REQUIRED: MODDED EXES
Now you should be more cautious: NPCs sometimes can just lose consciousness instead of dying.
When they will wake up, they can even kill you after that!
Preview:Drive.google.com
REPORT BUGS AND CRASHES.
Another reason to be more cautious, or just finish enemies with additional shots.
NEW UPDATE:
-FIXED CRASHES. ADDED OPTIONS
-NOW SHOULD BE COMPATIBLE WITH DISMEMBERMENT AND DNPCAV
CREDITS:
TheMrDemonized, RavenAscendants, xcvb, NLTP_Ashes for their help and all
Сделай что бы его группировка на зомбированного менялась, например. В идеале вместе с визуалом.
Нет
after emmision/ blowout?
nvm, didnt check preview vid, sorry
is it possible to make them resurrected as brain-washed zombies? (without blowout)
Shooting them again while they are still downed will prevent them from getting up?
Great idea!
You just need to change their behavior pattern to zombified ones, and “resurrect” them later than right away.
And make them hostile to everyone.
yesss!!!! please! this would be better than the random zombified you get if NPC's are caught in an emission or psy-storm
Ok I read the comments and came up with this idea: the mechanics from the mod should have a chance to "revive", because I want these mechanics to be tied to the brain burner, and also these mechanics should be tied to the regions of the zone: For example, on the cordon the chance of "revival" should be 5% because of the distance to the brain burner, and the closer you are to the center of the zone, the greater the chance, but the question of balance I will leave to your discretion, and of course this is all in view of the fact that the skin NPC will be changed to his zombie version.
I don't want to make zombies.
They just survive your shots but lose consciousness
Could you make multiple flavours of the mod? It sounds like a few people really like the idea of having some kind of zombification and you already have some of the groundwork done, plus you clearly know what you're doing :)
If it's possible I'm surprised this isn't a feature in Anomaly/GAMMA already, but perhaps it would affect performance.
The one problem I can think of is what would happen to all of their gear if they just switch to a zombie entity which doesn't have an inventory.
I will make it when I will decide that it has tobe done
I don't want to implement this. This mod is not about zombies
What's the chance? They don't go up for me.
If you shoot them to a head they won't wake up.
If you shoot their corpses after death they won't wake up either.
If you shoot them to torso they will 50/50
I play GAMMA. They stand up and are completely invisible. And the bodies remain in place
But no. They are not invisible. The texture of the body sticks out from the ground and if you kill it, the case is duplicated
That's a shame
Must be some error
I realized what the mistake was. The dismemberment mod ruined everything
shoulda seen that conflict coming a mile away LOL
Может удар прикладом не будет таким смертельным?Вырубил-обобрал-на все четыре стороны?
Можно, но позже
Will this addon work on GAMMA?
It can
I did something similar to this called zombie rise, couple years ago, and changed the dead too zombied with a table and a random timer. Not all would return, or they would much later. This was planned.
My issue was with inventory and looting. If I used alife():release(alife():
I would get a CTD with an inventory ownership violation.
I then chose to not remove the NPC and to spawn a zombied at the death coords using alife():create
With create I would get an occasional try to use a dead object issue.
You do not experience these issues?
Any insite?
I just looked at the script. Your using the same NPC with a fake death correct? So, you would not have my issues with removal and creation.
The same NPC is created?
Releasing the NPC inventory is great! I missed that.
Great mod!
A new NPC is being created on place of old, then inventory of old transfers to new
Never use reference to destroyed object, use ids instead
It would be strange to use this Mod together with "DISMEMBERMENT 0.81" (machine translation)
Yes it would be, I don't plan to make compatibility yet
и тут, как будто из последних сил...
Need them to turn into zombies
That's not an idea
Excellent. Finally a justification for dead-checking bodies.
Yeahh
really cool mod and has been working pretty well with no issues at all
Love the idea, but how this mod works? is the npc on the ground prerended again or is it the same stalker? i mean do they just wake up? i was wondering this cause i have a death animations and i was wondering about the wake up animation
That's different stalkers
Currently I cannot work with animations
I have noticed that I experience game crashes when engaging with enemies. I am currently unsure of the cause and there is no error window (machine translation)
Yeah, sometimes it's like that
Идея хорошая. Но я использую расчлинение. И когда нпс теряет руку, ногу или голову, через какое то время он встает. Как то не логично.
Починю сейчас
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 :
1 : [Lua] e:/game/v6\gamedata\scripts\z_revive_npc.script(229) : f
LUA error: e:/game/v6\gamedata\scripts\z_revive_npc.script:229: attempt to index global 'all_npc_table' (a nil value)
Check log for details
stack trace:
OOps sorry, fix coming right now!
Should have fixed fatal error with script now.
SORRY!
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
1 : [Lua] c:/games/efp\gamedata\scripts\z_revive_npc.script(166) : revive_npc
LUA error: c:/games/efp\gamedata\scripts\z_revive_npc.script:166: attempt to call method 'set_character_name' (a nil value)
Check log for details
stack trace:
[LUA] 0 : [C ] set_character_name
[LUA] 1 : [Lua] c:/games/efp\gamedata\scripts\z_revive_npc.script(166) : revive_npc
[LUA] 2 : [Lua] c:/games/efp\gamedata\scripts\z_revive_npc.script(300) : func_or_userdata
[LUA] 3 : [Lua] c:/games/efp\gamedata\scripts\axr_main.script(271) : make_callback
[LUA] 4 : [Lua] c:/games/efp\gamedata\scripts\_g.script(118) : SendScriptCallback
[LUA] 5 : [Lua] c:/games/efp\gamedata\scripts\bind_stalker_ext.script(104) : actor_on_update
[LUA] 6 : [Lua] c:/games/efp\gamedata\scripts\bind_stalker.script(310) :
Any further details? Like where, what has been happening?
I think that one happened immediately upon killing an NPC.
I've got a pretty heavy set of addons, so it's possible this was the result of some other mod - figured I'd report it anyway though.
It also only happened once in a few hours of gameplay - otherwise, the mod's working great.
Ctd when I put on any armour with ''Ghillie suit overhaul''. Changing 'timer_transparent + 1' to 0 in trans_outfit fixed it.
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : D:\a\xray-monolith\xray-monolith\src\xrServerEntities\script_engine.cpp
[error]Line : 262
[error]Description : fatal error
[error]Arguments :
1 : [Lua] ...mma/anomaly-1.5.1.2\gamedata\scripts\z_revive_npc.script(261) : transparent_gg
LUA error: ...mma/anomaly-1.5.1.2\gamedata\scripts\z_revive_npc.script:261: attempt to call field 'ReadOutfitBlindnessKoeff' (a nil value)
stack trace:
! [LUA] 0 : [C ] ReadOutfitBlindnessKoeff
! [LUA] 1 : [Lua] ...mma/anomaly-1.5.1.2\gamedata\scripts\z_revive_npc.script(261) : transparent_gg
! [LUA] 2 : [Lua] ...mma/anomaly-1.5.1.2\gamedata\scripts\trans_outfit.script(139) : timer_trans
! [LUA] 3 : [Lua] ...mma/anomaly-1.5.1.2\gamedata\scripts\bind_stalker.script(306) :
Thank you for this amazing mod however i have an issue where everytime i shoot or a npc shoots i get "level.object_by_id(nil) called!" in the debug menu and this stacks up and eventually crashes the game, do you have a solution for this? I also disabled all my mods and found out this was the only mod causing this.
Other than that 10/10