The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.

Description

BETA_3.0 NPC Vision/AIM fix, and player movement modification for the early version of the BETA_3.0 I edited the actor and m_stalker LTX files to get the NPC vision playable (in my opinion). I tried to make their vision as realistic as possible.

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Anomaly BETA 3 0  NPC Vision/AIM and actor speed Mod
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V0RtaL
V0RtaL - - 230 comments

What happens if i only keep actor.ltx Is it gonna make any difference to NPC ?

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MilligraM313 Author
MilligraM313 - - 246 comments

actor is just modifying the actor , sprinting and walkng speed, I will make a note of that, forgot i included that.

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MilligraM313 Author
MilligraM313 - - 246 comments

Not needed, you could delete it and it would not affect the vision/AIM fix, I just thougt it felt smoother, forgot I Added that.

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Kyle_K_ski
Kyle_K_ski - - 1,013 comments

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I believe that this is a topic worth addressing, CAREFULLY.

Here are the chief issues that must be balanced for a believable AI in terms of its ability to detect and interact with their targets (including, of course, the player)...

...Being seen does NOT mean that one is RECOGNIZED as a friend or foe! Let's reflect on how often it occurs in a game such as STALKER that we're traveling across a field, we spot a human NPC, and we CANNOT DISCERN IF HE'S A FRIEND OR AN ENEMY. Do we automatically shoot at anyone we instantly see? I would dearly hope not! We instead pull out our binoculars, or we rest our crosshair on the NPC, and we wait to see whether the HUD informs us if they're an enemy or not. An ENEMY NPC needs to have this very reasonable TIME DELAY built in, especially if its on FIRST CONTACT; that is, NO ONE HAS YET OPENED FIRE because a human has yet to be classified. Changing this would break believable immersion in a major way. The NPCs' response time SHOULD SHORTEN, but only AFTER gunfire has been directed their way. Even then, should the NPC have a lightning quick ability to PERFECTLY identify a human that's in front of them? NO! Here's why...

...ADRENALINE and the FOG OF WAR increases the odds of deadly accidents happening. This is just the way it is. My advice would be that once bullets start flying, NPCs may shorten the time they take to identify the target, but doing so INCREASES THE ODDS OF MISIDENTIFYING WHO IS IN FRONT OF THEM, and SHOULD lead to ACCIDENTAL FRIENDLY FIRE. This is ENTIRELY BELIEVABLE.

...Factors that should be considered for proper identification: amount of light, whether the target is obscured by any kind of concealment, whether the target is in shadow (the effectiveness of camouflage increases ENORMOUSLY in shadow), how quickly the target is moving (the faster the target, the harder he is to identify), the speed of the identifier (if the identifier is running, the bouncing around makes it harder to process who it is he's looking at), the quality of weather, how tired they are, how hungry they are, and their own adrenaline level.

...Reflect on playing a REALISTIC online shooter. Think about how frequently one dies because one was trying to figure out who the shooter was - this happens a lot and for GOOD REASON. What's that reason? Re-read all of the above; THAT'S why.

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Kyle_K_ski
Kyle_K_ski - - 1,013 comments

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Now, let's pretend that we can do a great job of modeling the above in the enemy AI, let's pretend that they decide to shoot, what then should be modeled?

...Any enemy wearing DECENT camouflage SHOULD be able to disappear FAIRLY QUICKLY in foliage, or by crouching ultra-low to the terrain, and the effectiveness of their disappearance should be strongly impacted by the AMOUNT OF SHADOW in the area they are disappearing into. That said, the AI hunting the "disappeared" target should KEEP FIRING THEIR WEAPON into the foliage and towards the terrain or towards walls or any other cover or concealment that they saw their target run towards at the time of their disappearance. In real life, how many men have been killed while NOT ACTUALLY SEEN but their hunter WISELY kept shooting into the region they were last observed in? So, at first it may SEEM "unbalancing" that one's target disappears quickly into his environment, but it is BALANCED out by the fact that the AI smartly KEEPS SHOOTING INTO THE ENVIRONMENT. For how long should this "shooting-by-educated-guesses" continue after the target is no longer seen nor HEARD? If it's a rookie-AI, I'd have him fire 5-10 rounds' worth of ammo into the environment before he stops to reevaluate. If it's a veteran-AI, I'd have him fire off 10-20 rounds into the environment. And if it's a professional-AI...? I'd have him fire off 20-45 rounds into the environment before he stops to reevaluate the situation.

...Also, one's MOVEMENT SPEED has an enormous impact on how quickly one is SPOTTED. Notice that I said "spotted." I did NOT say "identified." The SLOWER ONE MOVES through an environment, the HARDER IT IS TO BE SPOTTED. Moving quickly increases the odds of being noticed. The human brain PRIORITIZES threats by their speed.

In the most recent build of Anomaly, I have been in numerous firefights where I've engaged a GROUP of enemies. They are not shooting even though are looking in my direction. At first I thought this was stupid. But then it dawned on me that I was in shadow, peaking out from behind jagged cover and concealment, and then it dawned on me, that they should NOT be able to see me in those challenging conditions, as THEY WERE IN MY FAVOR.

That said, stepping over their buddies' corpses, having seen WHERE THEIR BUDDIES WERE PREVIOUSLY SHOOTING, having seen THE DIRECTION THAT THEIR BODIES FELL, having BEEN TOLD WHERE the shooter likely was at, they should have shot in my direction NOT because they could see me (I am rightfully VISUALLY "invisible" to them), but because it was TACTICALLY THE CORRECT THING TO DO. They should've HOSED the area I was in. This is called SUPPRESSING/COVERING fire, and it's done in real life because it results in real DEATH. It WORKS.

It would also be nice if he AI were able to lean out from behind cover and concealment themselves. STALKER Clear Sky enabled some of this believable behavior – it would be VERY nice to see it return for CoC/STALKER Call of Pripyat.

In the end, THIS is the kind of AI we need in STALKER. The above type of AI would force the Lone Wolf player to KEEP MOVING. This would greatly deepen the sense of believable immersion, and it would keep the game CHALLENGING while also permitting the player to PLAUSIBLY melt away and disappear into the environment.

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zuthen
zuthen - - 447 comments

all of that would be great, but you forget the ai in this game is not that advanced and scripting of that level would take years to accomplish. i hope one day it might be possible but this is a beta. they have not even got the game to a finished state yet and are far from it. i trust in these guys but i expect no miracles. hell they are still working at finishing kinks in the 64 bit engine let alone fixing the ai itself. and this guy has already stated what he has done is just a quick fix. give it some time, and even then getting ai at the level you describe would take QUITE a while. if even possible in a game like this.

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Guest
Guest - - 692,576 comments

It wouldnt be that hard if not for the ancient way the game is coded, best bet is to just leave it the way it is, and wait for stalker 2

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Jivixfromwc3
Jivixfromwc3 - - 39 comments

AI already does a lot of what he is describing. They fire into areas they lost sight of you in, throw grenades to flush you out of cover... and a dedicated scripter should be able to look at the AI combat behavior and make any necessary changes pretty quickly.

I think their primary point is that we shouldn't just bump config file values to "realistic" because the way the game handles those values is not in a realistic manner. Thus if you give human NPC's infinite vision, they will instantly spot you no matter how far away you are and instantly start engaging you (assuming line of sight). Vanilla Anomaly is pretty unforgiving in this regard, although it seems to have gotten a bit better over the last few patches.

Animals continue to be a bit ridiculous though, some of them spot me hundreds of meters away through bushes, while others seems to have some kind of pathing restriction, an invisible barrier that keeps them from approaching me. This was really noticeable in Jupiter underground as monsters could not leave the main central room to attack me.

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xchrisx88
xchrisx88 - - 149 comments

still crashes on startup, when I copy actor.ltx in the folder,
any idea how to fix that?

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