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

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so where I can play this mod? cant find any server but want to try it very much cause i love stalker

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Hey DAP, when messing with ACE a little with your mod I found that the makarov and AK magazines were rendered at the trader. Just an FYI.

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To make the mission Coop can I just unpack it and add playable units? Or will that break it?

---------- Post added at 17:43 ---------- Previous post was at 17:20 ----------

Nevermind...I see they are already there LOL

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No, you can't. You can detect your health state only by appearance. Same for radiation. If you got doze, then you need take-a-pill, or radiation will accumulate in your body.

Hi, Is it possible to reduce the lethality of a bloodsucker?

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Hi, Is it possible to reduce the lethality of a bloodsucker?

It is most dangerous mutant :)

Grimwald, I saw your videos :) One small hint - you can find free medkit on second floor of building in start camp :)

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Hi, perhaps I missed something, but are there any missions for this mod or is there a campaign that comes with it?

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There are missions with this version, and a campaign, at least from the previous version.

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Hi, perhaps I missed something, but are there any missions for this mod or is there a campaign that comes with it?

In archive you can find two missions. Both missions can be played in SP and MP (5-10 players, persistent world). Trading, quests and secrets included. Explore dangerous world of the Zone. And try to survive there.

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Just rediscovered this mod after years and wow. Great atmosphere. Namalsk mission is scary to the teeth. Please chernarus mission version possible in future? I like terrain there more.

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Sucesfully unpbo namalsk misson so I trying port it to chernarus now. One thing I don't understand. Is limited bolts feature working? I set player setVariable ["DAP_BOLTS_UNLIMITED",0]; and still have unlimited bolts. How player can refill them? He can pickup them after throw or can be added as pickable objects?

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Sucesfully unpbo namalsk misson so I trying port it to chernarus now. One thing I don't understand. Is limited bolts feature working? I set player setVariable ["DAP_BOLTS_UNLIMITED",0]; and still have unlimited bolts. How player can refill them? He can pickup them after throw or can be added as pickable objects?

Check Init.sqf. There is string, which set unlimited bolts for player.

UPDATE

VERSION: 1.01

CHANGELOG:

  • Fixed: zombies and bloodsuckers marked as friendly, and when player kills them, it can cause rating decreasing
  • Changed: decreased attack radius of wild dogs
  • Changed: size of compass and watch
  • Updated both missions.

NOTE: All in one archive (all addons and missions included in one archive)

WARNING: STALKER MOD requires only ARMA2: CO. Beta patches can cause bugs and glitches, so I reccomend do not use any beta patches.

Edited by DAP

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Yes DAP I figured out it. When I changed player setVariable ["DAP_BOLTS_UNLIMITED",1]; to player setVariable ["DAP_BOLTS_UNLIMITED",0]; no effect and I still get unlimited bolts. Trick is to remove this lines completely. Then I get finite bolts fine. Seems there is check for NIL variable and not for its content = 0 maybe. Also I found DAPSTALKERS_BOLTS_LIMITED is magazine for this.

Another strange behavior (with 1.0 version, didn't checked 1.01 yet as I am in middle of understanding your scripts) is that neutral stalkers (maybe blue and red ones too) do not fire on mutants/zombies when equipped with random weapon from 3rd party addon. They just aim at target and never fire. Not all guns do this behavior. I think most new assault riffles renders AI not fire at zombies and mutants. As soon I made custom loadout with any vanilla ARMA 2 weapon, they fire and defend themselves fine.

for example my AI test stalker setup:

_this setVariable ["DAP_ST_GEAR_NORANDOM",1];
removeAllWeapons _this; 
removeAllItems _this; 

_this addMagazine "100Rnd_762x54_PK";
_this addMagazine "100Rnd_762x54_PK";
_this addMagazine "100Rnd_762x54_PK";
_this addWeapon "PK";

You can test by place neutral stalkers in editor and place zombie stalker module in front of them. Most of time they not fire. With vanilla guns all fine. I first saw when I played your namalsk sandbox mission and met stalker with zombies at back, he didn't fired.

I started write stalker agent. So far they use medkit (even one in backpack) if wounded and no danger around and make them defend on close combat zombie/dog/bloossuckers attacks that AI otherwise ignoring;

Here is stalker_agent.sqf. Just start it from AI stalker init line by adding nul = this execvm "scripts\stalker_agent.sqf"; there. Don't smile:) I just started with ARMA 2 scripting and still learning. I want make it better and learn AI stalkers to avoid anomalies when they have detector. use RadX and maybe use bolts to check anomalies. Also want make AI stalkers bit behavior like they hunting for artefacts at anomalies.

while {alive _this} do 
{
_danger = 0;

//**********************************************************************
// Close Combat Zombie 
//**********************************************************************

_nearestZombies = nearestObjects [position _this, ["ZOMBIED_STALKER","bloodsucker","DAP_WILDDOG_A","DAP_WILDDOG_B"], 5];
_validNearestZombies = [];
{if (alive _x && _this != _x) then {_validNearestZombies set [(count _validNearestZombies),_x];};} foreach _nearestZombies;

if ((count _validNearestZombies) >0) then 
{
	_nearestZombie = _validNearestZombies select 0;
	_this lookAt _nearestZombie; 
	_this doTarget _nearestZombie;
	_danger = 1;
	sleep (random 1);
};

//**********************************************************************
// Close Combat Zombie End
//**********************************************************************

//**********************************************************************
// Enemy Near 
//**********************************************************************

if(_danger == 0) then
{
	_enemypos = _this findNearestEnemy position _this; 

	 if (!isNull _enemypos) then 
	 { 
		_danger = 1;
		sleep (random 1);
	 }; 
};

//**********************************************************************
// Enemy Near End
//**********************************************************************

//**********************************************************************
// Healing 
//**********************************************************************

if(_danger == 0) then
{
	_dmg = getDammage _this;
	_medcount = 0;
	_medbackpack = 0;

	{if (_x == "DAPSTALKERS_MEDKIT") then {_medcount=_medcount+1;};}ForEach magazines _this;

	_unitbackpack  = (unitBackpack _this);
	if (!(isNull _unitbackpack)) then 
	{ 
		_backpackMagazines = getMagazineCargo _unitbackpack;
		_MagazinesTypes = _backpackMagazines select 0;
		{
			if (_x == "DAPSTALKERS_MEDKIT") then {if (_medcount==0) then {_medbackpack=1;}; _medcount=_medcount+1;};
		}ForEach _MagazinesTypes;
	};

	if (alive _this && _medcount>0 && _dmg>0.1) then 
	{
		if(_medbackpack==1) then
		{
			_unitbackpack  = (unitBackpack _this);
			if (!(isNull _unitbackpack)) then 
			{
				_backpackMagazines = getMagazineCargo _unitbackpack;
				clearMagazineCargoGlobal _unitbackpack;

				if ((count _backpackMagazines) >0) then 
				{
					_MagazinesTypes = _backpackMagazines select 0;
					_MagazinesCount = _backpackMagazines select 1;

					{
						_number = _MagazinesCount select _ForEachIndex;

						if(_x=="DAPSTALKERS_MEDKIT") then
						{
							_number = _number-1;
						};

						if(_number>0) then
						{
							_unitbackpack addMagazineCargoGlobal [_x,_number];
						};
					}ForEach _MagazinesTypes;
				};	
			};
		}
		else
		{
			_this removeMagazine "DAPSTALKERS_MEDKIT";
		};

		[nil, _this, rSPAWN, [_this], 
		{
			_body = _this select 0;
			_body playMove "AinvPknlMstpSlayWrflDnon_medic";
		}] call RE;

		sleep 5;

		if (alive _this) then 
		{
			_this setDamage (_dmg-0.5); 
			_this setHit ["hands",0];
			_this setHit ["legs",0];
		};

		sleep (random 1);
	}; 
};

//**********************************************************************
// Healing End
//**********************************************************************

sleep (random 1) + 1;
};

Btw what is purpose of description="@STR_DAPST_NEUTRAL_STALKER" in editor added stalker units?

If I can have small request if its possible to make variable that disable grenades in random loadouts for stalkers and if possible make another variable so random loadout uses only ARMA 2 vanilla guns.

So far I am very impressed with this addon and have great time with it so far. It even forced me to start learn ARMA 2 scripting.

---------- Post added at 11:22 AM ---------- Previous post was at 09:59 AM ----------

Found VIL_AK_74M and its versions from random loadout causing AI not fire at zombies and muttants. I am sure there is other weapons that have same behavior, just not tested all. For example that new two barrel shotgun works ok, although AI fire only top barrel and never switch to bottom one even if he runs out of ammo for top and has ammo for bottom. Something I can handle in stalker_agent I think together with ability to use magazines from backpack.

Preparing videos as its better than thousand words...

---------- Post added at 11:39 AM ---------- Previous post was at 11:22 AM ----------

Here are videos:

Shows stalker agent. Without one AI tends to ignore close combat zombies/mutants/dogs for long time what means it will get killed. With agent they turn into closest and try shoot it. Also with agent they use medkit if no danger within 500m. First stalker I shoot runs out of medkits.

This is custom weapon AI fails and vanilla weapon ok videos

---------- Post added at 12:21 PM ---------- Previous post was at 11:39 AM ----------

Hmm really weird. Even vanilla guns have this issue.

AK_74_GL or AK_74 and AI doesn't fire at zombies. It fires on OPFOR fine if I set OPFOR as enemy to Resistance in mission.

AK_47 works fine.

I though its cos two muzzles of GL version but it seems as nonsence as bare AK_74 doesn't fire too.

Really don't know whats going on there.

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Guest

Thanks again for informing us about the update :cool:

New version frontpaged on the Armaholic homepage.

=================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Great update. Is is possible to enable AI so a dedicated coop server run the game when there are few players? It would help single players and low players keep the game going.

When real players join, they can take over or just kick the AI out.

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Here is simple test missions to see AI fire on zombies and mutants and not fire

http://www.prekladytextu.eu/arma/ai_fire_test_missions.zip

A don't understand why this happens. I learned that with some weapons AI refuses to fire on zombies or mutants but fire on real opfor side fine (like set bluefor as enemy for resistance in editor and place bluefor stalker)

I will simply test guns that works and override manualy stalker loadouts to this working weapons for now. Btw seems its not problem of mod as regular units from arma refuses to fire from exactly same weapons as stalkers.

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Yay! Successfully learned AI stalkers use magazines from backpack :p

stalker_agent.sqf

private ["_medcount","_dmg"];

while {alive _this} do 
{
_danger = 0;

//**********************************************************************
// Close Combat Zombie 
//**********************************************************************

_nearestZombies = nearestObjects [position _this, ["ZOMBIED_STALKER","bloodsucker","DAP_WILDDOG_A","DAP_WILDDOG_B"], 10];
_validNearestZombies = [];
{if (alive _x && _this != _x) then {_validNearestZombies set [(count _validNearestZombies),_x];};} foreach _nearestZombies;

if ((count _validNearestZombies) >0) then 
{
	_nearestZombie = _validNearestZombies select 0;
	_this lookAt _nearestZombie; 
	_this doTarget _nearestZombie;
	_danger = 1;
	sleep (random 1);
};

//**********************************************************************
// Close Combat Zombie End
//**********************************************************************

//**********************************************************************
// Enemy Near 
//**********************************************************************

if(_danger == 0) then
{
	_enemypos = _this findNearestEnemy position _this; 

	 if (!isNull _enemypos) then 
	 { 
		_danger = 1;
		sleep (random 1);
	 }; 
};

//**********************************************************************
// Enemy Near End
//**********************************************************************

//**********************************************************************
// Healing 
//**********************************************************************

if(_danger == 0) then
{
	_dmg = getDammage _this;
	_medcount = 0;
	_medbackpack = 0;

	{if (_x == "DAPSTALKERS_MEDKIT") then {_medcount=_medcount+1;};}ForEach magazines _this;

	_unitbackpack  = (unitBackpack _this);
	if (!(isNull _unitbackpack)) then 
	{ 
		_backpackMagazines = getMagazineCargo _unitbackpack;
		_MagazinesTypes = _backpackMagazines select 0;
		_MagazinesCount = _backpackMagazines select 1;

		{
			if (_x == "DAPSTALKERS_MEDKIT") then {if (_medcount==0) then {_medbackpack=1;}; _medcount=_MagazinesCount select _ForEachIndex;};
		}ForEach _MagazinesTypes;
	};

	if (alive _this && _medcount>0 && _dmg>0.1) then 
	{
		if(_medbackpack==1) then
		{
			_unitbackpack  = (unitBackpack _this);
			if (!(isNull _unitbackpack)) then 
			{
				_backpackMagazines = getMagazineCargo _unitbackpack;
				clearMagazineCargoGlobal _unitbackpack;

				if ((count _backpackMagazines) >0) then 
				{
					_MagazinesTypes = _backpackMagazines select 0;
					_MagazinesCount = _backpackMagazines select 1;

					{
						_number = _MagazinesCount select _ForEachIndex;

						if(_x=="DAPSTALKERS_MEDKIT") then
						{
							_number = _number-1;
						};

						if(_number>0) then
						{
							_unitbackpack addMagazineCargoGlobal [_x,_number];
						};
					}ForEach _MagazinesTypes;
				};	
			};
		}
		else
		{
			_this removeMagazine "DAPSTALKERS_MEDKIT";
		};

		[nil, _this, rSPAWN, [_this], 
		{
			_body = _this select 0;
			_body playMove "AinvPknlMstpSlayWrflDnon_medic";
		}] call RE;

		sleep 5;

		if (alive _this) then 
		{
			_this setDamage (_dmg-0.5); 
			_this setHit ["hands",0];
			_this setHit ["legs",0];
		};

		sleep (random 1);
	}; 
};

//**********************************************************************
// Healing End
//**********************************************************************

//**********************************************************************
// Reload Current Weapon From Backpack
//**********************************************************************

_curRnd = (_this ammo (currentWeapon _this));
_weapon = currentWeapon _this ;
_magazines = getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines");
_magazine = (_magazines select 0);
_magcount = 0;

{if (_x == _magazine) then {_magcount=_magcount+1;};}ForEach magazines _this;

if(_magcount == 0 && _curRnd == 0) then
{
	_magcountpack = 0;
	_unitbackpack  = (unitBackpack _this);
	if (!(isNull _unitbackpack)) then 
	{
		_backpackMagazines = getMagazineCargo _unitbackpack;
		_MagazinesTypes = _backpackMagazines select 0;
		_MagazinesCount = _backpackMagazines select 1;

		{
			if (_x == _magazine) then 
			{
				_magcountpack=_MagazinesCount select _ForEachIndex;
			};
		}ForEach _MagazinesTypes;

		if(_magcountpack>0) then
		{
			_backpackMagazines = getMagazineCargo _unitbackpack;
			clearMagazineCargoGlobal _unitbackpack;

			if ((count _backpackMagazines) >0) then 
			{
				_MagazinesTypes = _backpackMagazines select 0;
				_MagazinesCount = _backpackMagazines select 1;

				{
					_number = _MagazinesCount select _ForEachIndex;

					if(_x==_magazine) then
					{
						_number = _number-1;
					};

					if(_number>0) then
					{
						_unitbackpack addMagazineCargoGlobal [_x,_number];
					};
				}ForEach _MagazinesTypes;

				if (alive _this) then 
				{
					_this addMagazine _magazine;
					reload _this;
					sleep (random 1);
				};
			};	
		};
	};
};

//**********************************************************************
// Reload Current Weapon From Backpack end
//**********************************************************************

sleep (random 1) + 1;
};

Edited by ataribaby

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A don't understand why this happens. I learned that with some weapons AI refuses to fire on zombies or mutants but fire on real opfor side fine (like set bluefor as enemy for resistance in editor and place bluefor stalker)

I found cause of this bug. Zombied stalkers just.. was too armored :D Too thick skin :D And AI thinks, that small arms with small caliber can't be effective :) Fixed in next patch.

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Interesting! Great to hear its fixed. Thanks a lot. Its possible to halve visual detection range for zombies during night? I found DAP_ZOMBIES_VIEWRANGE and DAP_WILDDOGS_VIEWRANGE and this value should be scaled down during night. just Idea. Also I saw detector is hardcoded in Detector.sqF only for player and not for unit that carrying it. If detector can be "personalized" for unit that wearing it I will use its state (some variable that indicates anomaly is detected and its direction from unit and distance) I will use it to learn AI stalkers to avoid anomalies.

Currently I using _trigger = nearestObject [player ,"EmptyDetector"]; to detect tagged anomaly triggers and problem is nearestObject search only in radius of 50m. If anomaly is bigger then AI is already inside.

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Avoiding anomalies if AI has detector. Its very simple and crude now. I hope I will improve later when I learn more of Arma 2 scripting.

Anomaly triggers needs to be tagged in Trigger Text field with "#ANOMALY_TRIGGER#" and max anomaly size is about 40 as search function I use has limit 50m

stalker_agent.sqf

private ["_medcount","_dmg"];

while {alive _this} do 
{
_danger = 0;

//**********************************************************************
// Avoiding Anomalies With Detector
//**********************************************************************

_trigger = nearestObject [_this ,"EmptyDetector"];

if(!isNull _trigger && triggerText _trigger == "#ANOMALY_TRIGGER#" && (_this hasWeapon "DAP_DETECTOR") ) then
{
	_distance = _this distance _trigger;

	if(_distance <50) then
	{
		_orig = position _this;
		_dest = position _trigger;
		_vector = ((((_dest select 0) - (_orig select 0)) atan2 ((_dest select 1) - (_orig select 1))) + 360) % 360;
		_vector = (_vector + 85) % 360;
		_newDest = getPos _this;
		_this doMove [(_newDest select 0) + (sin(_vector) * 20), (_newDest select 1) + (cos(_vector) * 20), _newDest select 0];
		_danger = 1;
		sleep 2;
	};
};

//**********************************************************************
// Avoiding Anomalies With Detector End
//**********************************************************************

//**********************************************************************
// Close Combat Zombie 
//**********************************************************************

_nearestZombies = nearestObjects [position _this, ["ZOMBIED_STALKER","bloodsucker","DAP_WILDDOG_A","DAP_WILDDOG_B"], 10];
_validNearestZombies = [];
{if (alive _x && _this != _x) then {_validNearestZombies set [(count _validNearestZombies),_x];};} foreach _nearestZombies;

if ((count _validNearestZombies) >0) then 
{
	_nearestZombie = _validNearestZombies select 0;
	_this lookAt _nearestZombie; 
	_this doTarget _nearestZombie;
	_danger = 1;
	sleep (random 1);
};

//**********************************************************************
// Close Combat Zombie End
//**********************************************************************

//**********************************************************************
// Enemy Near 
//**********************************************************************

if(_danger == 0) then
{
	_enemypos = _this findNearestEnemy position _this; 

	 if (!isNull _enemypos) then 
	 { 
		_danger = 1;
		sleep (random 1);
	 }; 
};

//**********************************************************************
// Enemy Near End
//**********************************************************************

//**********************************************************************
// Healing 
//**********************************************************************

_dmg = getDammage _this;

if(_danger == 0 && _dmg>0.1) then
{
	_medcount = 0;
	_medbackpack = 0;

	{if (_x == "DAPSTALKERS_MEDKIT") then {_medcount=_medcount+1;};}ForEach magazines _this;

	_unitbackpack  = (unitBackpack _this);
	if (!(isNull _unitbackpack)) then 
	{ 
		_backpackMagazines = getMagazineCargo _unitbackpack;
		_MagazinesTypes = _backpackMagazines select 0;
		_MagazinesCount = _backpackMagazines select 1;

		{
			if (_x == "DAPSTALKERS_MEDKIT") then {if (_medcount==0) then {_medbackpack=1;}; _medcount=_medcount+(_MagazinesCount select _ForEachIndex);};
		}ForEach _MagazinesTypes;
	};

	if (alive _this && _medcount>0) then 
	{
		if(_medbackpack==1) then
		{
			_unitbackpack  = (unitBackpack _this);
			if (!(isNull _unitbackpack)) then 
			{
				_backpackMagazines = getMagazineCargo _unitbackpack;
				clearMagazineCargoGlobal _unitbackpack;

				if ((count _backpackMagazines) >0) then 
				{
					_MagazinesTypes = _backpackMagazines select 0;
					_MagazinesCount = _backpackMagazines select 1;

					{
						_number = _MagazinesCount select _ForEachIndex;

						if(_x=="DAPSTALKERS_MEDKIT") then
						{
							_number = _number-1;
						};

						if(_number>0) then
						{
							_unitbackpack addMagazineCargoGlobal [_x,_number];
						};
					}ForEach _MagazinesTypes;
				};	
			};
		}
		else
		{
			_this removeMagazine "DAPSTALKERS_MEDKIT";
		};

		[nil, _this, rSPAWN, [_this], 
		{
			_body = _this select 0;
			_body playMove "AinvPknlMstpSlayWrflDnon_medic";
		}] call RE;

		sleep 5;

		if (alive _this) then 
		{
			_dmg = getDammage _this;
			_this setDamage (_dmg-0.5); 
			_this setHit ["hands",0];
			_this setHit ["legs",0];
		};

		sleep (random 1);
	}; 
};

//**********************************************************************
// Healing End
//**********************************************************************

//**********************************************************************
// Reload Current Weapon From Backpack
//**********************************************************************

_curRnd = (_this ammo (currentWeapon _this));
_weapon = currentWeapon _this ;
_magazines = getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines");
_magazine = (_magazines select 0);
_magcount = 0;

{if (_x == _magazine) then {_magcount=_magcount+1;};}ForEach magazines _this;

if(_magcount == 0 && _curRnd == 0) then
{
	_magcountpack = 0;
	_unitbackpack  = (unitBackpack _this);
	if (!(isNull _unitbackpack)) then 
	{
		_backpackMagazines = getMagazineCargo _unitbackpack;
		_MagazinesTypes = _backpackMagazines select 0;
		_MagazinesCount = _backpackMagazines select 1;

		{
			if (_x == _magazine) then 
			{
				_magcountpack=_MagazinesCount select _ForEachIndex;
			};
		}ForEach _MagazinesTypes;

		if(_magcountpack>0) then
		{
			_backpackMagazines = getMagazineCargo _unitbackpack;
			clearMagazineCargoGlobal _unitbackpack;

			if ((count _backpackMagazines) >0) then 
			{
				_MagazinesTypes = _backpackMagazines select 0;
				_MagazinesCount = _backpackMagazines select 1;

				{
					_number = _MagazinesCount select _ForEachIndex;

					if(_x==_magazine) then
					{
						_number = _number-1;
					};

					if(_number>0) then
					{
						_unitbackpack addMagazineCargoGlobal [_x,_number];
					};
				}ForEach _MagazinesTypes;

				if (alive _this) then 
				{
					_this addMagazine _magazine;
					reload _this;
					sleep (random 1);
				};
			};	
		};
	};
};

//**********************************************************************
// Reload Current Weapon From Backpack end
//**********************************************************************

sleep (random 1) + 1;
};

Edited by ataribaby

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UPDATE

VERSION: 1.02

CHANGELOG:

MOD CORE:

  • Fixed: AI don't shoot at zombies
  • Fixed: animation for anti-rad injections
  • Changed: Medkits has no effect, if player got heavy dose of radiation (use anti-rad).
  • Added: health and radiation indicators

MISSIONS:

  • Added: more camps
  • Changed: tent now save your current loadout after death

NOTE: All in one archive (all addons and missions included in one archive)

WARNING: STALKER MOD requires only ARMA2: CO. Beta patches can cause bugs and glitches, so I reccomend do not use any beta patches.

Edited by DAP

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Thanks for fast fix on AI fire. If you are interested I offering 3d modeling help for objects you need like magazines and so on.

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If you are interested I offering 3d modeling help for objects you need like magazines and so on.

Yes, need some help with this. Exactly about magazines for all weapons :)

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AI now fire beautifully. I tested my stalker AI agent script on some stalkers in your Namalsk mission. Works good enough :)

Tell me what magazine you need (with some reference pic and maybe rough dimensions but I think we can scale in oxygen) and I will try model and create texture first one and then we can try import it into game. I think I need some Oxygen editor for this or so. Need take a look.

So how I got it you know how to setup objects in addon. Just need 3d models for their representation in game world instead that generic green pouch.

Holly cow cos of your mod I pulled my head from ass and stopped be lazy and finaly started dev stuff for my beloved Arma 2 instead bitching about not working vanilla campaign all the time :p

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