/1098945649929617478/1165045267637211156/mo2-search.png

jovial dragon
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Is there any difference between the methods?

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I mean, results wise.

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Thanks for the help btw really appreciate it man

summer stream
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simple innit bruv

misty mulch
# jovial dragon I mean, results wise.

ez way reverts the entire "guns don't have overall condition, condition locked at 85% after you shoot once" thing
moderately hard way only reverts the "you use only cleaning kits to fix gun parts" thing

jovial dragon
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Brilliant

misty mulch
summer stream
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you know im curious how people find out about it

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also @misty mulch

covert pivot
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I usually search atleast script/ltx/xml

summer stream
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any idea where the mutants part skinning comes out from?

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since i need it for my mod

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and im too lazy to update gamma

fair canopy
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well fuck my life i guess

misty mulch
fair canopy
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thanks

fair canopy
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Found what I needed in 3 minutes

summer stream
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the percent chance of them being in good condition using specific knives

misty mulch
misty mulch
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and then from that message i can probably look at the commits directly before/after lol

summer stream
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i need to see that

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literally that because im

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an idiot

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that still runs 0.9.1

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(but rather the one who enjoys the game)

misty mulch
summer stream
misty mulch
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the power of search

summer stream
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i am not editing it innit

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wtf my ctrl started to work

covert pivot
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making ltx files too complicated pensivewobble

summer stream
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its rather grok even doing it in there

covert pivot
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you could edit it by unlocalizing the table kek1

misty mulch
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(i presume)

random fulcrum
misty mulch
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the indentation going from ltx -> github -> back gets fucked, constantly

covert pivot
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Its for The Visionβ„’

misty mulch
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the tables are complete gore

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also a lot of "this was supposed to be opened in windows-1251 but got saved in utf-8 rip the whole file"

random fulcrum
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oh so microsoft is behind this

misty mulch
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including a couple of complete text xmls lol

random fulcrum
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fuck microsoft

jovial dragon
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Thanks a million mate that worked perfectly!!!

covert pivot
misty mulch
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oh that. yeah idfk

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i assume there's some copy paste shit going on

covert pivot
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tho yeah for some reason github tabs are 8 spaces by default kek1

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(its also personal account settings)

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with normal person 4 space tabs its atleast a bit better

misty mulch
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deranged amount of spaces

summer stream
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can someone drop me that script plz

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im lazy to download the mods

covert pivot
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you can just download that one file from github

misty mulch
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the diff contains the filename, search the github repo for it

summer stream
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im lazy

misty mulch
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then you ain't getting the script

summer stream
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then no update

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heheheh

jovial dragon
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So now I can use ramrods, oils etc but still can't repair weapon parts below 60 percent

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Which is interesting because when I find Universal weapon cleaning kits it specifically says its for maintaining weapon PART condition below 20%

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Yet it only lets me select weapons

drifting moat
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I never took a good look at it, but I think it says parts >20%

jovial dragon
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Apologies, above yes.

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But my point remains the same

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It's not letting me repair weapon parts below 60%, am I being dumb?

drifting moat
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Did you get the part our of the gun?

jovial dragon
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Indeed.

misty mulch
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in gamma anyway. has been for literal years

misty mulch
jovial dragon
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I thought I could somehow make the weapon part repair items like oils and ramrods etc repair weapon parts in lower conditions.

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Just trying to make it a bit more fun, I really don' t have a enough spare time to farm Expert toolkits

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And raising drop condition feels like cheating, even when it's on legend stalkers.

jovial dragon
misty mulch
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or repair kit charges, to magically replace parts with a 100% version.

jovial dragon
misty mulch
misty mulch
queen pineBOT
jovial dragon
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Yes, I know how the system works now, and I'm not a fan of it, what I mean is waiting to get a D repair Kit takes too long for example

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Was just wondering if it's possible to edit the files to lower the threshold for repairing gun parts

misty mulch
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check first pin in here

drifting moat
misty mulch
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no you need to give them experts for them to sell Type D Repair Kits. On purpose

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the entire point is that D kit guns are ALWAYS locked behind expert tools

visual anchor
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i wanna remove guns from spawning in gamma. how do i do that

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i want the game to feel somewhat close to vanilla with the additions of extra warsaw and nato firearms where i think is appropriate

covert pivot
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Edit the files in GAMMA NPC Loadouts mod

drifting moat
celest forge
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So have all STALKERs not have guns?

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what?

drifting moat
thin socket
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Is it possible to remove grass ?

barren spruce
thin socket
barren spruce
thin socket
barren spruce
outer sedge
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I was gonna make a little mod for my own personal use that just changes the weight of ammo (and maybe a few other things) to be a bit lighter, are there any mods i can go rip open and reverse engineer to figure out how to do that? (edit an items properties/weight in a non horrifically intrusive way) I dont need a full guide or anything, just an example to work off of

barren spruce
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i didnt mean that u learn from it

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just use it if u need more weight

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else you love wasting time, then make a mod for decreasing ammo weight KekStressed

thin socket
outer sedge
thin socket
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just dont hoard too much the system have max items in the world

barren spruce
thin socket
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or if you want more ammo available, just make the box size bigger

thin socket
thin socket
outer sedge
thin socket
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max number of ammo in a box (single id)

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a single box of 556 contain 15 (aroudn that) of ammo, so if you hoard 1500 ammo, it takes 100 id. make box size 100 and it only use up 15id

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but i think it will generate more ammo looted havent check that

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because i think the number of ammo in stash/dead body is % of the box size

outer sedge
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thank you for your help ❀️

spiral yew
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How can I put letters with an accent? like Γ³ on the game? on game they dont show properly x.x

misty mulch
pulsar flame
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Yo got a quick question

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How do I turn down the sky brightness

novel ruin
# thin socket Is it possible to remove grass ?

https://www.moddb.com/mods/stalker-anomaly/addons/no-grass-and-lods-great-for-winter-mods-and-potatoes
reverse engineer this, probably just replace the grass texture to a blank one

ModDB

Simple mod that removes grass and lod textures. IMPORTANT! Make sure to lower your grass options to there lowest setting for best performance boost. Works with 1.5.1, 1.5.2 and 1.5.3 Added option for removing grass only.

ebon ginkgo
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So which mod controls the viewmodels when leaning? Is it INERTIA?

thin socket
novel ruin
ebon ginkgo
sick marsh
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is there a mod to where the Player character will comment on events aswell in pda?

novel ruin
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How do I get the current level of the character?
Edit: I got the answer: level.name()

tawny stream
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Where (And how) do I unpack Item Configs? Trying to edit some weapon stats.

misty mulch
misty mulch
broken ivy
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any help with this, its probably error with render/shader

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for context i managed to start desolation with updated exe with help of a dude, it now loads into main menu but past that nothing

misty mulch
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and for desolation? you absolutely won't be getting much help in this server i think

broken ivy
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Yea fuck

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Not even on their discord server

misty mulch
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it runs completely differently to anomaly, we really can't help

barren spruce
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for sky only i think you must do with skyboxes and i dont have any experience with that

sturdy plaza
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alright, i got a question regarding dltx

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putting stat changes for multiple guns in a single file. the change for ak74u is working regarding the hit power. but the akm recoil change does not work. does anybody know why? what am i doing wrong?

misty mulch
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yes you can dltx that but those values work completely differently to the cam_ whatever values

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documentation for it is in the comments at the top of the enhanced recoil grok_bo_enhanced_recoil.ltx, so give them a read

sturdy plaza
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but you need to change the original values otherwise it still would be different due to the groks enchanced recoil

misty mulch
sturdy plaza
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groks enchanced recoil has a section named "wpn_akm" as a recoil pattern. so if i would type in the gun itself it would get a crash due to the line repeating spite being two different things

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but ok, thats not really the point rn. you telling me to just have it like this?

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well, tested it and thank you, that actually solved the issue

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i was trying that but i didnt put " : " behind it and just had a crash. well, because i know nothing about coding really.

misty mulch
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when you write [section]:section2, you're telling the game, "make everything in [section] copy from [section2], except for the few things i specify here", and you generally do not want it to reference itself

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that's what "inheritance" means fyi

sturdy plaza
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alright, understood. fixed that mistake

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now, the big question. how do i add a option for a gun to take two types of silencers?

brazen pier
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Do you think it is easy to modify the appearance of the reticle in scopes?
The x10 scope that I use on the sks is not very visible, if there is an image somewhere I could modify it in photoshop.

covert pivot
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two types of silencers on a gun isnt supported by default

sturdy plaza
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that is a super long solution. i was mor

sturdy plaza
covert pivot
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its possible, just needs support for it kek1

sturdy plaza
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because recreating every weapon is just a massive time consuming hassle

covert pivot
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before the scopes list was added there was also only possible to have 1 scope on a gun

fair canopy
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You're still gonna have an exponential number of weapon models

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No one is gonna want to make that many weapon models for a silencer

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Assuming you take a standard gamma model that has on average 14 scopes and 8 red dots, having two silencers per weapon already doubles that count

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What you'd need to do to keep it down is to write a script that can hide and show bones depending on a specific silencer attached, then parent your silencer to the specific bone for it

sturdy plaza
fair canopy
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Just wait for anomaly 1.6 which will supposedly have an attachment system

lilac idol
fair canopy
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Maybe in 2028

lilac idol
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idk if it's published tho

fair canopy
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If it is it's gotta be somewhere obscure

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Don't think I've ever seen it

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Unless that's what cwwp is using for their attachment system

sturdy plaza
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yeah, ok, this aint gona happen

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big sad

lilac idol
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which is useful when a gun has a big ass muzzle device or something

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but i imagine that something like that could be reverse engineered to work for 2 suppressors

sturdy plaza
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yeah, i really wanted to utilize that with my idea. instead of actually the second silencer being a silencer, i wanted to make something which is just muzzle devices. to reduce recoil in exchange for actually being silenced

random fulcrum
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make the suppressor work as a scope

sturdy plaza
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i dont want to do that. thats just a huge hassle and even i know i could make it work in a lot more efficent way, i just dont have the skills to create a script to make the game accept multiple silencer options for a gun. so i rather avoid the idea in general for now

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also, can anybody please explain what these values mean exactly?

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its for ammo

random fulcrum
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k_disp is a multiplier for dispersion (inaccuracy)
k_hit is a multiplier for damage
k_impulse is a multiplier for ragdoll force
k_ap is ap (scaled down by a lot, that screenshot is 27 ap)
tracer_color_id is just that
wm_size is the size of the decal on impact
k_air_resistance is the damage/ap scaling factor over distance and also how quick the bullet loses speed
k_bullet_speed is a multiplier for bullet speed

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the values after the semicolon are ignored

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the values being multiplied all come directly from the gun's definitions

misty mulch
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the modding book has an "ammo config parameters" reference which should explain all of it

sturdy plaza
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oh, ok, let me look into that

random fulcrum
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that too

sturdy plaza
sturdy plaza
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and what is the other number of 0.4 behind it?

misty mulch
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ap is a simple "if total AP value of the shot beats target's armor value, it penetrates"

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the engine doesn't recognize "br", that is a made up stat for the stat card

sturdy plaza
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so it being 27 doesnt mean shit, it might as well be 20

misty mulch
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i THINK armor BR is an actual two-digit number representing the armor value x100, since all the hit parameters work on a 0.00 to 1.00 scale

thin socket
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I tried to make strayer voight to load 23x75. Put both slug and shrapnel into the ammo_class, but in game it only show shrapnel availability. What did i miss ?

random fulcrum
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but it stopped being cared for when stat changes occured

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which is super fucking weird because grok handwrites the stats to the description

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so he just needs to edit the br number next to the ap one

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but alas

misty mulch
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honestly ignore br

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it will mislead you

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trust only the numbers from the configs

random fulcrum
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which is why you end up with shit like x39 ap which has like 5something ap

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but is listed as br6

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newbies get super confused over that

sturdy plaza
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so uhm....well, ok this got me confused a bit.

random fulcrum
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the number you see in the text editor right now is the one the engine and the script layer care about

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not the one you see in the item's description

teal compass
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so br 50-60 is br5 and br 60+ is br6?

random fulcrum
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because it is hand written

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and not dynamically added

sturdy plaza
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oh, yeah, that i understand. i genuinely want to change it up a bit , as well the description. idea is to get really influenced from tarkov when giving ammo its ap and damage values so i want to understand how they correlate between the games to gain a understanding what i would like to change

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and perhaps adding a 4th type of ammo to have a option of budget ap ammo and stuff like that

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therfore im asking what do those number mean, how it works ingame and how does the game understand them. because so far i understood the br rating being 0.27 means nothing and might as well be written as 0.2 because the game does not take in account the 0.7 to make it slightly effective against br3

misty mulch
random fulcrum
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brother you did not understand shit then

misty mulch
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Enemy armor values do not follow the actual armor item stats

random fulcrum
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we're telling you that the br number doesn't mean absolutely anything

sturdy plaza
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oh, alright. how do the enemy armor values work then?

random fulcrum
#

check damages.ltx

#

that's your answer

sturdy plaza
#

alright, will do

misty mulch
#

Whatever the bip01_spine and head damages bip01_head number is I thiiink

#

I have a pre chewed parsed list of those somewhere

random fulcrum
#

bip01_head

misty mulch
#

But I'm afk atm

#

Ah thanks for the correction

random fulcrum
#

the thing is you multiply k_ap by a number that's roughly between 6 and 7 (due to all of the hidden modifiers) and then compare it to the armor listed

#

in damages.ltx

#

if it's lower than that then you deal pea shooter damage and the armor is degraded by twice the initial amount

#

that's the short answer

#

and i'm not gonna explain gbo to you

misty mulch
#

this is not for literally every possible profile in the game, cos that's insane, but they're the most common ones

#

the name is a name I made up to keep track of them. the game will only use the id

brazen pier
analog sand
#

Why don't I have puddles in the game?

sturdy plaza
#

why is everything i look into and get curious about turns out to be spaghetti of code and systems how each file works

random fulcrum
#

inconsistent and or subpar modding

#

it's super consistent, simple, and tidy in the engine side

sturdy plaza
#

i want to cry from trying to learn this

random fulcrum
#

wait until bro opens up grok_bo.script

wispy ferry
#

not the Grok Body Odour script...

misty mulch
#

in fairness you did also run face first into the messiest possible system: gun attachments, and now, damage calculations

sturdy plaza
#

i have went the route of just trial and error. might take more time , but its just something i actually understand. working with the values i have and modifying them a little.

#

alright, a whole different question and not even about what i find where and how

#

i heard many complaints about magazines not working

#

which mag mod is the best and do i need to update anything atm?

sturdy plaza
#

its not that, its a question of which one i pick just becasue i heard complains of them causing crashes or not working with the latest update

misty mulch
queen pineBOT
#

@sturdy plaza How to enable magazines in GAMMA: #β•­πŸ“–faq message
Do not enable 207- Mags Redux or Mags Buyable at Traders!

misty mulch
#

that IS an installation q

sturdy plaza
#

i mean, i guess, anyway, thanks for the answer

pulsar flame
barren spruce
tawny stream
sturdy plaza
#

ok, i dont understand one thing about anomaly mags redux

#

checking the files and everything, it has the text for what mags which weapon uses for all the weapons ingame, even unused ones

#

yet when i give myself a unused weapon, it doesnt have the mag function

#

why? im digging through the files i cant find anthing what would be responsable for it

teal compass
sturdy plaza
#

oh, well, currently checking the aks74u old version. ak74u_old

#

but it does have it assigned, or im missing something?

teal compass
#

then it should have a mag

#

does it has something like this
[wpn_storm]
default_mag = mag_8000_cougar
;base_type
ammo_11.43x23_fmj = ump_11.43x23

sturdy plaza
#

wait, hold on

teal compass
sturdy plaza
#

i edited it myself a bit to try to make it to work, i forgot to turn it back

teal compass
#

get :wpn_ak74u after it

#

lol

sturdy plaza
#

it had it

teal compass
#

put it back then

#

that's how its assigned, basically means same base as ak74u

sturdy plaza
#

yeah, it has it and it still didnt work ,therefore i changed it around to find out what is going on. i just removed that section and added the same text right under it as the base has

#

hold on, let me check again and stuff

teal compass
#

it should just work do you have files that overrides it maybe?

sturdy plaza
#

ok, i got it to work

#

it wasnt that, but another thing i did by trying to add a extra ammo type to it and it made the mag mod just not work

#

it still works, i just accidentally made the new ammo type be the default ammo for it

teal compass
#

prob the ammo type is missing?

#

so it doesnt load

sturdy plaza
#

yup

#

now im trying to add the extra special super fancy ammo type i made to a magazine

#

editing the basetypes , adding the caliber to the list and still doesnt work

sturdy plaza
#

i cant find anything what would do that

#

adding new ammo to a basetype file of the magazine, but it doesnt work for some reason. am i missing something here?

teal compass
#

idk what you have in your modfiles but just see if its the last loaded ltx

sturdy plaza
#

i just tested that in case i was stupid earlier. no it doesnt work at all. Just for testing purpouses i copied the file from the actual mod , just added the new ammo type and created a new mod loaded absolutely last with that file. still nothing

#

which obviously says i need to change something on top, but i have no idea what it could be at all

sturdy plaza
#

finally figured it out

sturdy plaza
#

where can i find gamma ammo icons? i found the icon things itself, but the ammo icons are completely different there

teal compass
#

in gamma large files folder

devout yacht
#

Would anyone know what ogg file the Mosin suppressed fire uses? I searched through a few of the ltx files but they pointed to something that didn't show up through search

teal compass
sturdy plaza
teal compass
sturdy plaza
#

i did, couldnt find it, because...idk, im stupid or something.

teal compass
#

caught well sometimes the search function is goofy so understandable

misty mulch
#

also need to use MO2's file searcher, not the mod name filter

teal compass
#

yeah that too

misty mulch
#

that or search through the entire mods folder though that's less useful due to overrides

devout yacht
teal compass
#

snd_draw = weapons\mosin\mosin_draw
snd_holster = weapons\mosin\mosin_holster
snd_reload = weapons\mosin\mosin_reload
snd_reload_empty = weapons\mosin\mosin_reload
snd_reload_misfire = weapons\mosin\mosin_unjam
snd_bore = weapons\mosin\mosin_inspect
snd_shoot = wpn_mosin_snd_shoot
snd_shoot_actor = wpn_mosin_snd_shoot_actor
snd_silncer_shot = wpn_mosin_wstfg_snd_silenced
snd_silncer_shot_actor = wpn_mosin_wstfg_snd_silenced_actor
snd_empty = weapons_dryfire\sniper_trigger
snd_empty_first = weapons_dryfire\mosin_hammer

#

I see silencer right there in Oleh's weapon sounds

sturdy plaza
devout yacht
teal compass
#

oh you want to replace the ogg file

devout yacht
#

Yeah I should've started with that lmao

misty mulch
#

if you have a single character out of place, it won't show

sturdy plaza
#

most likely i was just searching the wrong thing

teal compass
# devout yacht Yeah I should've started with that lmao

[wpn_mosin_wstfg_snd_silenced_actor]
snd_1_layer = weapons_sd\stereo\r700\sd_close_1
snd_1_layer1 = weapons_sd\stereo\r700\sd_close_2
snd_1_layer2 = weapons_sd\stereo\r700\sd_close_3
snd_1_layer3 = weapons_sd\stereo\r700\sd_close_4
snd_2_layer = weapons_shared\stereo\tail_sd\rifle\tail_sd_1, 0.5
snd_2_layer1 = weapons_shared\stereo\tail_sd\rifle\tail_sd_2, 0.5
snd_2_layer2 = weapons_shared\stereo\tail_sd\rifle\tail_sd_3, 0.5
snd_2_layer3 = weapons_shared\stereo\tail_sd\rifle\tail_sd_4, 0.5
snd_3_layer = weapons\mosin\bolt

misty mulch
#

damn, just beat me to it

#

!lua // fyi you can do code blocks in discord

queen pineBOT
#

@misty mulch You can format code in Discord by doing this.
Β 
LINES
​​`<Your code here>​`
BLOCKS

`​`​`lua
<Your code here>
`​`​`
teal compass
misty mulch
#

you can replace the lua with other scripting languages for highlighting, or leave it out altogether

teal compass
devout yacht
sturdy plaza
#

oh for god's sake

#

what format of dds do the icons need to be? the editor or viewer of those files in the pinned stuff i found has like 5 export versions and im exporting one by one to see which one it is

#

and the errors on it are in russian.....

#

alright, is there simply a better program to edit .dds files?

teal compass
#

editing dds file tho not really sure, ps probably works?

sturdy plaza
#

and im already struggling with it. doesnt even open

novel ruin
sturdy plaza
#

ill give it a shot. because i already managed to get a dds plugin for photoshop. edited what i wanted. checked the location of the icon from how stalker reads it. selected it , but ingame it just always is invisible anyway

#

finally got something to work

teal compass
#

so I just notice that the pp2000 operator model does not have a underbarrel flashlight even though the icon has one, is that intended?

#

also it misses silencer model

novel ruin
teal compass
#

sounds is there but model isnt

#

and if its intended the icon should change too

#

prob never intended to be in gamma weapon pool

devout yacht
random fulcrum
#

pp2000 operator was never obtainable in gamma

#

since the mod was added

#

no idea as to how it got so maimed

teal compass
teal compass
autumn python
#

tell me, the trees of the dead autumn, what would be with the leaves, I can not findpeepopray

fair canopy
#

That's a beautiful haiku

sudden inlet
#

Does anyone know how Lucifer works? I was trying to reverse it's visual to display how many in-game hours until the death, but absolutely unable to understand how time and time calulcations in X-Ray work

cosmic beacon
#

I have Blades of the Zone working with the knife durability script from More Melee Features. Worth making a pull request for this to include in GAMMA? Seems like something that might be included at some point anyways?

summer stream
cosmic beacon
#

which author? Seems like 2 distinct projects and the knife durability script of More Melee Features is just one of 5 different things in that mod

summer stream
#

the one who created BOTZ

#

so he can
implement it as a compatability script in fomod incase person has it

cosmic beacon
#

can't this be a GAMMA thing instead? I'm willing to do the work and more than familiar with git, but I'm struggling to find any sort of contributor guidelines or overall way to approach this

summer stream
#

you can contact grok about it

#

but BOTZ isnt included in gamma anyways shrudge

cosmic beacon
#

for a reason? Or just a development resources issue?

summer stream
#

ask grok

#

he decides which mod should be in there

cosmic beacon
#

all right. Just PM? Or will I get slapped, lol

summer stream
#

you can do it directly

#

just as that

#

or wait until he appears in one of the chats

cosmic beacon
#

will do, cheers

worn fiber
#

Do respawn times for NPCs from G.A.M.M.A. NPC Spawns affected by the global respawn time setting from G.A.M.M.A. ZCP 1.4 Balanced Spawns?

tender pawn
#

Progress Update

signal patrol
#

does anyone have the gamma default of this file? im trying to compare some stuff

signal widget
#

Question: If I need to add something to the assortment of traders on the "bases", which files should I refer to?

tender pawn
#

I think it's starting to come together

#

(No idea how to actually animate it yet, that's just me moving the pieces)

misty mulch
#

i assume you are referring to the regular vendors, not mechanics or medics

signal widget
tender pawn
#

You know, it’s crazy how this project started as β€œI’m going to remake the starting pistol from Sulfur as a meme to learn the ins and outs of blender, because it’s cartoony and simple” and evolved into β€œI am reverse engineering the Mars Automatic Pistol in Blender but with a separate magazine well and the grip further back, which means I have to re-engineer the trigger mechanism, hammer, and slide catch to be further back, and probably make the slide catch separate from the trigger mechanism, because like MOST of those parts would be showing on any firing, reloading, or chamber checking animations”

#

Actually I’m not sure I could have a chamber checking animation on this gun because of how it moves, that would start pulling a bullet out of the magazine and wouldn’t go back in nicely

fair canopy
#

It's a fake gun. The mechanism doesn't have to work if it looks like it makes sense

tender pawn
#

Yeah, but it would bug me

fair canopy
tender pawn
#

I’ll make a β€œslide” that covers most of this, but the bolt, ejector, feed arm, and potentially the hammer would still be visible, as would a couple interior surfaces

#

Also I’m learning a lot by doing this

celest forge
#

Which goes for a completely low-poly aesthetic

fair canopy
#

Don't at me if a gun is less than 40k polys and the scope isn't more than 60k

#

Don't get me started on the polys in an android ass

tender pawn
#

Now it's like a rearranged Mars Automatic Pistol

celest forge
#

@random fulcrum did you ever update the HK416 with the icons I made and all that shit

random fulcrum
#

no

sudden inlet
#

Do we have any technology (mod/script) to display all smart on the pdas map? I would like to use it to make some smarts more populated (i.e. medic wagon at Rostok)

random fulcrum
#

that is a uhh option in the debug menu

sturdy plaza
#

i got a big question :3

#

just got a error using both mods from "realistic magazines section"

#

Expression : <no expression>
Function : CScriptEngine::lua_pcall_failed
File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
Line : 262
Description : fatal error
Arguments :
2 : [Lua] d:/anomaly/bin/..\gamedata\scripts\magazines.script(417) : refund_ammo

LUA error: d:/anomaly/bin/..\gamedata\scripts\magazines.script:417: bad argument #1 to 'pairs' (table expected, got nil)

Check log for details

stack trace:

#

can anybody explain this, got it while using custom ammo and when using the ammo wheel.

steady apex
#

time_factor is 6

sudden inlet
steady apex
#

no its real 100 ms

sudden inlet
#

Hm, to turn 100ms into in-game ms I just multiply it by time_factor, is this right?

steady apex
#

sounds right

sturdy plaza
#

oh, its the ammo wheel what is causing the issue

#

because i reloaded with my custom ammo without it and it worked

#

which mod is responsable for ammo wheel?

queen pineBOT
#

@slow bolt If you have a question or need help with G.A.M.M.A., please use the correct channel for your problem:

For vanilla G.A.M.M.A. modlist (this means that your modlist is unchanged and untouched): #πŸ”¨base-gamma-support

For custom G.A.M.M.A. modlists (this includes mods added by yourself and also mods that are disabled by default in G.A.M.M.A.: #πŸ”¨modded-gamma-support

If you are having issues with the installer, or with your G.A.M.M.A. installation: #1026866080347603065

Any other channel ARE NOT support channels. If your question is a support question, you may be asked to go to the proper channel.

sudden inlet
sturdy plaza
#

im creating a mod and i experienced a issue of it conflicting with something that is in gamma by default. i specified how i experienced the crash by using my own custom mod. this is mods making discussion, i dont see the issue asking here about it

sturdy plaza
sudden inlet
slow bolt
sturdy plaza
#

all good, the crash simply happened in correlation with a existing mod

sudden inlet
sudden inlet
sturdy plaza
woeful bear
#

Why would the on_mouse_wheel call back need 2 scrolls to execute while zooming is behaving normally?

Nah, winna

nocturne night
#

Is there a MP 40 addon?

teal compass
#

yes, but this is mod making discussion so you are at the wrong place

teal compass
#

is there like a reason why I would encounter a load screen when spawning a specific weapon in debug test map? I was having this when I try to spawned jp's cz807

fair inlet
novel ruin
#

When does actor_on_net_destroy run?

teal compass
simple scaffold
# novel ruin When does actor_on_net_destroy run?

As you quit, load a save, or level transition. Very close to the last thing before the Lua environment shuts down.

Primary use is to clean up script based HUDs that will break the game if not cleaned up engine side before being deleted in Lua.

novel ruin
simple scaffold
simple scaffold
sturdy plaza
#

Actually no. Making a thingus of extra ammo options and stuff. Therefore need the magazines and stuff for it to actually be playable and somewhat reasonable

#

Overall added 3 extra types of ammo for the same caliber so in total i have 6. The ammo wheel does glitch the fuck out, but that aint the cause of it because the same crash happens with vanilla ammo as well. The craah is specific to using the ammo wheel and selecting a ammo type when you have no magazines added to loadout. Or autoremoved because they are emty.

#

Tested it with ammo i have not touched

#

And as i see plenty of people are actually complaining about the same issue

fair canopy
#

What's the issue?

simple scaffold
sturdy plaza
#

Well, it allows you to pick whatever spite being grayed out and actually reloads or attempts to which leads to a crash. I should mention this again just in case that im using the magazines mod from "realistic magazines" section. Enabled the two required

#

Might as well mention how it works perfectly fine with custom ammo in mags and all that funny stuff when you do have a extra loaded mag added to your loadout

#

But people from the magazine side blame one key mod to be the cause of that which is automatically included

#

Personally, im very confused as sadly i dont understand much of anything from that

simple scaffold
sturdy plaza
fair canopy
#

It's one key. I specifically gave the warning in the fomod that it has issues and I've said multiple times it uses an older mags script

#

It needs to be updated but I don't have enough knowledge to do it myself. I tried

fair canopy
#

Just be it comes with gamma doesn't mean it's correct

misty mulch
simple scaffold
misty mulch
#

The irony is that this round of issues comes after literal years of trying to get grok to update mags to the latest version

#

Only to see it immediately get saddled with a bad install procedure

random fulcrum
#

then the "mags is not part of gamma. shrug" refractory period

fair canopy
teal compass
#

then why include it in mo2 thencaught

#

Its even a bad install

misty mulch
#

You only have to see how many times people ask "how to get magazines" in the rest of the server

teal compass
#

caught and say why no work

fair canopy
#

Because if it was done correctly in the first place it wouldn't have been an issue

misty mulch
#

Iirc if the file is hosted on discord, the installer can't get it either

#

So the mags patch is p much stuck as an intermediary folder install, as in, grok picks options from the fomod and you're stuck with it

#

And I don't think he knew at the time that onekey used the ancient version of magazines.script and therefore, picked the onekey option without checking the giant warning in the fomod

#

And so now I have this very long copypasta to unfuck it

covert pivot
#

People reporting stuff to original mod and not to gamma is also big brain kek1

misty mulch
#

People report shit in all kinds of wack places tbf, pretty sure we drove illish to madness when ultrawide used to crash ppl out

teal compass
#

KekSkew well some people just can't pay more attention

misty mulch
#

Cos they'd be told to install the ultrawide mod, and then they would use that thread to dump literally any other crash errors they got

teal compass
#

they just do whatever they want

covert pivot
fair canopy
#

That guy is just... Something else

simple scaffold
#

the one saying i could make the maghud location adjustable from MCM isn't wrong. i do think it is funny that they used another of my own mods to point out that it was posible to do.

quasi narwhal
simple scaffold
# quasi narwhal not allowing your mods to be used in modpacks is the chad move

Gamma and EFP are the only modpacks that have permission to include MCM and mags redux. EFP because they asked nicely and did alot of dev work for both.

gamma because it is SUPPOSED to be downloading from moddb via the miraculous downloader. it's not and it breaks shit.

nearly all my other mods are CC licenced (MCM and mags redux are not) so it's hard to say anything.

i guess i could argue that donation link is commercial activity that is blocked by the version of the CC license i use.

celest forge
#

Don't ask for permission
Change the mod so that it breaks stuff
People message you telling YOU to fix it
You act nice and try to patch it even though it's not your responsability at all
Patch don't work and they're still angry at YOU for some reason

#

Truly the "my mod was included in gamma" modder experience

simple scaffold
celest forge
#

Yeah it's hard to provide support for a modified version of your mod with other 700 monkeypatched scripts and DLTX files overwriting it

drifting moat
celest forge
#

It's not an issue when it's not HORRIBLY bloated and messy

#

It's necessary sometimes when you're making mods, but GAMMA's way of doing it is like those pictures of server rooms that are just a complete cable jungle

#

And if you disconnect one of the random cables the entire thing goes to shit

simple scaffold
drifting moat
celest forge
#

That is useless

#

It does nothing for modders

#

Except artificially inflate a download counter

#

That. again, doesn't matter at all

#

Unless you want to inflate your ego with "My mod has 3 million downloads!!!!!!" which isn't even an achievement since they're all automated ones from a launcher

drifting moat
quasi narwhal
simple scaffold
quasi narwhal
#

a huge issue with modpacks is the creators not knowing shit about code, then proceeding to change the scripts of a mod instead of overwriting their behavior with monkey patching, dxml and such

drifting moat
simple scaffold
#

mags redux is designed to be extended in several ways.

drifting moat
#

Then that leads to even more newbir confusion especially with ppl who have little to no coding experience

quasi narwhal
#

you'd know that

Mags Redux = Anomaly
GAMMA Mags Redux = patches to make Mags Redux work with GAMMA

drifting moat
quasi narwhal
#

it's the same as separating code in different files

drifting moat
quasi narwhal
#

or using inheritance with overwriting methods

#

it's like you'd be inheriting Mags Redux to patch it right

celest forge
celest forge
#

And as we see people blame Raven instead of whoever did those monkeypatched on old, unsupported versions lol

quasi narwhal
#

that requires a decent understanding of separation of concerns and shit from the developer

#

otherwise they're adding a useless monkey patch that will just increase the complexity

drifting moat
#

Well some scripts are nicely built with the right OOP principles. Like the backpack script. That was nice to read

quasi narwhal
#

yeah, I'm usually more functional programming oriented, but them Lua classes do be nice to work with

drifting moat
drifting moat
#

I guess a perfect language for functional programming?

fair canopy
misty mulch
simple scaffold
quasi narwhal
misty mulch
#

And onekey author is long since inactive

quasi narwhal
#

I was referring to the classes in Anomaly itself

quasi narwhal
simple scaffold
quasi narwhal
#

also I'll never call it perfect because it's not typed ohno

drifting moat
quasi narwhal
#

but it is quite effective and robust for scripting

simple scaffold
fair canopy
quasi narwhal
#

like casing pattern matching with tables and such

#
let x = 1;

match x {
  1 => println!("one"),
  2 => println!("two"),
  3 => println!("three"),
   _ => println!("anything"),
}

like this in Rust for example

simple scaffold
simple scaffold
drifting moat
fair canopy
quasi narwhal
#

switch tests for a literal value, while pattern matching will test via structures

quasi narwhal
#
local lookup = {
  [1] = "one",
  [2] = "two",
  --- ...
}

local x = lookup[1] or "anything"
#

but then you're allocating in-memory all possible results

#

not the case with pattern matching too

#

ofc this example could be a normal list, I'm just showcasing the matching against keys/values

drifting moat
quasi narwhal
#

it isn't 99.99999% of the time

#

creating lookup tables is fine, especially if you don't want to allocate some shit in runtime and leave it there to be accessed

#

buuut this the type of shit that Lua makes you do by hand, when in some other languages you have operators/syntax sugar for it

drifting moat
#

But yeah I guess we all just miss some stuff that our favourite languages have

simple scaffold
#

well that's not true. i could get rid of the function() and end using load string but that sacrifices lexical scoping.

there is extra memory over head for defining each of those functions, compared to a proper keyword like you said.

quasi narwhal
#

it does look nice though

#

idk, I guess it'd be useful for some use cases in which you're gonna fire a function on every case either way, but that's one hell of an edge case lol

simple scaffold
#

It's completely worthless for anything other than showing off with obscure Lua syntax

simple scaffold
#

the fact that foo "bar" "baz" {1,1,2,3,5} can be a perfectly valid line of lua code is very amusing to me.

drifting moat
sturdy plaza
#

alright, well, i fixed the magazine issue for myself. thanks to all the people who were guiding me how to do it. im just stupid enough to not do it properly or ask the wrong people about it, because i dont know better

sturdy plaza
simple scaffold
quasi narwhal
#

the fuck kinda syntax is that

simple scaffold
quasi narwhal
#

Civet allows function calls that omit (), so doing foo "bar" "baz" is the same as foo("bar", "baz")
implicitly iterating over arguments for each function call is crazy though lol

simple scaffold
# quasi narwhal wait i never realized that created an iterator

a function that takes only one parameter can be called without using parentheses when being passed a string literal (aka quoted string in the code, not a variable) or a table constructor (aka {something})

so that line calls foo("bar")

then because foo returns a function (it returns itself) that becomes foo("bar")("baz") and then foo("bar")("baz") ({1,1,2,3,5})

quasi narwhal
#

wait nvm, i didnt realize it was returning the function reference at the end

simple scaffold
quasi narwhal
#

yeah, I know you can pass tables and strings omitting (), I always like to do foo [[some_literal]], I guess I just never realized chaining their calls like that would still obey the rule

simple scaffold
quasi narwhal
#

I guess any language that allows function calls without () and supports first class functions is doomed to that exact example KekSkew

drifting moat
quasi narwhal
#

using a function passing a single table as argument to make it look like an operator followed by a block of code

sturdy plaza
#

can i please be at least pointed where i need to look to understand a bit more about the ammo wheel? 😦

simple scaffold
#

it can be fun to write nonsensical code this way

because each xray script is it's own namespace with a this variable pointong to itself. you can do thing like

function call(func)
  if type(this[func]) == "function" then
    return function(param) this[func](unpack(param)) end
  else
    return function printf("call:&s not a function", func) end
  end
end


function baz(x,y,z)
  printf("x:%s, y:%s, z%s"), x,y,z)
end

-- then call all your functions like this and make ppl question if this is even lua any more
call "baz" {1,2,3}


#

bonus points if call is actually in another script and you just have local call = somescript.call at the top of your script. that is actualy way more complicated, not imposibe, but beyound the scope of a quip

random fulcrum
#

esoteric lua

drifting moat
#

Using your knowledge to teach ppl how to write spaghetti code. The true evil

simple scaffold
#

code should be self documenting and clear. which means that you should always use () to call functions in lua

drifting moat
simple scaffold
# drifting moat And name functions, variables in a way that helps with understanding. Especially...

you would love the code i wrote for demonized to monkey patch a script so that when that script, and only that script, read db.actor.radiation it got 0, but any other time that script used db.actor it worked normally.

I can also write a patch that changes how one function in fool.script works only when called from bar.script, any other script will call it normally.

these things are not in the monkey patching guide because i a) want to protect your sanity, b) want to keep the cool code to myself, c) am too lazy to update the guide, d) all of the above

random fulcrum
#

ooh that sounds like an extremely cool gimmick

fathom wagon
#

Me thinking about catching getting k_ap stats in GAMMA/ArtiGrok and being able to modify it (for a perk) before it gets returned to the damage calcs. Sounds like it could be a hassle though.

teal compass
random fulcrum
fathom wagon
#

The thought came up reading what Raven said about that monkey-script modifying the return value of db.actor.radation for only a specific script.

random fulcrum
#

ye the thing is that k_ap is a local that's setup within npc_on_before_hit

floral sparrow
#

hey how to edit skill system levels because i started a new game+ so i dont want to grind those levels again!!!!!!

quasi narwhal
quasi narwhal
#

!!!!!!

teal compass
# teal compass So I tried again, I am standing in the middle of the map, spawned cz807, and at ...

I tried to check log but I dont see anything special ```Spawned item [wpn_cz_bren_807] (20496) inside invetory
Time continual is:244813

  • Unregister UI: UIDebugISpawner
    Time continual is:246183
  • Register UI: UIInventory
    0.19285714285714
    0
    0.19285714285714
    0
    asdf: 0
    build_desc_footer for object id 20232
  • Unregister UI: UIInventory
    Time continual is:248439

SAVING: level_weather | cycle: foggy - preset: w_foggy3 - is_underground: false - weather_storage size: 0

SAVING: Water deprivation | last_drink: 0

SAVING: NPC items | number of saved npcs: 0

SAVING: Sleep deprivation | last_sleep: 0

SAVING: Gameplay - Actor Friendly Fire and Surrender Stats

  • Saving spawns...
  • Saving objects...
  • 19888 objects are successfully saved
  • Game Player - autosave.scop is successfully saved to file 'd:/anomaly/bin/..\appdata\savedgames\player - autosave.scop'
  • Disconnect
    clearing object 6069, zat_b39_af_fuzz_kolobok from m_data
  • Destroying level```
drifting moat
#

Why would you need to do that? I mean the "mocked" db.actor.radiation? Also when did you start to mod gamma/stalker?

quasi narwhal
# drifting moat Why would you need to do that? I mean the "mocked" `db.actor.radiation`? Also wh...

imagine if you had 2 different scripts that damaged the player based on the radiation value on every update, then you started taking doubled radiation damage because of that
though both those scripts had something nice you wanted to keep, so getting rid of both isn't an option
so you just change the value of the radiation for 1 of the scripts, so it'd always ignore it/do nothing with it, while still keeping the other features

#

or imagine a script called a global/shared function, and you wanted to change what that function returns only for that script

#

that way all the other 1000 scripts calling the same global/shared function wouldn't be impacted -- just the one you patched

sturdy plaza
#

if i use old radial menu, how can i change the old ammo icons to something else, different kind of ammo?

teal compass
#

is this even validlaser_status = falser

#

found it in cz807's ltx and wondering if some syntax error could be there

quasi narwhal
#

booleans are truther and falser

random fulcrum
#

there's just no correlation as to why that would make you change map

#

but no it isn't valid

teal compass
#

caught which is I'm trying to figure out

simple scaffold
# quasi narwhal is that the metatable hack you shared the other day

the second one. the first one is similar but more complicated due to db.actor being a game object that has functions called on it. it also isn't perfict if that script passed db.actor to an engine function it would probably crash. but since it was a core anomaly script we knew it wasn't doing that. also db.actor gets passed to very few things.

drifting moat
simple scaffold
simple scaffold
# teal compass is this even valid`laser_status = falser`

the ltx readers only consider 1 and true to be true, everything else is considered false, (unless it is one of the readers that supports defaults, then nil and only nil is replaced by the default value.)

so flaser would work for false.

simple scaffold
simple scaffold
sturdy plaza
#

that is actually exactly what would suffice, putting my custom ammo in old ammo sections. just because i need more than 3 options

#

the question is how to do it, because i cant find anything at all for that

drowsy cloud
#

Hey, I've been trying to make my own loadscreen description mod, only problem is that I'd need to add 109 individual ones. Can someone of u guys tell me where I can find the script that controls how many loadscreens it actually reads? πŸ™‚ it shows "is_tip_loadscreennumber" if I haven't created one

simple scaffold
drowsy cloud
drifting moat
simple scaffold
drowsy cloud
simple scaffold
simple scaffold
drowsy cloud
drifting moat
simple scaffold
sturdy plaza
drifting moat
simple scaffold
drifting moat
#

Well the problem was I had a stack of stuff. I took 1 did some stuff then deleted the item and wanted to get another item of the same type from the stack, but I got back literally the same object I "deleted"

sturdy plaza
simple scaffold
drifting moat
simple scaffold
sturdy plaza
#

ah, alright, so i cant have the name i want to ingame. which i assume also means the game will despawn it since it has old ammo despawn thing or whatever it does with it

simple scaffold
sturdy plaza
#

let me try couple of things. ill def give that a shot

simple scaffold
#

you can't have the name you want internaly. but what the player sees you can change.

#

it's not an ideal solution but when you consider that arti wanted to add a new 9x18 ammo type and would have had to edit every gun that uses 9x18 to actualy add a new ammo section and recode the ammo wheel. repourposing the old ammo was easier and cleaner

sturdy plaza
#

i can see why, but i encountered a weird problem. cant load the custom ammo in a gun. i wouldnt care to add the ammo to every weapon and magazine type, my only last stop was the ammo wheel to make it all "easy" to work

simple scaffold
#

or you have to edit every single gun. and mags redux base type

sturdy plaza
#

im ware of what you talking about, i just have not added it to any of the npc's loadout to be selectable yet. for now im just testing stuff and what not

simple scaffold
sturdy plaza
#

i have already done that part

#

and old ammo was in the list to begin with

simple scaffold
#

yes. that is why it is a safer/simpler way to do things.

sturdy plaza
#

idk, it actually worked. i added the ammo to mags and guns, i could safely reload and do whatever. it just wasnt in the ammo wheel

#

and god damnit, im a moron. the prefix for "old" is "bad"

#

and there is some sort of a script which replaces all bad ammo with new

simple scaffold
#

you find that script and patch it so that if it is one of your ammo's it ignores it.

sturdy plaza
#

i found it, but its all lua

#

where it finds the prefix of bad and changes it to new

#

so i dont think i can exclude my own made stuff

simple scaffold
sturdy plaza
#

gimmie a sec

random fulcrum
#

damaged ammo are the _verybad ones

#

_bad are old

sturdy plaza
#

-- Replace damaged ammo with new
if _NO_DAMAGED_AMMO and string_find(section,"_bad") then
local new_section = string_gsub(section,"_bad","")
if ini_sys:section_exist(new_section) then
alife_release(obj)
alife_create_item(new_section, npc, {ammo = size})
--printf("~ replaced [%s] with [%s]", section, new_section)
return

random fulcrum
#

i'm an idiot

simple scaffold
sturdy plaza
#

so it finds very bad and changes that to new and then finds just bad and changes it to new

simple scaffold
#

monkey patch is is more complicated. but direct edit is literaly just making that skip list and adding a check for it right at that point in the script

sturdy plaza
#

now i had no idea about this skip list option, huh

simple scaffold
#

make sure the skip list has the right names.

simple scaffold
#

with a messy direct edit, but this is gamma that's normal and a clean monkey patch would be anoying to implement.

sturdy plaza
#

thanks for the idea, now the question is where do i add it properly to not fuck the whole file

#

you can see how much of a pro i am at editing this by usind readme to look at that

#

but would that be the correct place to add it in there?

#

right, i didnt even do it correctly

sturdy plaza
random fulcrum
#

you typo'd the =

sturdy plaza
#

i noticed it myself in the end, changed it, but that still didnt fix the issue

random fulcrum
#

did you try running the script in the console

#

that tells you exactly where you fucked up

#

i'm sure it's because the addresses in the table aren't in brackets and quotations

#

but i'm unsure on that claim

#

i.e. they should be ["ammo_5.45x39_fmj_bad"] = true

sturdy plaza
#

i know absolutely 0 about coding in general, oh god....let me try

#

is this how you think it should look like?

random fulcrum
#

yeah but just run the script in the console

#

while you're in debug

#

run_script (name of the script)

sturdy plaza
#

god damn, it worked, its works

#

holy hell

random fulcrum
#

well the more you know

#

now implement inventory tetris into anomaly

#

or don't speak ever again in this channel

sturdy plaza
#

i mean, new issue of adding a the "old" in front the ammo name ingame, but i can live with that or fix it myself, assuming its just in the ammo.xtl.

#

and....i know nothing about lua or coding no way i can implement that lol

#

but wanted to say big thanks to you faust and raven for dealing with such a moron like me

#

and actually helping

random fulcrum
#

nah that's dynamically inserted into the name

#

i don't remember where

#

but it's done dynamically

#

regardless of the item's name in the xml

sturdy plaza
#

oh for god sake

simple scaffold
simple scaffold
random fulcrum
simple scaffold
random fulcrum
#

i do remember coming across tables like that before, if vaguely

simple scaffold
#

Since gamma nukes all old ammo can actually simplify that script a bit. So it just runs all the time. I'm on my phone so not right now.

sturdy plaza
#

i got it, removed all the double dashes and it didnt help sadly

#

also, noticed there is a extra jam change script with old ammp

calm geyser
#

so i just finally managed to put the okp on the ak74m duty but none of the moving parts are working animation wise. (doesn't grab mag/piston stays forward while shooting/etc.) does anyone know what the problem is?

celest forge
#

Animation lines in the hud section are messed up probably

random fulcrum
calm geyser
calm geyser
storm kindle
celest forge
#

Why is it a txt file

#

Should be ltx

calm geyser
#

ik i copied it into a txt so you wouldn't have to download it lol

simple scaffold
#

Yeah I realized after it needs other changes. As written it only works on Arti's ammo.

simple scaffold
storm kindle
#

Omg I was afraid so. There are so many of these magical objects

#

😭😭😭

#

He is the only one who would know its name

#

Stalker modding much esoteric

storm kindle
#

Managed to find a LTX file but still cant filter. I at the limit of my wits here...

quasi narwhal
storm kindle
# quasi narwhal

lmao I dont have discord on my PC, I just built the PC this week, I need to pass a lan cable and buy a router, cut me some slack

#

I dont want to tether the phone, because I use it for other stuff.

#

It gave me a good chuckle though

#

I give up, demonized scripts are too stronk for me. 😫

south cobalt
#

hey guys, do anyone of you know where I can find the folder for the AK 74 PMC and the AK103?

#

I am attempting to editing the scope options on the AK103 so it can take more scope similar to the AK 74 PMC or any other AK 74M variants

fair inlet
south cobalt
sturdy plaza
#

Ak74 pmc should be located under bas. Adding more scopes is a huge pain because you will need to go in blender to position it properly as the game treats each scope version for a gun as a whole new gun

south cobalt
#

but if the situation requires, then I just need to know where the files are

sturdy plaza
#

Well, usually its gametada/configs/items/weapons. , i think, i dont remember it perfectly from the top of my head

#

But even then, adding new scopes isnt as simple as just adding a option in the ltx

#

I assume the 103 is vanilla anomaly

south cobalt
#

it's fine, I would be following the video guide from Jmerc

sturdy plaza
#

Fair enough, best of luck

south cobalt
#

yea, I already figured out adding more scopes is a pain in the ass, but it would be worthwhile in the end.

sturdy plaza
#

For just 1 yeah, why the hell not. I can agree on that.

#

Tho, considering the 103 model, you cant add much more than what is already in there if you think of adding the magical dovotail mount so you can put any nato dot or scope on it. Otgerwise that shit will be just floating on the dust cover or look like its welded on

south cobalt
#

πŸ’€ where do I find the weapon folder?

sturdy plaza
#

Well, its usually all hidden, you got to use the unpacker in anomaly install for it to unpack and show all the gamedata. But idk, i think just taking it from there would override some stuff gamma has edited if anything about its stats. So for just yourself, use the mod orginiser and search for the file. I assume the name should be wpn_ak103

south cobalt
#

cheers

#

well I can't seem to find it even on MO, weird.

sturdy plaza
#

Actually, check ak reanimation mod. I think that overrides most basic ak's in the game.

covert pivot
south cobalt
covert pivot
summer stream
#

do not forget :

if you will do it wrong
it will destruct itself within a second when you put it on a gun

fair inlet
#

couldn't screenshot details tab because pressing any key closes it sisyphus

south cobalt
south cobalt
fair inlet
south cobalt
#

i'm currently playing on DX9, maybe that's the reason?

fair inlet
#

yes, 3dss is not available on dx9

south cobalt
#

but there shouldn't be any reason for the ak103 to refuses the remaining WP scopes

#

where as my other AKs still capable of attaching them

#

in fact, most of the bareboned AK 762 in my game can only capble of attaching up to 3 scopes only

lilac idol
#

that's probably because 3dss is the one that adds them

summer stream
#

yes

#

3dss adds a lot of scopes to other guns

south cobalt
simple scaffold
plucky veldt
#

Idk if best place to ask, but could someone tell me how to switch the scope on an M98B from the modded version which I believe is the 3d scope one, to just being a normal scope UI like the "Spectre Scope" is. Where it takes up the whole screen. Trying to make it work with Beef's NVGs and the thermal mod as well.

simple scaffold
# sturdy plaza i got it, removed all the double dashes and it didnt help sadly
local gc = game.translate_string
function ui_item.build_name_first(obj, sec, str) -- no obj used
    str = str or gc(ini_sys:r_string_ex(sec,"inv_name"))
    if (not str) then return "" end
    
    local _str = ""
    if is_empty(str_tbl) then
        refresh_strings()
    end    
    str = _str .. str
    
    return str
end

this is actually all you need since gamma has no old (_bad) or broken (_verybad) we can just remove the name change completely.

simple scaffold
sturdy plaza
#

No, its a lot worse

#

I found it, its a script which calculates jam and damage of guns overall. They it does it is by constantly checking for old ammo which has its own values when calculating overall jam chance and damage. So i cant disable it all, but i went in with my super limited understanding of it and simply deleted the of old ammo being taken in consideration at all

fair canopy
plucky veldt
fair canopy
fair canopy
#

A lot of guns have scopes which don't have the texture configuration to work in 2dss. Nor do they have the xml files for them

south cobalt
fair canopy
#

Setup the scope textures for each gun that I added new scopes to

sturdy plaza
# simple scaffold ```lua local gc = game.translate_string function ui_item.build_name_first(obj, s...

I thought about this and considering i probably wont go through every single caliber in the game i actually rather leave it so the script which changes it to new ammo works. I guess maybe im only now thinking it would be better, but got to work on it and see how it works out. Meanwhile i found the shit which changes the prefix adding the "old" in front of it ingame and i realised if i change it to "harambe" , the game will display it as harambe 7.62x39 and so on for old ammo overall. I intend to mask the fact its old ammo while letting the game do its work with all the ones i uave not touched. Im sorry if i wasted your time making that script.

south cobalt
fair canopy
#

Can't. I'm at work

south cobalt
#

very well.

simple scaffold
south cobalt
#

need to learn a lot

sturdy plaza
#

Same.....

celest forge
#

LOOK AT THIS FUCKING LOSER

summer stream
celest forge
#

Thanks that was the joke

summer stream
#

we are the one who gets no money Chadge

#

the chads

fair canopy
teal compass
#

me at school:

sturdy plaza
#

how can i disable magazines being spawned in only trader inventories from the magazines_loot script?

misty mulch
#

@sturdy plaza presumably you comment this bit out inside magazines_loot.script

#

since that is the "tell the game to make traders stock magazines" snippet

sturdy plaza
#

dumb question, how do i turn that into a comment instead of like of code? im sorry, i know nothing about coding

#

nvm, i figured how a comment looks there and just did the two --

misty mulch
sturdy plaza
#

yea, still thanks for the info

misty mulch
#

it's adding --[[ and --]] at the top and bottom of the block

#

that comments it out

#

turns the whole block into a comment, comments are not "read" by the computer, therefore it is a safe way to disable sections of a script without outright deleting shit

sturdy plaza
#

understood

misty mulch
#

(different programming languages have different ways to do comments, for LUA script files it's --[[ --]] or -- for single lines, for LTX configs it's adding ; to the beginning of the comment)

sturdy plaza
#

yeah, i figured out the ltx stuff. the tutorial or modding guide or whatever it was in the pinned messages explains that very well there

misty mulch
#

ah yw glad it helped

vast plaza
#

What am I doing wrong?

I would like to make a multiuse item out of ducttape. Here are my changes:

![duct_tape]
kind = i_tool
cost = 750
inv_weight = 0.1
empty_weight = 0.01
use_condition = true
script_binding = bind_item.bind
max_uses = 5
remove_after_use = true

sturdy plaza
#

how is damage calculated in gamma? just damage

#

gun damage x ammo damage? or there are tons of other variables between it?

misty mulch
misty mulch
vast plaza
#

Yes,
Filename: mod_system_havoc_new_multiuse_items.ltx
Path: gamedata/configs

The file works, because the costs are 750 now ingame.

misty mulch
#

to be totally honest, i also don't know if you can make a single-use item into a multiuse one purely through editing a single ltx file

vast plaza
#

But that's possible, at least with medical items. I changed the following there and it works.

![antibio_chlor]
cost = 1350
inv_weight = 0.01
boost_time = 300
use_condition = true
script_binding = bind_item.bind
max_uses = 2
empty_weight = 0.001

worn fiber
#

Have you tried that?

vast plaza
#

It works now... Cool. I edited the file 3 times, tested it and the following format worked.

![duct_tape]:booster_multi
$spawn = "devices\repair_kit_10"
can_trade = true
quest_item = false

kind = i_tool
cost = 750
inv_weight = 0.1
empty_weight = 0.01
use_condition = true
script_binding = bind_item.bind
max_uses = 5
remove_after_use = true

#

Now I still have to test the crafting to see if he actually only uses one "use" to make an item.

drowsy cloud
#

hey, is there a way to change default gamma npc names? for example hog?

misty mulch
#

ngl it's really funny that the parameter is literally remove_after_use = false

misty mulch
#

that is to say GAMMA Massive Text Overhaul Project

vast plaza
#

I think what this means is that the item disappears after complete use (all uses).