Updated for 1.5.1. Added compatibility with mod "NPCs without amnesia v3.0"
An annoying mistake especially for those of us who do Hardcore Anomaly, with high vision or hearing ranges. Military NPCs shoot you in the Cordon even though Sidorovich is supposed to pay a fee so they don't shoot free stalkers.
- Changes this mod makes:
- Fixes a logic error about NPC matches (Free Stalkers vs. Military)
- The distance considered prudent to approach the Military in the cordon is reduced to 10 meters. (If you come closer than that, they will shoot you)
- Once you shoot at the cordon to a military man, he will go into combat mode and will not ignore you unless you move too far away from him.
- (v1.5.2) If the soldier receives any damage, in any way and by any enemy, he will start shooting ignoring this mod.
[New]
- (v2.1) If you come within 10 meters of one of them, they will open fire until you move away. If you don't shoot them, they won't keep doing it when they can't see you.
- (v2.1) If you shoot one of them, all the other stalkers and military will start shooting again. After four to eight hours, they'll calm down. (If you shoot them again, the counter will reset)
- (v2.1) Zero combat between stalkers and military NPC's (if you haven't shot one) This eliminates stealthy assaults to rookie village.
- (v2.1) No helicopters vs stalkers in cordon (testing) Failed
Notes:
- If you're from any faction other than free stalkers, they'll ignore this mod.
Not directly compatibility with mod "NPCs without amnesia v.3.0"
This mod is not directly compatible with it. Use the merging file.
Changes:
- 1.5v Fixed known problem. When you face a single military man at the Cordon, and shoot him from beyond 10 meters, you do nothing.
- 1.5.2v Fixed a bug and logs crash in the code.
- 2.0v I rewrote most of the code, changing the ways that military npcs detect danger and adding a form of alert: warning shots. In the past, the military npcs deactivated this addon if they were injured in any way (mostly by mutants). That was a problem when deciding whether to attack or not. I also completely eliminated fighting between stalkers and the military, no matter how close they are.
- 2.1v Deleted a "true" from the code that prevents advancement to the other conditions.
First attempt to eliminate the helicopters against stalkers on the cordon. (Not yet tested). (failed)
- 2.2v Updated to 1.5.1
Intersting, Do you thin you could do something similar to the choppers controlled by the military to only attack those that attack other military members rather than going on killing rampages through the maps.
Yes.
I think the entire anomaly community would greatly appreciate it if you did just that. :3
Yeah! I've seen helicopters attack like crazy, and they don't go away. I'll soon check this, since I'm in this file; if I achieve something I'll upload it ;)
Hi,
About the compatibility with NPCs without amnesia. You say it's better to just copy the line of code in your description instead of downloading this mod entirely?
You need to copy the description code, replacing the piece from line 218. into the "NPCs without amnesia" file
Here a cap: Prntscr.com
Thanks!
There shouldn't be military outside their checkpoint in the first place. they aint ordered to do patrols in the cordon. Sidorvich pays them from attacking the rookie village.
Will this work with warfare?
Ye, In theory.
Not to be too much of a bother, but which lines are changed specifically for the compatibility patch? It's a bit difficult to read the code and then compare it when I have to keep switching tabs to do so.
Get Winmerge man, makes comparing a breeze.
Yes, you can also use Beyond Compare.
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...y 1.5 u4/bin/..\gamedata\scripts\xr_combat_ignore.script:224: attempt to index global 'table_atacked' (a nil value)
stack trace:
Hi, got this error after playing for a while with the new update. I did merge this and your NPCs without amnesia manually, however everything from line 218 is identical so I don't think this is an error on my part(although it might be). This mod functioned perfectly fine before the update so I think some of the changes might have borked something. Thanks though this mod is great!
Make sure you create the table before the function "is_enemy" the table name's "local table_atacked = {}"
Like this Prntscr.com
Please could you add a compatibility folder to the archive for NPCs without amnesia or just merge this addon with it.
Dropbox.com
Ok, terribly sorry, my bad. Should I add "math.randomseed(os.time())" below "local table_atacked = {}" or above? Once again sorry for the trouble.
I've tried this and it seems to make Cordon worse. The Rookie village is a war zone every time I visit, the soldiers that move to the forward positions always aggro the loners if they are clearing the camps of mutants or if a patrol passes by. This in turn aggros the whole southern checkpoint including the mechanic and trader, but as Fanatic and Wolf are invulnerable the military are wiped out. Wolf, who normally stays near Sids bunker, will go much further out, even to the Southern Checkpoint. I've also seen the Southern Checkpoint aggro as far north as the bridge if a soldier is killed on the way there.
Using just NPCs without amnesia reduces the aggro back to normal.
Try to remove the xr_danger file that uses the mod without amnesia. Maybe I should reduce the memory times for certain sounds.
I am only using your NPCs without Amnesia addon with Arszis Burer Overhaul now. Adding this code to xr_combat_ignore just seems to make loners and military more aggressive than normal.
Cordon was badly designed in Anomaly, what with the Rookie village being attacked by military patrols that pass too close and the farm being camped by bandits who always aggro Xanotech. If the devs ever fix these, cordon will be a better place imo.
The problem with Cordon is, that every faction tries to go there, but I have no idea why. The military patrols just making it worse. If the southern military complex would not spawn new patrols at all, would help maybe.
work with muh immersion mod pack ?
The creator of that addon must make a patch to make it work with that.
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and yes plz god add it that heli patrols are actually cool
2.1... (in testing)
I'll throw it in my game and see how it acts. Does it require a new game?
Thx. No.
Chopper is definitely still attacking the rookie village randomly it seems. Made a quick new game just to be sure.
Okay. I think it gets complicated
I cannot open your RAR file with 7Zip. Please check.
Check in WinRar
Sorry, my bad, I thought that 7Zip supported everything.
EDIT: updating 7Zip did the trick and it opened the RAR archive perfectly!
Still waiting for merging file: "Npc's with amnesia V2.1.1" and "Combat Ignore Military Fix V.2.1"
I think this is *NOT* compatible with "ArszisBurerOverhaul_V102" too.
Arszis did a patch for his addon to make it compatible with "Npc's with amnesia".
I use many of your mods but this one just never worked for me and latest mod updates made it incompatible with some others, but thanks that you still trying ;p
I have to make some patches I think. hehe... you're welcome.
This doesn't really fix the issue outright, because the military still has a tendency to wander into the Rookie Village. By making it so that the military only attacks at extremely close range, they will now often just wander into the Rookie Village and kill everyone there at close range. This mod also doesn't seem to effect helicopters, which just shoot you on sight.
Could you send me some screenshots? Remember that if you attack a soldier they will start attacking, until after about 8 hours. Then they'll go back to being passive.
Helicopters are a somewhat unstable feature in Anomaly, so they are difficult to moderate.
I didn't manage to take screenshots. I've redownloaded the mod, to see if it occurs again.
I also forgot to add that this has thus far only occurred in Warzone Mode, so it might have to do with that. I've been doing a Story Mode playthrough this time, and have not reproduced this yet. So far it is actually working quite well (minus the helicopters, but I disabled those). The first time it happened, the soldiers were not hostile at first. They just sort of walked into the Rookie Camp as if it was their own, and sat by the campfire. I walked past them thinking they were Stalkers, and they then opened fire on the whole village from with in, probably because I went with in their 10 meter aggro range.
Personally, I think Helicopters should just be removed from any maps that have a major settlement controlled by a faction hostile to the military. Agroprom and most of the northern regions of the zone are fine, since Agroprom is military territory and much of the north is pretty much a warzone anyway, but areas like the Cordon and the Swamps I feel should be off limits, as it threatens the Rookie Village and Clear Sky Base.
yuph so lets think about this: yeah Sidorovich is supposed to pay the millitary so they wont shoot loners, so what? in Stalker CS the millitary are unrealiable and proved to be fishy why would they give a damm frick after loners executed their commander?
good mod anyway despite breaking cannon features
Is it still works in version 1.5.1?
Doesn't work with 1.5.1
is it possible for you to make an update (and comp. patch for ur Amnesia mod)?
Done ;)
It appears this mod doesn't work on 1.5.1, which is a huuuge shame because I loved it! I'm getting this error and the game crashes:
! [SCRIPT ERROR]: ....k.e.r. anomaly\gamedata\scripts\xr_combat_ignore.script:501: attempt to index global 'utils' (a nil value)
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ....k.e.r. anomaly\gamedata\scripts\xr_combat_ignore.script:501: attempt to index global 'utils' (a nil value)
stack trace:
Solved
Do we have a fix mod for NPC running and shouting without gun in panick 'dont shoot' instead of actually shooting and fighting?
Are you using any addon?
yes lots of especially npc spawn increasing ones but too many npc are just losing its minds during fights like that
See that...
Prntscr.com
Prntscr.com
thx 4 that, still it doesnt fit, I have one build that is only B&S and visual mods + spawn increase and it still happens so its bigger than that