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DAP

S.t.a.l.k.e.r. mod

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Hey DAP !

Just two ideas from me:

  • You should make the Medipacks and Antirads as Items, not ammunition.
    Currently they are droped sometimes if you pick up new weapons with ammo.
    And all in all it would fit better i think !

  • Would you create "normal" Zombies ?
    Just the normal Civilians from ArmA2 but with you Zombie Animations.
    Or would this be to much work ?

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Hey DAP !

Just two ideas from me:

  • You should make the Medipacks and Antirads as Items, not ammunition.
    Currently they are droped sometimes if you pick up new weapons with ammo.
    And all in all it would fit better i think !

  • Would you create "normal" Zombies ?
    Just the normal Civilians from ArmA2 but with you Zombie Animations.
    Or would this be to much work ?

1. At first they was items. But in ARMA2 you can carry only ONE item of same type. So medkits and "anti-rad" now is "magazines". Same with artefacts. I think this is not bad :) You always must think about ammo and health. And after update... about money ;) What more important for you: money or your life? ;)

2. Thanks :) Nice idea :) Not so much :) Just a lot of "copy-paste" config-work :D

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Mhh, i played a bit with your config of the medipacks i i think it was possible to have more then one...but maybe i was wrong.

I also changed your Heal script (Medipacks). Now a animation and sound is played.

_unit = _this select 0;
_dmg = getDammage _unit;

if (alive _unit) then {

_unit removeWeapon "DAPSTALKERS_MEDKIT";
_unit playMove "AinvPknlMstpSlayWrflDnon_medic";
sleep 2;
_unit say "fieldDressing";
sleep 0.5;
_unit setDamage (_dmg-0.25);
_unit setHit ["Hit_Hands",0];
_unit setHit ["Hit_Legs",0];
};

If there will be normal civil Zombies in the next version this would be awsome ! :yay:

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Mhh, i played a bit with your config of the medipacks i i think it was possible to have more then one...but maybe i was wrong.

I also changed your Heal script (Medipacks). Now a animation and sound is played.

Just try it :) Change "type" value in config of medkit and try add two medkit to one unit ;) About healing script. Now it looks like this:

_unit = _this select 0;
_dmg = getDammage _unit;

if (alive _unit) then {

_unit removeMagazine "DAPSTALKERS_MEDKIT";
_unit playMove "AinvPknlMstpSlayWrflDnon_medic";
sleep 3;
_unit setDamage (_dmg-0.5); 
_unit setHit ["hands",0];
_unit setHit ["legs",0];
};

I don't think that sound so important :) Also.. here is need "sound-animation" syncronization. More problems, than benefit :)

_unit setDamage (_dmg-0.5); - I increased the value for more effectiveness. Now you can carry less medkits without problems with healing.

Edited by DAP

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HI sorry to keep asking this but how would this run on a dedi server set to persistent mode for me and me mates to drop in and out of?.

Thanks

P.S

I assume the COOP version of this is all so sandbox play like the single player version if so this really will rock I loved stalker but it needed COOP play.

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HI sorry to keep asking this but how would this run on a dedi server set to persistent mode for me and me mates to drop in and out of?.

Thanks

P.S

I assume the COOP version of this is all so sandbox play like the single player version if so this really will rock I loved stalker but it needed COOP play.

In update will be presented two types of missions:

- Small missions. On part of map (1/2 map or smaller) with game modes:

- COOP (Players execute mission together)

- TvT (Players in different factions have same mission. If someone (or whole team) first reach goal - then his (their) team win)

- HUNT (1 or 2 players will play as mutants (bloodsucker) and other hunt on them, or, maybe, mutants will hunt on stalkers :) )

- Large mission. On whole Island where players will be able do what they want :) Something like persistent world, where players will can earn money, take missions (like "bring that thing to me and I will pay"), hunts on mutants and investigate history of Island :)

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Large missions sounds great this is so cool.

I assume the large mission was in the latest update if so I will download it now and stick it on me dedicated server ready for later :)

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I just tryed this and so far its cool.

I see though that this is an old version I assume the version you referred to in your post above with the large mission for COOP is coming soon?.

Thanks

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I see though that this is an old version I assume the version you referred to in your post above with the large mission for COOP is coming soon?.

Thanks

I hope so :) I already have "template" - whole island (Namalsk) with anomalies, artefacts, mutants and stalker bases. But still need do some work with "side missions". In current state all addons work fine and ready for release. Now all massive of work only with missions. Also was added some visual changes:

- Custom loading screen

- Custom main menu scenes for all default islands (including Shapur from BAF and Proving Grounds from PMC)

Here is main menu in Chernarus :)

mainmenub.th.jpg

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I cant wait for this to be released mate your doing a great job.

I want to play the sandbox mode with me mates when its out.

Any idea on ETA.

Thanks

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Any idea on ETA.

When he's finished methinks.

Mate I haven't visited this thread for a while. I've just got to say that the progress you have made with this is incredible.

The original release (the last copy I played) was great and full of potential. You've really gone all out here.

Well done!!

As far as a COOP release goes, getting some serious drewl going on here.

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Small progress report :)

[YOUTUBE ]hBmbby86SL4[/YOUTUBE]

Also:

  • All mutants and zombied stalkers can respawn.
  • Anomalies FX works in MP (Still need some tweaks, but it works).

isnt more easy a Warfare style shoping menu?

teamw.jpg

Edited by Foxhound
do not quote embedded videos

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isnt more easy a Warfare style shoping menu?

Actually not :) Current trade system consist of three small scripts. And it very easy to use for mission maker. Also no any limitations and you have full visual information (You see 3D model) about thing, which you want to buy.

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Great trading system !

Any pic's of the "normal" zombies aviable ?

Can wait to see them... :D

Edited by Wiggum

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Yeah this really is a unique mod I am looking forward to COOP for sure.

Keep up the awesome work buddy.

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At last "zombie problem" is solved. Mod is near to release.

Great trading system !

Any pic's of the "normal" zombies aviable ?

Can wait to see them... :D

"Normal" zombies :)

arma2oa2011110109311792.th.jpg arma2oa2011110109412475.th.jpg

arma2oa2011110109423939.th.jpg arma2oa2011110109424043.th.jpg

Edited by DAP

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Hey, that looks great ! :p

Would it be possible to give the zombies "camo" faces by default ?

Like Celery did it for his zombie script pack.

Will there be female zombies too or is this not possible (animations) ?

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Hey, that looks great ! :p

Would it be possible to give the zombies "camo" faces by default ?

Like Celery did it for his zombie script pack.

I don't think that is good idea :) Because it looks weird at day light :)

Will there be female zombies too or is this not possible (animations) ?

No, main problem - male voices :)

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Will there be female zombies too or is this not possible (animations) ?

Ppppffffffffffffff

There are no WOMEN in the zone!

:D

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Some progress. OA backpacks for stalkers (Now you can carry more ammo, artefacts, medkits and etc.).

arma2oa2011110316440998.th.jpg arma2oa2011110316441345.th.jpg

But need good 3D modeller for this. Too many small bugs. And not enough experience for this.

Edited by DAP

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Latest version of stalkers:

yuvIj9utmtE

Unfortunately, hands and legs still not fixed.

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