Full concept MODIFICATION of S.T.A.L.K.E.R. Call of Pripyat that touches every game aspect including textures, sfx, music, weapons, A.I., items, weather, mutants, difficulty and much much more!

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Looking for someone good with the spawner ... (Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : MISERY : Forum : General subjects : Looking for someone good with the spawner ...) Locked
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jasper34
jasper34 MISERY PR Lead
Dec 10 2014 Anchor

If someone is good with the spawner making groups of mutants appear where they want I have a theory I would like them to check out. Spawn one group of each type mutant in the near vicinity of Topol's crew by the scientist's bunker in Jupiter. Make a note of which mutants they respond to (start shooting at). My theory is that they don't know some types of mutants are deadly, like cats.

Dec 11 2014 Anchor

Are you asking for someone else to spawn in those mutants because you don't have a spawner? If you have The Armed Zone mod then there's a spawner for that mod.

jasper34
jasper34 MISERY PR Lead
Dec 11 2014 Anchor

Yes, I've only used it to generate an odd item. I'm looking for someone to get up on a rock by the scientists bunker, make a save, and spawn one species of mutant at a time near Topol's crew to see how they react. I don't think they react to Cats; I want to confirm and see if there are any others. I'd like to see what Noah reacts to as well. I'm hoping to figure out if that's why they get wiped out so often. OR I need to know the command line to spawn 5 m_cat on the zat_b18_noah section at position 149.8299, -6.5328, -121.3724 . I can't figure out the syntax for the command.

Maximus_Sparticus wrote: Are you asking for someone else to spawn in those mutants because you don't have a spawner? If you have The Armed Zone mod then there's a spawner for that mod.

I've managed to spawn single cats from just above Noah's door, but I can't figure out how to make them appear other than right in front of me. Snorks cause a crash upon exiting the spawner every time. Noah reacts to cats, I think eventually he blows his own door ajar and bad things sneak in.

Edited by: jasper34

Dec 20 2014 Anchor

Hi. In case you still care about testing your mighty cats killing the odd stalkers at the bunker, I played a bit around with that spawner tool you get by enabling debug mode in the xrs_debug_tools.ltx.
The command line and I didn't really get along, especially when I saw that there is an error in its implementation with it looking for "s:" in the string. If use you this of the proposed examples in the debug_cmd_list.script file...

spawn s:wpn_pm pos:244,355,123 lvid:11344 gvid:12

It will go bonkers because it can't figure out that it should be checking for wpn_pm as section instead of pos which has also that "s:" syntax. So if you want to keep trying that console line utility you gotta put that wpn_pm at the end of the line. I didn't get it to work, though. But at least it told be so instead of crashing to the desktop.

Anyway before I disgress. Back to the cats and stalkers. One way that works but is very suboptimal is the following:

  • Run to your stalkers
  • Make yourself invulnerable and invisible with the console line.
  • Then use the GUI on the right side of the debug menu.
  • In "Spawn Section" you paste "cat_normal" into its box. (without quotations)
  • Press "Create" till your hand falls off or till you got sufficient amount of cats. Whatever comes first.
  • Look at how the scientist stalkers don't shoot at the cats.
  • Reload the save and try it with dog_normal and flesh_normal. If you are curious about all them options you gotta open the creatures' ltx file and check for the name in [] brackets.

Hope this helps. And if I hadn't have to fix Strider's death for me leader achievement ... If you are curious I can post that too.

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