Отныне, война НПС с коробками завершится. From now on, the NPC's war with the boxes will end.
Не раз замечал, что прямо во время боя неписи вдруг забывали про вооруженных противников и открывали охоту на... Деревянные ящики!? Это небольшое дополнение заставит НПС перестать ненавидеть коробки.
More than once I noticed that right during the battle, the NPC suddenly forgot about armed opponents and opened a hunt for... Wooden boxes!? This is a small addition to make the NPCs stop hating the boxes.
finally! More than a million times my attempts to stealthily attack an enemy were ruined because of my companions who started attacking a box, thanks 10/10!
Well here's a mod I didn't know I needed! 10/10 my good sir!
You can also turn the scheme off, prevent from loading in modules.script
--LoadScheme("axr_npc_vs_box", "npc_vs_box", stype_stalker)
Hey, i have a question. Can i make NPCs use grenade launchers if i delete -- against rx_gl scheme in the modules.script?
grenade launchers is for CoC only. Anomaly changed the data scripts and launchers won't work. I am casually working on that. I have them working in CoC since 1.2 version.
I would also like to ask about your Gun mod on CoC. There you mentioned improved AI and the use of grenade launchers by non-inscriptions, but it is impossible to download the mod now. Could you share a specific list of AI improvements and how it was achieved?
My changes revolved around deleting combat ignore conditions. Increasing hearing and timers to remain in combat longer. Most of the newer AI mods don't work well, they appear to but the danger is not quite right. The coc script is altered for xr_danger will not work in Anomaly. The danger is in the engine, configs in Anomaly.
In ai tweaks, change xr_danger and combat ignore files
changed [combat_inertion] and [combat_inertion_mult]
Scripts;
The Mora and BCVX stuff is similar to what i did back then.
xr_camper increase;
st.post_enemy_wait = 10000 -- the time NPC will wait for the enemy, looking at their last position.
xr_combat_ignore remove combat blocking conditions
Edit: Check ur messages! I sent a link to some AI stuff.
That is, if I set huge values in danger_object, will the NPCs have real hearing and vision, which are registered in m_stalker.ltx? Basically, if it's just a matter of changing values, then it's not that difficult to implement. The current scripts work badly, but if you just play and don't give them a test, it's not too noticeable, especially if the NPCs have high vision and hearing values. They behave much worse if they do not understand where they were attacked from and cannot see the attacker.
A required must have, without a doubt. Many thanks for the work.
DEAR GOD THANK YOU! FINALLY!
вспоминая мемы из мафии 2... видишь ящики?
Вспоминая, что у меня зрение -3 можно усомниться, что я вижу хоть что то
повезло повезло, я вообще слепой, около -6
FFFFFFFFFFFFF
Парень ящики не любит....
НАКОНЕЦ-ТО,кстати,новая игра нужна или не?
Не, и так сработает
#justiceforboxes
Let me open a bottle of my home made kvass for this one! Cheers to you and thanks for this addon! :-D
Pour it!
I was killed by my companions before, when they were shooting boxes
Now we just need a mod that makes NPCs stop unloading 74 magazines of ammo into a corpse from point blank after the thing has been dead for ages. It's very awkward hearing a ton of gunfire and when you go to check on it, it's just some Ecologist trying to turn a dead Snork into swiss cheese.
I've seen the queue parameters in the files, and maybe I can implement it. However, I'm a lazy *** and it's not a priority right now.