Description

Adding new abilities to poltergeists and changes their default behaviour a little bit.

Preview
New poltergeist effects 0.1 [DLTX required]
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bvcx Author
bvcx - - 2,139 comments

hm reserved

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BlackPiligrim
BlackPiligrim - - 619 comments

Автор, отличная работа, выглядит шикарно но нет ли конфликта с новыми аномалиями Прибытие и эффектами Голливуд FX?

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bvcx Author
bvcx - - 2,139 comments

А они там полтеров меняют как-то? Если названия партиклей одинаковые, то конфликтов не должно быть.

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BlackPiligrim
BlackPiligrim - - 619 comments

Да проверил все работает спасибо, еле убил одного постоянно за спину телепортируется, задумка аддона крутая!

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RazielTWF
RazielTWF - - 51 comments

Poltergeists should've been always challenging (especially those without a physical body) A job well done, man. Polters are finally no longer easy to fight with.

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bvcx Author
bvcx - - 2,139 comments

Yeah they are considered high tier mutant by all the configs and their rarity, yet in vanilla it's just a mutant that does nothing ;p

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RazielTWF
RazielTWF - - 51 comments

Do you have any plans to upgrade poltergeists even further in the future updates?

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bvcx Author
bvcx - - 2,139 comments

Have suggestions? ;]

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RazielTWF
RazielTWF - - 51 comments

I have an ideas, but I don't know if it's possible:

Pseudogeist / Black Poltergeist: When his health is below 25% or less - a special berserk mode is triggered that speed up his movement speed & charges at the player's direction to one-hit him with insanely increased damage meanwhile when this berserk mode makes him vulnerable to kill.

Blue Poltergeist: The ability to spawn phantoms to distract the player when polter's health is below 50% or less. The less health - the faster phantoms spawn, but that'll also depends on that how close / far the player & polters are from each other.

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bvcx Author
bvcx - - 2,139 comments

Can't change speed dynamically ;[ Second is possible.

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[𝚛𝚞𝚋𝚢]
[𝚛𝚞𝚋𝚢] - - 606 comments

Is the artifact generated on death based on some kind of tier or type depending on the poltergeist?

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bvcx Author
bvcx - - 2,139 comments

;[ Is description still too long? I honestly tried to make it as short as possible.

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[𝚛𝚞𝚋𝚢]
[𝚛𝚞𝚋𝚢] - - 606 comments

Nevermind, I swear on my balls I didnt see the artifact lines. Guess im blind as ****
edit. sorry for le smoothbrain

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BlackPiligrim
BlackPiligrim - - 619 comments

Я убил электрического и он скинул на землю артефакт

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Guest
Guest - - 690,341 comments

А оно точно не пойдет на 1.5.1 с DLTX который на него тоже имеется?

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bvcx Author
bvcx - - 2,139 comments

Да наверное должно, я не прям 100% уверен, но используемые файлы и функции вроде те же, что и в 1.5.2.

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NewbieRus
NewbieRus - - 715 comments

попробовал поиграть. сделано круто конечно 10 от меня. но для меня сложновато: черный ублюдок выключил мне свет и я умер .... и так раз 15. в итоге пришлось отключить аддон...

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bvcx Author
bvcx - - 2,139 comments

Покрути слайдеры в МСМ. Спецом почти все постарался туда вынести, потому что понимаю, что для многих это слишком будет ;]

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NewbieRus
NewbieRus - - 715 comments

ок. щас попробую

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NewbieRus
NewbieRus - - 715 comments

убрал слепоту. нормально стало. спасибо

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Theisgood
Theisgood - - 563 comments

So how does this pair with this?

Is it possible to patch this mod?

Moddb.com

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bvcx Author
bvcx - - 2,139 comments

Polter changes in this addon are not very different from vanilla. Mine are much more drastic and will override them, there is no need for a patch.

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BlackPiligrim
BlackPiligrim - - 619 comments

Автор, на Юпитере я целый час потратил чтобы убить 3 полтергейста, огненные полтеры это нечто их еле видно, возможно это из за голливуда аддона, но я как буддо сражался с боссами которые в награду скинули артефакты, это круто и невероятный аддон, спасибо!

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bvcx Author
bvcx - - 2,139 comments

xd В ванилле их нормально видно.

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lykasdelamio
lykasdelamio - - 9 comments

Finally, some good f*cking loot after a challenging fight. Thanks to catching this idea of the Anomaly itself - you think before the fight and calculate expenses towards gains. This is why I am eager to fight some beefy bastards, like chimeras or controllers; their parts are valuable because of the quests (money and reputation).

So, I have two ideas: first, let the poltergeists drop some quest items as well; and second, if you give them so much power, you may increase the overall reputation growth (from newbie to legend).

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sallamon
sallamon - - 14 comments

У меня что то странное с этим , Невидимый полтергейст , как с этим воевать)?

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bvcx Author
bvcx - - 2,139 comments

Может аддон на партикли или модели какой-то, я ничего не менял в том как они выглядят.

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BlackPiligrim
BlackPiligrim - - 619 comments

скорее всего у вас партикли от голливуд fx, у меня тоже самое!

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Guest
Guest - - 690,341 comments

Ну не знаю, реализация и идея прикольная, но на начальных етапах игры особенно в подземельях неиграбельно, я понимаю что это для любителей хардкора, но, по-моему, здесь хардкорнее чем в нлс выходит так как их почти не видно, а в узких помещениях они тебя зажимают и попросту некуда деться. Вот зашел я в подземелье агропрома и тут 3 полтера, как можно уворачиваться и стрелять по еле видным плямам, издали то их не закидаешь гранатами?))). Как вариант сделать версию попроще без этого задрачивания абилками и сделать полтера ярче или же в подземельях сделать 1-2 полтера максимум, а пока как я думаю неиграбельно.

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bvcx Author
bvcx - - 2,139 comments

МСМ открой и покрути. Еще удали аддон на партикли, в ванилле полтеры прекрасно видны.

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panzerkotehans
panzerkotehans - - 137 comments

В НОЖИ!

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Inkredibehl
Inkredibehl - - 186 comments

Those attacks are no joke but that's refreshing to have new things able to kill us :D
I lowered down a bit the sliders in MCM because early game if you meet those poltergeists well that won't be a good moment ahah.
Thanks !

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Flooduh
Flooduh - - 27 comments

Крутой мод!
А можно сделать так чтоб у полтеров были еще и скилы какие нибудь.
Если синий полтер, то чтоб у игрока клин оружия происходил постоянно.
Если огненный, то происходил самострел иногда (изза прогрева патрона в стволе)
Если черный, то уменьшалась пси шкала и он мог оружие отнимать или чтоб игрок его сам произвольно убирал (видел отрывок кода из BHS если у игрока руки на нуле).
И также если черный, то гранаты в обратку метал или игрока отшвыривал назад.

А еще можно добавить рандом в числа время в стелсе и время проведенное в атаке?

А так мод крутой. И ты очень хороший кодер.

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SalamanderAnder
SalamanderAnder - - 39 comments

Hey man, I've got a bug. FWIW I'm running GAMMA but, I'm having this issue where encountering a poltergeist will trap me on the level, even after it dies.

For example, ran into one in meadow. The bandits killed it. Couldn't exit the level.

I encountered one at truck cemetery which seemed to be invincible (I shot it a bunch and knifed it several times). So I ran away from it and tried multiple exits but could not flee.

I don't know if this is intended behavior but it feels like a bug.

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bvcx Author
bvcx - - 2,139 comments

What do you mean can't exit the level, how does it work or related to poltergeists?

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RazielTWF
RazielTWF - - 51 comments

Can you add to the next update an option that allows to decide for a player does he wants to keep teleport enabled for blue & orange poltergeist or at least bring back the vanilla detection rate so the game won't crash if poltergeist will unexpectedly teleport to your location where the objects can easily crash your game?

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bvcx Author
bvcx - - 2,139 comments

What's the point of disabling teleport if that's the main feature xd
Don't know what detection rate either or what is crashing, first time hearing about it.

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RazielTWF
RazielTWF - - 51 comments

Sometimes when the poltergeist will instantly teleport to you when they can't see you in Zaton at Skadovsk for example - the game can crash if the blue poltergeist will use telepatic abilities to throw with the objects on you. If the objects will stuck in the other textures - the game can crash, but the game registered vanilla crash and it has nothing to do with your addon.

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bvcx Author
bvcx - - 2,139 comments

Oh, I'd like to see what log says is crashing ;p Not sure how to fix it and keep the teleport ;[
Frankly, without teleport there is no reason to use this addon as it will be almost same polters.

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RazielTWF
RazielTWF - - 51 comments

Sadly the crashlog doesn't register anything related to your addon like I said in the previous message already. The game just simply crashes with the vanilla way aka: Object interacts with the texture and stucks in it for good causing the game to crash, just like you're about to pick up the broken metal box from the floor, but accidently it hits the texture and the game crashes. This problem with the blue & orange poltergeists can be fixed by restoring vanilla screen effect for blue & orange polters that gets stronger for every time when you move too fast what makes things easier for them to find your location. That's what I tried to tell you in the previous message. With the changes that restores vanilla screen effects for blue & orange poltergeists - it could look like this: Blue & Orange polters keeps the teleport ability and their new attacks, but they can't teleport to you if they can't sense your activity by moving too fast when they're nearby. If the
blue & orange poltergeist will start suspecting something by triggering this screen effect that presents in the vanilla game - he'll start move to your location, but when the screen effect is more stronger - this is the best perfect opportunity
for those polters to surprise-attack you from their new abilities. Your addon currently added darkness screen effect for the black poltergeist, but sadly removed / disabled vanilla screen effect for blue & orange poltergeists. That's the main topic of my explaination what I tried to tell you early.

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bvcx Author
bvcx - - 2,139 comments

Oh I see, will be a bit hard to remake it all, but will try to come up with something similar if I'll have time.

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RazielTWF
RazielTWF - - 51 comments

Don't worry, take your time, waiting for an update will be worth of time.

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Guest
Guest - - 690,341 comments

Доброго, BVCX как с этим справиться : 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] .../bin/..\gamedata\scripts\polter_effects.script(239) : f

LUA error: .../bin/..\gamedata\scripts\polter_effects.script:239: attempt to index a nil value

Check log for details

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bvcx Author
bvcx - - 2,139 comments

Хм, не знаю как так вышло.
Попробуй поменять строку "if not polter_type_t[typ].enable then"
на
"if not (polter_type_t[typ] and polter_type_t[typ].enable) then"

без кавычек само собой

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Guest
Guest - - 690,341 comments

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