Originally created by Kitty for Call of Chernobyl. Had some bad experiences with sneaking/stealthing in Anomaly 3.0 BETA and implement this - runs without crashes and works - but could may be improved therefore BETA.
10/7 - Update
Had some issues while sneaking at a group at daytime(impossible to sneak without being detected even on 50m distance - could fix it - changed some new parameters
(SOUND Section)
sound_threshold = 0.35 (0.5)
self_sound_factor = 0.1 (0.25)
[stalker_vision_free]
velocity_factor = 0.35 (0.5) ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
[stalker_vision_danger]
velocity_factor = 0.45 (0.6) ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
(VISIBILITY)
eye_fov = 100 (115)
eye_range = 100 (115)
9/19 - Update
The section were the changes are made start at line 68 and 394 ( notepad++)
changes made marked with exclamation(!).
Original/previous Values in brackets().
update values marked with arrows (->)
68
; Formula for Visibility
;Value = time_delta / time_quant * luminocity_factor * (1.f + velocity_factor*object_velocity) * (distance - object_distance) / (distance - always_visible_distance)
;Value >= visibility_threshold
;transparency_threshold is done during ray_query
;Note that improper values, no matter how high transparency_threshold will result in stalkers shooting at walls
[stalker_vision_free]
min_view_distance = 0.3 ; min range of cone based on eye_range
max_view_distance = 1.0 ; max range of cone based on eye_range
!visibility_threshold = 100 ->95 ;Threshold in which object becomes visible based on factors
always_visible_distance = 0.01 ;Distance object is always considered visible (float)
time_quant = 0.0025 ;step increment to for sight calculations
decrease_value = 0.1 ;Decrease over time to overall threshold
!velocity_factor = 0.5 (1.0) ->0.5 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
!luminocity_factor = 1.0 (0.75)->0.75 ;Low value = easier to see at night
!transparency_threshold = 1 (0.4)->0.75 ;Low value = easier to see through objects
still_visible_time = 0 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)
[stalker_vision_danger]
min_view_distance = 0.6 ; min range of cone based on eye_range
max_view_distance = 2.0 ; max range of cone based on eye_range
visibility_threshold = 60 ->55 ;Threshold in which object becomes visible based on factors
always_visible_distance = 0.01 ;Distance object is always considered visible (float)
time_quant = 0.0026 ->0.0015 ;step increment to for sight calculations
decrease_value = 0.1 ;Decrease over time to overall threshold
!velocity_factor = 0.5 (1.5)->0.6 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
!luminocity_factor = 1.0 (0.65)->0.6 ;Low value = easier to see at night
!transparency_threshold = 1.0 (0.4)->0.75 ;Low value = easier to see through objects (if greater then 1 then enemies are blind)
still_visible_time = 100 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)
[stalker_sound_perceive]
weapon = 1.5 ; ??????????? ???????? ??????????\???? ?????
item = 0.5 ; ??????????? ???????? ??????????\???? ?????
!npc = 0.2 (1.0) ; ??????????? ???????? ??????????\???? ?????
anomaly = 0.0 ; ??????????? ???????? ??????????\???? ?????
world = 0.1 ; ??????????? ???????? ??????????\???? ?????
394
;---VISIBILITY--------------------------------------------------------
visi />visi />!eye_fov = 120 (150) ->115
!eye_range = 120 (150) ->115
far_plane_factor = 1.0 ; фактор дальности тумана
fog_density_factor = 0.25 ; фактор плотности тумана
Average
95 votes submitted.
Excellent work! Anomaly is excellent, it has a level of difficulty that makes it captivating and dynamic. However, it would be excellent to have an addon that allowed to increase the carry weight, could you do it? Or could you tell me how to change the weight? Of course, thank you very much and congratulations for your work.
Buy a backpack or a better armor :)
You can change your carry weight in the Extra Options. You can increase it up to 500kg
you can do that in the settings
when in-game, press esc, optins (extra), Gameplay Difficulty, then change your max carry weight there
Hope that helps =)
It was night, i had my headlight on, killed all except one bandit, few seconds later he just walks past me right at my face, aiming at where i used to shoot, lol. Feels like they're now blind at nights and orientate by sound.
P.s. I was in disguise trading with enemy, 4 npcs around me weren't suspicious for over 30 seconds. This is kinda good change, but makes it too easy, might be both connected to how npcs detect you in short distance and darkness. But i do not have idea how to change this script.
Hopefully this will be improved :)
Hey mark,
thanks for your reply. I`ll check this out and work on that... think i can change this... i already thought about that the luminocity value there was too high.
I decided to change some numbers after all, quick tested it and it seems now more balanced. Check it out.
[stalker_vision_free]
min_view_distance = 0.3 ; min range of cone based on eye_range
max_view_distance = 1.0 ; max range of cone based on eye_range
visibility_threshold = 95 ;Threshold in which object becomes visible based on factors
always_visible_distance = 0.01 ;Distance object is always considered visible (float)
time_quant = 0.0025 ;step increment to for sight calculations
decrease_value = 0.1 ;Decrease over time to overall threshold
velocity_factor = 0.45 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
luminocity_factor = 0.75 ;Low value = easier to see at night
transparency_threshold = 1 ;Low value = easier to see through objects
still_visible_time = 0
[stalker_vision_danger]
min_view_distance = 0.6 ; min range of cone based on eye_range
max_view_distance = 2.0 ; max range of cone based on eye_range
visibility_threshold = 55 ;Threshold in which object becomes visible based on factors
always_visible_distance = 0.01 ;Distance object is always considered visible (float)
time_quant = 0.0015 ;step increment to for sight calculations
decrease_value = 0.1 ;Decrease over time to overall threshold
velocity_factor = 0.65 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
luminocity_factor = 0.6 ;Low value = easier to see at night
transparency_threshold = 1.0 ;Low value = easier to see through objects (if greater then 1 then enemies are blind)
still_visible_time = 400 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)
These changes should not just make them react better in dark, but overall quicker too. When you are spotted, NPC will aim and pull trigger earlier than before. Still easy to sneak past through at night. The only problem now is, i do not know how to make NPCs spot others easier, that have flashlight on.
P.S. and i changed npc fov to 115 for myself :)
EDIT: tested and changed these settings few times, works much better. And disguise makes NPCs still suspicious of you, i pretty much had red bars, but they only started attacking me, when i took gun in my hand. Feel free to put it in your upload.
Done :)
overtook almost all values except
[stalker_vision_free]
!velocity_factor = 0.5 (1.0) ->0.5 instead 0.45
[stalker_vision_danger]
!velocity_factor = 0.5 (1.5)->0.6 instead 0.65
feels better somehow - guess thats okay :)
Transparency_threshold at 1.0? Are the NPCs spotting you at all if you are not on flat terrain without bushes/trees and/or rocks?
It was really nice and cool on COC, but It might be just me, but the AI are absolutely braindead now at night time, as I literally shoot an unsuppressed shotgun at a group of bandits in the middle of the night from about 10 metres away, but they didn't even notice that
any fix? or is my mod file broken?
fixed for now.
mine is braindead too. I have a feeling it will take a second to calibrate , .because I put in the same formula that i used in the previos beta, and it acts completely diferent. the Old beta I had the NPC population at 2.2. and on this beta, 1.5 is crowded as hell. very diferet
How different is it from Stalker Tweaks?
Seems that this breaks the AI, Makes them blind. Was fighting the monolith in jupiter underground and zaton outside at night. Makes your companion extra passive too.
Okay, could be possible - didnt thought about that...
have played some guide missions without problems so far.
I`ll keep an eye on that. *have updated some values - may be fixed.
I would love to see a addon that had the level of Sneaking that the first three Thief Games have. By that, I mean that light and shadows play a bigger role and that sound is more dynamic. If someone could copy a similar system to the brilliant Dark Engine that would be amazing. Alas, that seems like a damn hard task to do.
Ah yes, reconfiguring the sliders on the NPC AI accuity is tedious.
Nice work. I have yet to play Anomaly, I'm still hung up on DA.
Some observations about the parametervalues:
- time_quant: does not profit from 4 digits after the decimal, 0.001 seems to be the shortest interval in which the AI perception ramps up anothing below does not yield palpable results imho
- always_visible_distance: I'm not entirely sure that this one really is in the float range, in DA it seems to be a radius in (m),community seems to be split about this too... some configs use it in the float range, others define a radius. anyways if it is float then enemies will only force aggro onto actor when he is 1m away. which would be too close imho ;).
- luminocity_factor: controls how much light the actor is emitting(reflecting). the documentation about "easier to see at nights" with lower numbers is a little bit misguiding. think of it like "how much the enemy will see you, when you are exposed to any lightsource or are using any lightsource".
Does it work in Update 3 ?
yes - updated it just now.
So tl;dr what's this do? Make it easier to sneak, or make the AI have an easier time detecting you? Just now getting around to updating to the new version of Anomaly so I haven't really played with stealth much.
It seems that sneaking/stealthing doesnt work correctly - this mod improves realistic stealth action in anomaly...
Update 3 values seem skewed. I just killed a squad of Monolith in exos with an underbarrel GL, direct hit 2 of them, the last guy was blissfully unaware, not even in 'combat mode' as I snuck up and pinged his head in with 5.56.
I´ll check that out... got no problems so far in combat.
Is this for Shadow Of Chernobyl? I saw it in the Add-Ons for SoC
No, it's for the Anomaly Standalone Mod.
Please fix this and tag it under the correct page, and not the SoC addons page.
Pretty disgusting you'd intentionally mistag it just for the extra clicks. Not everyone plays Anomaly.
is this for SoC or CoP?
Updating this for the newest version of Anomaly?
PLaying already with it... should work - updates may come soon.
Hey therealMooble, thank you for the addon! It runs fine on my game.
I'm using version 1.5, with hotfix 8 and the 1.4 update, with Generic Mod Enabler, version 2.6.0.157.
I'm a big fan of Stalker, and rediscovered the game after so many years. And I keep finding these gems, like Call of Chernobyl before and now, Anomaly and its add-ons. Yours, it helps with the playability, at least for me. So thanks again!
Is there a compatibility patch planned for Death Animations?
I'm so confused. Is this an Anomaly mod ported to CS? It's showing in the CS section...