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Fixing NPC A.I. "Fart lighting" aim bug. (Games : S.T.A.L.K.E.R. Shadow of Chernobyl : Mods : L.U.R.K. : Forum : Questions : Fixing NPC A.I. "Fart lighting" aim bug.) Locked
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Jul 3 2010 Anchor

I've figured out whats wrong with the NPCs aiming their weapons strangely. As if they're trying to lite their asses on fire.

Was gonna provide screen shots but I'm sure many who've experienced this already know what I mean. (and the screenshots I took were crap)

It has to do with the following weapon settings:

cam_relax_speed_ai and max_cam_angle.

Both are too high. The max cam angle is what allows them to bend as far back as they do. 180.0 is far too high. you have to keep in mind that 180.0 is the max limit on how far the the recoil will go from where the shots started. It should be capped at a much lower number.

Theres no weapon that creates that amount of recoil and no one bends their spine anywhere near as far back as that.

The cam relax speed is what keeps them from returning to their normal firing position as fast as they should. So I suspect that could be lowered as well.

But I would recommend lowering the max_cam_angle first until you get an idea of where you want that cap to be.

The cam relax speed should probably be cut in half and likely the same with max cam angle. I think we can leave max_cam_angle_horz alone for the time being and the foreseeable future.

Anyone bothered by the recoil on AR's for players heres a temporary solution that should make everyone happy.
This is from the akms.ltx :

cam_dispersion = 2.55 ;rather than lower this setting I lowered dispersion settings in the actor.ltx to these*
cam_step_angle_horz = 1.0 ;1.50 is LURK's default
cam_dispersion_inc = 0.25
cam_dispertion_frac = 0.50 ; 1.50*disp_base = 0.5

disp_aim = -0.30 ;for testing, so the aimed single shot would be more reasonable and hit on the first shot.
disp_vel_factor = 1.0 ; apparently I've got this mixed up with the setting below it, haven't really noticed since I don't use a crosshair
disp_accel_factor = 0.75 ;
disp_crouch_factor = -0.2 ;
disp_crouch_no_acc_factor = -0.5 ;
;disp_jump_factor = 2.0
The above could still use some minor tweaking but its better to do this then to change each gun since the next patch will undue any effort. (not a complaint)

I also lowered NPC accuracy** while raising it based off NPC rank in the game_relations.ltx:
dispersion_novice_k = 1.1
dispersion_experienced_k = 0.7
dispersion_veteran_k = 0.5
dispersion_master_k = 0.3

So they gradually get better accuracy.
**You'll find these settings in both the actor.ltx AND defines.ltx
hit_probability_gd_novice = 0.5
hit_probability_gd_stalker = 0.6
hit_probability_gd_veteran = 0.7
hit_probability_gd_master = 0.8 (or 0.85)

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"disp_aim = -0.30 ;for testing, so the aimed single shot would be more reasonable and hit on the first shot."

What I meant by this was that it's safe to use and works but I don't know to what extent. I don't know if setting it too high would have any adverse effects or if it just won't apply beyond what is needed to bring a weapons iron-sight dispersion down to 0.00.

I've assumed the latter, and haven't as of yet noticed anything wrong. (as in, what would happen if it below 0.00 on a weapons aimed dispersion.)

Edited by: tao_taier

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