Description

Respawn timer of stalkers got increased, together with a simple instruction how to customize it on your own.

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TRX: A-Life revamp - Increased respawn timer
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Bangalore
Bangalore

"pawn_idle"?
It should be respawn_idle.

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KOCMOKOPCAP Author
KOCMOKOPCAP

This is just hilarious, of course it should be respawn_idle! I guess I made a mistake with copypasta because the slider of the text document was positioned a bit too far right, it's fixed now.

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melighos
melighos

It seems like you deliberately missed some levels: agroprom_underground, generators, katacomb_hospital, labx16, labx18, labx8. Why?

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KOCMOKOPCAP Author
KOCMOKOPCAP

These levels aren't affected by the TRX mod changes, so there exist no folders for them in the gamedata/configs/scripts directory.
I haven't played to the point where I visited those levels, but judging from the special kind of levels you mentioned it seems to me like there is no respawn mechanism.
Or it's simply not worth to mod it as you usually visit those levels only once.

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melighos
melighos

They have respawns, but yes, they not that important. I modified them just because I can.

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KOCMOKOPCAP Author
KOCMOKOPCAP

Good to know. I don't even know if the labs had respawns in the official vanilla games because I never visited these locations twice.

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Mihzvol
Mihzvol

Nice explanation you got there, and it got me thinking, it would be possible to custom respawn times for each map, for like, let's say I let rookie village 24h, but Car Park 72 hours in cordon, and bandit base 24h, but southern farm 72h in dark valley.

The explanation for that is that A-Life revamp all maps online is pretty neat, stalkers often travel several maps, with respawn timer that high, they wouldn't travel as much, as all smarts are already taken by respawns.

In fact, would it be able to let smarts spawn only if it's already taken by a certain faction?

I mean, using car park as an example, it wouldn't spawn bandits, unless a team from dark valley get there by traveling...

I guess this idea would fit better with TRX himself

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KOCMOKOPCAP Author
KOCMOKOPCAP

Hm, all I know is that TRX A-LIfe revamp randomizes the spawns a bit, which means that it's random how much squads/mutant hordes spawn and from which factions the squads are or what type of mutant you'll encounter.
In gameplay I realized that single squads from different faction fight for control over certain territories/outposts. It's not like warfare mod or in Clear Sky game that you have to give them orders or that it affects faction strenght and relations etc. though.

I don't know how or if the respawn mechanism you wish is possible to create, but that's something you have to discuss with Tronex himself as I'm only familiar with altering scripts, not creating them in the first place.

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Guest
Guest

the amount of npcs that can be spawned can be changed to, just tweak max_population and spawn_num

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MarkedTwo
MarkedTwo

Did you forget the Cordon Map? I looked at the Files trying to figure out why the Enemies spawn so fast there, but i cant seem to find it.

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KOCMOKOPCAP Author
KOCMOKOPCAP

I tested it once more. Cordon seems to be absolutely bugged, even if I change the respawn timer to e.g. 3 days, it takes like only 5 minutes until new bandits, soldiers etc. spawn. I have no idea why this doesn't work as intended though.

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KOCMOKOPCAP Author
KOCMOKOPCAP

Edit: I made a post in the support forum about this. Here's the explanation why the Cordon is still crowded, regardless of the higher respawn timer: Moddb.com

In detail, Cordon has a total of 4 normal bandit squad spawns, which is too much. Wipe them out in the Cordon and it can just result in Garbage bandits entering the Cordon.
Nothing has really respawned in the meantime.

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sk1lledk1ll
sk1lledk1ll

This isn't compatible with Lost to the Zone Storyline

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KOCMOKOPCAP Author
KOCMOKOPCAP

Then it's a general problem with the TRX: A-life revamp mod. Ask the mod author of this mod whether it's compatible or not.

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