Hey, Are you referring to the demo_record command in the console?
Hey, Are you referring to the demo_record command in the console?
Will look into this in the future when I have time again to work on these projects. Thanks for the feedback
I've been quite busy lately I will eventually get to this but not soon. Maybe next year...
So basically the weapon is equipped and when you run it puts away the weapon?
I was thinking of using a ltx config file to only enable it for specified weapons. Unfortunately I will not be able to work on this for some time. Maybe next year...
It was purposefully written to prevent conflicts. If you would like to use the settings in the menu it would require mcm Moddb.com. Alternatively you can change the numbers in the script file "..\gamedata\scripts\companion_anti_awol.script". It would be the first 19 lines
From what I scanned it seems like it teleports them to where they are standing. It probably resets their desired destination causing them to move. Maybe I can have a look if they are not within your stop distance use a timer to check of they are still in the same position. Not sure time wise when I will be able to attempt though.
Oeh... Not sure if there is a way to check if demo_record is active. Will look into that one though.
Mmm. I guess a timer that checks the distances from player and assess if the position they are in is still the same as 5 seconds ago. If so teleport to you.
I don't recall companions getting stuck though. Do you know of a spot where I can replicate it?
I uploaded the fix. Let me know if the problem still persists.
I have encountered that issue where the gun would auto fire when changing settings. For some reason the engine thinks the fire button is held down.
I do have a fix for that on the script side to ignore the key state until pressed. Just need to include change of settings. Will implement and upload that hopefully tonight.
Thanks for reminding me.
I believe Tweaki_Breeki already made that. Moddb.com
From 9400ish lines down to 4900... Jeez that's one thing to commend... I have yet to understand it's inner workings. And doing a quick scan on a cleaner version I am still a bit confused on how this actually functions.
Oh, I forgot to mention that I'm referring to the existing scripts compressed in the db files. There is a folder called tools where you can extract these files(I would recommend only extracting scripts and configs to save hard drive space). You can then use those files to override the original.
Alternatively I can just upload the one I have to Moddb as a separate addon or see if I can override the distances via the script with mcm settings.
Not sure if I would be able to fix that. Their combat instincts are same ones used for all the human AI. However there is a way to make them stop further away from you when you stop moving.
In the ..\gamedata\configs\scripts\beh_companion.ltx file you can set distances. Not sure which ones it was but my companions will stop about 8 meters away from me.
The options will be present if you use have mcm included to your anomaly Moddb.com
For manual changes you you will have to open the script in the mod organizer mods folder. File name is ..\gamedata\scripts\companion_anti_awol.script
You can edit the line 1 - 19 and change the numbers. For the enable/disable use true or false if you want the feature included or excluded.
If you need more information let me know
Hey man, Not sure how to prevent the AI companions from picking up weapons. You can use this mod to remove the weapons manually from their inventory.
That should be possible to do. Most efficient way I can think of is using the `actor_on_footstep` call back. Check if the player is crouching then set the companion info portion to stealth and vice versa. This will override the companion wheel setting though and make the companion stealth setting obsolete.
Or maybe it's possible to add another option to the wheel for the stealth to determine stealth based on the players body state. My knowledge is quite limited though.
По иронии судьбы мне пришлось использовать Google Translate, чтобы прочитать этот XD. В ближайшее время выложу русский перевод
Thanks man :D Will have a look and upload it
What he said ↑
Basically when they stray to far away they will stop advancing and shooting. They will run back to the player and once they reach the allow combat distance they will attempt to engage with the target again when using the distance from player option.
There are stupid moments where they would do a pacer test because they can't reach their target but they do forget at some point when they don't see the enemy anymore.
Mmm. For A. I recall the issue being that the point they want to reach is the players feet. Once they are within a certain distance (I believe vanilla close 4 meters and far 8 meters) they go into walk state and shortly stop. The walk state is where the jankyness happens. The companion script and schemes are quite complicated.
From my understanding and observation the companion uses the normal behavior just rely on player location and marker location as destinations. I could be totally wrong though.
Would have to look at it again.
I thought that feature is already in vanilla anomaly via the companion wheel or key bind?
Fixed the dying and loading via menu issue. Hopefully this be the last of those weird auto fires. Let me know if there are still weird things happening.
I see.. Seems like that fix did not work. working on it again
Do you know how to replicate or know what happened before it fired?
billlcarr FoxElement Let me know if that issue still occurs. I Will add mcm support to disable the fluid fire if it happens again. I have not encountered any of these issues apart from the last save after dying.
Thanks for reporting the issue. After looking at that I found the cause. It will be fixed in the next version.
COC's call backs seems quite limited. Not sure how I would achieve this. I can't see a simplistic port. I won't mind if another person attempts it. Not sure if the code from this addon would assist in that though :/
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