Addon allowing Player to use "Smashed Boxes" statistic to palce Crates of his own for multitude of nefarious purposes...don't worry - it's all "for greater good" and "Science". Player can also check his resources and money with current trade rates to Buy and Sell Crates if he desires. Crates can be used as companion cubes, barricades and explosive traps. Yes...I KNOW, i can't wait too! Wonder what you fuck up!...pity i won't see it, send me screenshots to upload!
Rebuilded variant of "DoctorX Crate Crafter [CoC 1.5b r6]" addon:
Moddb.com
I played around with it 2 years ago, liked it but due some bugs edited it adding new functions. Tried it recently and it did not work in Anomaly (at least current version) so i rebuilded it once again. Credits for idea to original Author DoctorX! (I STOLE mod Preview screenshot - it was just to good! xD)
More Screens in mod folder...hihi...
Shit...if you read this, then "curent" was fixed and new file was uploaded =P
DESCRIPTION:
Original addon essentially gived Player ability to Place Crates, using statistics of "smashed boxes" as counter - the more boxes you found and destroyed the more "wood" you accumulated, when crate is placed value of 1 is substracted from the pool of "smashed boxes" stat. Quite neat i must say and liked it so much i spend some hours making it work and adding things to original idea. YOU Can open script in text editor and read all information, as learned from mistakes of old times (Misery 2 development team) everything is properly documented and explained whatever you want to change something, learn, edit, being curious or fuck around.
INSTRUCTIONS and COMPATIBILITY:
Addon for Anomaly 1.5 (i use patch 4 with hotfix 8 but should have no diffirence on addons operation).
Just copy my gamedata on your gamedata...and let it live it's own life. Addon will not overwrite any other files and should work with any other mod.
IF YOU USE EALIER VERSION AND WANT TO UPDATE: don't copy and delete drx_cc_main.script, and config file, i left script of same name Empty in case you don't. Just decided to change script name to something more obvious. Config file is not used anymore, same as strings .xml original mod did, now it's all inside of the script.
Operation Keys can be changed in script, i provide somewhat accurate pic with codes for keys. For now they are:
Num 9 ...Info Check
Num - ...Sell Crates
Num + ...Buy Crates
Num .(Del) ...[between Num 0 and Num Enter...under Num 3...yea...that one) ...Place Crate
Num 7 ...BULK Crate Placement
Num 8 ...Place Pre-Build Wall section 3 Crates in high
NumLock ...Place Trampoline like Land-Mine Trap (stupid fun feature and for now failed experiment)
UPDATES (21-06-2020):
* Spelling Errors.
* Removal of ini. and .xml dependancies.
* Crates are placed further from the Player, because Crates rotation during placement is linked to map grid and not Player it created risk of triggering "Crate-Bombs" if Player touched crate corner if was under angle in relation to Player (Crates could be placed, but moving away would trigger physics resulting in calamity xD).
* Added "Bulk Placement/Spawn" for those who just love placing those "Crate-Bombs"...what?..no?...no one? I still added it for myself. Default setting is 10.
* Added Ability to Place pre-builded 3 Crates high Wall Sections in form of a column.
* Added Trampoline like Land-Mine Trap to salvage failed experiment.
CHANGES IN COMPARISON TO ORIGINAL & FEATURES:
More in deapth information about whats going on, whatever function Player use proper Messages are displayed on HUD mostly via Radio Transmition texts...yes there is nice icon to, don't worry =P
This part is handy and gives player a lot of information abouth Crate ammounth, his funds and settings linked with next functions.
Player can buy wood... there is a setting in script that allow to set price and to buy in bulk at once if Player prefer such approach rather than buy by 1 at a time, script will check do Player posses enough money, and will compute maximal ammounth for bulk order if Player lack money for all of it, but has enough for at least 1.
From Script:
DEBUG - BUY: Adds to registered 'Smashed Box' in Player statistics showing ammounth on HUD during operation as MSG. In effect this gives us Box/Crate to be placed for a cost. Script can be used to BUY IN BULK more than 1 Crate by editing value under 'Add_Ammounth', 'Add_Cost' value controls price of one transaction... final prices are auto adjusted. Script will also check if Player have enough money for transaction - so if we have 5500 rubels and want to buy 3 Wood IN BULK each for 1000 rubels we will get 3 for 3000 rubles, next time we will buy only 2 for 2000 rubles, remaining 500 rubles thats left will give us nothing...not even Bread Crumbs. Function was added as a "fix" for situations when Crates aren not spawned or destroyed (by NPC) without statistics updated properly = loss for Player... or if Player want to goof around and build Crate Castle/Fort/Bridge/Barricades...or TRAPS (i'm not fucking around! if you place more than 10 in same spot, when someone touch or shoot them they will EXPLODE!)
Player can sell wood...once again price can be set as ability to sell once at a time or in bulk, again script will check ammounth of resources and compute maximal number of crates that can be sold if bulk order exceeds resources.
From Script:
DEBUG - SELL: Removes from registered 'Smashed Box' in Player statistics showing ammounth on HUD during operation as MSG. In effect this remove Box/Crate giving us funds. Script can be used to SELL IN BULK more than 1 Crate by editing value under 'Remove_Ammounth', 'Remove_Cost' value controls price of one transaction... final prices are auto adjusted. Script will also check if Player have enough resources for transaction - so if we have 5 Crates and want to sell 3 Wood IN BULK each for 1000 rubels we will sell 3 for 3000 rubles, next time we will sell remaining 2 for 2000, leaving Player without Legos. Function was added in case Player want to sell some Wood to camps and such. I have no way to prohibit this from working in camps only, but i don't see much potential for abuse as money are spend mostly in camps either way.
Player can use "Status" Key to display essential informations that healp a great deal in planning your construction schemes >:D
From Script:
DEBUG - Show how many 'Smashed Boxes' used as Wood for Crate spawning are registered in Player statistics, current funds, current SELL/BUY ammounths and costs peer order...as well as Maximal ammounth of money for selling all crates and maximal ammounth of crates that can be bought by current funds. Ammounths are shown on HUD as Radio Channel MSG.
Player can Place more Crates than 1 at once in same spot to utilize multitude of nefarious purposes.
From Script:
BULK CRAFTER Function - Spawns 'BULK_Spawn_Amount' Crates in front of Player, removing 'BULK_Spawn_Amount' value from "Smashed Boxes" statistics. A.k.a. "Crate-Bomb" or "VoodooBum". A springboard or kinetic Trap use of Crate, places 'BULK_Spawn_Amount' value that if triggered (push or shot) will react in violetly unpredictible pattern. Might result in injury, around 100 start to be dangerous (PC might lag a lot). Don't place more than 200 or you lag engine to crawl of freeze (statement made in 2020, CPU's of 2030 might handle it easy). I'm not fucking around! if you place than 2 in same spot, when someone touch or shoot them first will EXPLODE sending other Crate into the air, at angle they start to fly everywhere, place 30 and you have Orbital-Bombardemnt!). Script will also check if Player have enough resources - so if we have 12 Crates and want to place 10 IN BULK 10 will be placed, next time we will place remaining 2.
Player can Place Wall sections to accelerate fort/barricade building, those are 3 Crates high - script allow to edit number and all is scaled perfectly so you can place Babel Tower if you want.
From Script:
VERTICAL WALL CRAFTER Function - Crafts 'Craft_Amount' number of Crates on top of one another creating Vertical Wall, because for now Crate rotation orientation is linked to map grid, pre-build horizontal wall sections are No-No. Such column still makes building your fort much quicker, distances between Crates are fine tuned so they don't jump around, Player need to take into account only movement when the settle on the ground. If Vertical Wall is spawned to close to another one and Player wishes to avoid domino effect when they settle or jump from each other (when crates are spawn on edges of other crates) another Vertical Wall shlould be placed near to block and support before trigger.
Player can Place Trampoline like Land-Mine Trap (added to salvage failed experiment), those are embeded into ground and trigger exploding around if mutant or NPC run into or shoot them, can deal moderate damage if one have no armour. Especially dangerous in cramped locations, usless if placed in buildings on level higer than ground floor.
From Script:
WARNING !!! EXPERIMENTAL FEATURE !!! Crate Crafter Facility staff at Area 51 Zone Code "Swamp Mud" takes no accountability for User survivability. Use at own responsibility. TRAMPOLINE CRAFTER Function A.K.A. "Land-Mine-Ejector" - Crafts 'Craft_Amount' Crates (used as Ejection strenght) to send Player into air higer than actor jump abilities or as a Trap to bruise nearby actors. Best effects on flat surfaces and not above floor level (ground pushes Crates to closest direction, so if placed on 2 building floor they jump down to 1), need a lot of training, skill and luck. Fun and dangerous feature...
As you can see i planned those as Debugs, because Original script back then in ealier engine/code had it's problems, sometimes statistics ware not registered correctly, sometimes boxes ware not placed and yet Player lost wood. In current engine i mashed keys back and forth, up and down, with one and both eyes closed, left hand behind my back and other on my groin and job twoju mać kórwa jebana w chuja all works like a charm! =D
Either way functions remained and decided to implement them for those who wish to use them...making more for simple silly idea than needed (who i'am kidding - it's all needed to survive in a zone!..do you know where you can build stairs to ?! xD).
BUGS:
Currently Crate orientation is not related to Player rotation but linked to Map...might be problematic building walls. Sorry...i need to learn more about this enigne, i don't know the code so well to fix this
Might piss Player off when building walls at angles. If you fix this rotation problem fell free to upload fix or send me data. You get yourself to credits. Thank You.
FIXING THIS PROBLEM with already Build-In BULK CRAFT open up posibilities of Placing entire sections of pre-build shields, walls or even forts! Right now adding this feature is a loss of time.
WARNING:
Watch out to not spawn boxes INSIDE of boxes or walls, or under NPC's - until any actor touch them they can levitate and are in state of suspension, but interaction (commonly called "a push" or "shot") engages physics, boxes will explode and such. For building place crate, touch it and it will fall down...then place another, carefully like a 3'year'old child with wood blocks...or don't "karen-on-me" your Jacob's ladder of Babel Tower Chernobyl'ed in your face.
You can however play with it and Place 10+ (engine handles at least 100 from my testing, and freeze at 400) they can "react violetly" like every tightly packed mob mentality. Carefully place such pockets of 10-20 crates-in-crates (without moving camera) to create "reactive-barricades" ...that will chainreact xD
As i mentioned, in config file you can set distance for Crate Placement, might help to rise it if you want to be safer placing those wood-bombs ;-)
Broken wood can also be used as constant anomaly triggers.
THINGS TO DO:
Few things (I'm to bored to do right now):
* Add rotation to boxes so thay always face player and not map grid.
* There is a script in game that's linked with those Wood Crates that at random by chance spawns some trash inside them when smashed ...for THIS addon to work almost without any exploits another instance of crates need to be created exclusively for this addon to spawn thats always empty (not connected to this script) - so when player re-deploy his/her mobile siege-base of operations is not flooded with old boots and showels. For anyone, in script name is it's "box_wood_01".
* Also...I don't think it's doable and it would be a matter of opinions, but if Player NPC's would not shoot crates and try to path-find-around them that could be something to consider...
* Spelling Errors
* Optimization of Code and streamline of functions
* Ability to place Vertical Walls of desired height one by one (hold one key to enable and just place them like normal).
* Trampoline to enable super high jumps (best varioant did 20% of times, 40% did nothing and 40% of times killed Player).
* With Rotation fixed, its simple to add 3x3 wall sections, or even pre-build watch towers or small bunkers.
As long as proper credits and links are respected and provided, I allow anyone to edit and expand upon this script, I doubt DoctorX would have anything against it as far as his code goes but at least you have my permision regarding my parts...no...not those parts! What...are you from Freedom or something?! I'm not HIP!
Have fun, thanks for all your work, main game, Call of Chernobyl, Anomaly mods and community addons! Stalker is one of my fav games.
P.S. Don't allow some suka you don't know to edit sourcecode of something you don't have a backup of (forever and all future generations) - YOUR DNA.
Don't take upcoming fucking RNA "vaccines" from kutafon Bill "back-door-blue-screen-of-death" Gates. Regards to my brothers and sisters !
Average
105 votes submitted.
This is an interesting idea. I suppose you could spawn something else than a crate, right?
Isn't it?! I love it to! DoctorX give me so much joy (not in the way it sounds).
Yes, you could spawn something else...but what's the point to do it using such script when you have build in Debug under F7 with EVERYTHING and nice interface?
This mod is not suppose to wreck of "CHEATS" or "HAX" feeling, and is as nicley and fluidly incorporated like child in a womb...not excluding whats gonna happen if you CRAM 10 at a same time.
It has this back-and-forth ACTION (man...ugh...i mean...) that you place Crate and loose stat, destroy Crate and get stat back.
If you would spawn anything else only way to balance it is to substract money directly or some items from equipment.
I suppose if community was interested theres potential to spawn some interestig Object A ...if Inventory Item B and C is found and then removed...however i warn it should be something pickable or destructable. We could spawn 100 empty fuel tanks or can's but there is no way to remove them with Debug that i know.
More crazy idea that could work with stats of killed mutants, we could use to spawn friendly mutant like friendly pseudodogs, that can be "removed", but thats more fuckery and dunno it has sense. Cheers.
i just kinda wanted to spawn containers, furniture and maybe a makeshift door so i could make a little camp in a sewer lol
Hey, if you want something you can use for a barrier, you can spawn some objects from the debug menu that the player can jump over but NPCs cannot. In the object spawner, in Physic (Misc.) Try zat_b57_ph_gas or jup_b209_ph_scanner. To delete them, use the debug delete button.
interesting
update 1.5.1?
update pls looks fun :)
Came here for the 'multitude of nefarious purposes'. Dissapointed to find out it's a mod for a computer game.
Somebody needs to update this for 1.5.2!