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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Making Gauss Unlootable for NPCs | Locked | |
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Nov 20 2014 Anchor | |
If anyone has a save just before the mission at the hospital where you obtain the gauss, can you either post a copy in a dropbox or something OR edit the following in the configs/misc/death_generic.ltx file: Add line wpn_gauss = true under the [keep_items] section. Object is to verify that the dropped Gauss rifle does not get looted by any of the monolith NPC's during the battle. If it works, you could go about the mission as you see fit instead of having to rush over to appropriate the dropped gauss before one of the monolith do a pass by and permanently vacuum it up. I found a save. That didn't do the trick. If you wait long enough you hear the Gauss being fired once or twice and that means it has been looted and lost forever. Anyone have any ideas what to try next? I want to fix this so spawning a lost Gauss is no longer needed. Making the Gauss $npc = off in the weapon config; no effect Making the chance of the item being destroyed upon death: wpn_gauss = 0.0: no effect. Edited by: jasper34 |
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Nov 20 2014 Anchor | ||
Strange I have never had that problem before. Didn't know the rifle can be looted. Normally I would open fire as soon as I see the 3 baits walking out, resulting check their body inside building where rest of them spawn. Close quarter combat inside building is much easier. The sniper holding the gauss rifle always be the last one to die, since I don't really have a clear shot at him until I can clean up the buildings. |
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Nov 20 2014 Anchor | |
OK I think I may have it. Tried it 2 times so far and seems to do the trick. Change the gauss weapon config file to read: ef_main_weap = 0; 3 ef_weap = 0; 11. The 3 and 11 are the original values to make it easier to remember them. Changing the weapon type to ZERO makes them think it is a grenade or knife and since they already have better, they blow it off. This may or may not work if you have the NPC infinite ammo un-ticked. If they run out of all other ammo, they might pick it up anyway. I would appreciate it if someone else could try it and give me some feedback. Just play the mission out as you prefer and see if it's there consistently.
It's amazing how different everyone's tactics are. Since vanilla, I have always shot the sniper with the Gauss first. He is super easy to pick off from the ground floor just as he appears. I never risk myself going out to look at the suicide squad, I just wait in a room downstairs for the sniper to appear. I was probably trying in vain to save as many of my team as possible. I've still never saved more than Tasarov. It never even occurred to me to kill him last. After a very short while if you kill the sniper, one of the second floor monolith rush over and scoop up the Gauss as it's the best weapon available. When they use up it's ammo, they discard it and it vanishes. Edited by: jasper34 |
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Nov 20 2014 Anchor | ||
Guess my tactic works out just fine then. But really I have tried to save the entire team and only successfully done it once, out of countless tries. Fire fight at that kind of scale has way too many variables we can not control. Sniper with gauss rifle isn't really a good shot given the fact it is out of the world sniper rifle. |
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Nov 20 2014 Anchor | |
Yeah, I try to get all of the enemy during the One Shot mission, but your right it's just too much on this one. I'm just trying to make the mod more foolproof so less people have to spawn items that should remain. Making the Gauss weapon type a ZERO definitely makes the NPC's ignore it during battle. I just played the mission to get it and killed the Monolith on the second floor where it falls last and they never go near it. I may play it through with NPC Infinite ammo unchecked and see if they resort to picking it up then, but for most this should save the disappearing Gauss rifle from being a problem no matter what your strategy in that battle is. Ponney came up with a great fix making my workaround unnecessary. I just Beta tested it and this should no longer be an issue in future release |
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