Respawn timer of stalkers got increased, together with a simple instruction how to customize it on your own.
This is an addon for TRX: A-Life revamp v. 3.0/3.1 for CoC v. 1.422 (Because of general mod compatibility)
I made this because it mostly has a respawn timer of 24 hours for both mutants and stalkers, just like in the original CoC mod.
In case you like playing with higher population factors like 1.0 but you don't wish to let places like the Cordon become a complete clusterfuck all the time, an increased respawn timer might be the right thing for you.
I increased the respawn timer for all stalker in all levels to 48h, while I left the respawn timer for mutants default. I left the timer for mutants default because I liked the idea to make the game more like SoC, where you had to mess around with mutants a lot and therefore will waste ammo on them while stalkers spawn less frequently.
However, this is only my personal taste and some of you may want to increase the respawn timer of mutants as well or use entirely different timer values, here's a short and simple instruction how to customize it on your own:
Open the gamedata folder I provided you and open the files you'll find in following directory: gamedata\configs\scripts
You see the levels listed there.
Then e.g. open the folder "agroprom" and then "smart", where you'll find all files that affect TRX-specific respawn mechanisms for that level.
If you e.g. open the file "agr_smart_terrain_1_2.ltx, you want to search for following line:
respawn_idle = 86400
86400 means actually 24h respawn timer, so
86400 = 24h
172800 = 48h
259200 = 72h
345600 = 96h
432000 = 120h (in real life better known as 5 days)
43200 =12h etc.
Now replace the number in respawn_idle = 86400
with any of the example timers I listed above.
Repeat for all files in any level you want to change and you're done.
Prepare for it to take a long time to finish every single file though. No pun intended here.
Installation
Move the gamedata folder I provided you in the archive to your STALKER install directory and type "yes" when prompted to overwrite any files.
There should be already a gamedata folder that leads to files that need to be overwritten in your install directory because you have to install the mod by TRX first, so if you aren't prompted to overwrite anything you did something wrong.
Check out my other addons:
Average
103 votes submitted.
"pawn_idle"?
It should be respawn_idle.
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.
It seems like you deliberately missed some levels: agroprom_underground, generators, katacomb_hospital, labx16, labx18, labx8. Why?
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.
They have respawns, but yes, they not that important. I modified them just because I can.
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.
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
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.
the amount of npcs that can be spawned can be changed to, just tweak max_population and spawn_num
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.
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.
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.
This isn't compatible with Lost to the Zone Storyline
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.