send nu... I mean, some good Stalker mods

Comment History  (0 - 30 of 328)
Wang_Laoshi
Wang_Laoshi - - 328 comments @ Guitar Animation For Full Enjoyment

given that your length var already exists, there are a few ways
printf(var) - outputs the value to the console
actor_menu.set_msg(1,var,X) - shows the text in the bottom of the screen for X seconds
news_manager.send_tip(db.actor, var, nil, "ui\\ui_icon_news_trx_dolg", 6000) - lots of optional args but what matters is that it will print your stuff as a PDA message (var is your value here)

Good karma+1 vote
Wang_Laoshi
Wang_Laoshi - - 328 comments @ Guitar Animation For Full Enjoyment

you're very welcome, modders from different 'branches' (scripting/arts) should support each other. firstly, mind the moment when you declare it or reference it, your sound_object should be already existing. not sure if I should explain it, but just in case - there's difference in stuff like snd.length() [incorrect in this case] and snd:length(). mind the syntax as well
when in doubt, check lua_help.script (might be confusing but it gives you an idea of what's possible for a specific object and what's not), _g.script and axr_main.script for some useful explanations in the comments of these two scripts
I dunno, maybe you know the scripting stuff better than me, but just in case. can't fit everything into one comment... xray scripting has a lot of nuances

Good karma+1 vote
Wang_Laoshi
Wang_Laoshi - - 328 comments @ PPSh-41 Accurate Rate of Fire (Four Options)

PPSh: - Maybe I'm 'sub', but I'm still a 'machine gun'

Good karma+4 votes
Wang_Laoshi
Wang_Laoshi - - 328 comments @ Guitar Animation For Full Enjoyment

you can actually get the length of the sound you play and then adjust your restore time event accordingly instead of hardcoded 30 secs
snd = sound_object(...) etc.
local length = snd:length()/1000
divide by 1000 cuz it gets the time in miliseconds by default
then you just use this 'length' var in your time event call

Good karma+2 votes
Wang_Laoshi
Wang_Laoshi - - 328 comments @ Anomalous Creation Upd.1

you've got the latest version?

Good karma+1 vote
Wang_Laoshi
Wang_Laoshi - - 328 comments @ Anomalous Creation Upd.1

oh no, that means it sometimes triggers when a mutant is killed by an npc, not an anomaly. that a problem. thx a lot, this very much needs fixing

Good karma+1 vote
Wang_Laoshi
Wang_Laoshi - - 328 comments @ Anomalous Creation Upd.1

got it. moddb UI isn't particularly good

Good karma+2 votes
Wang_Laoshi
Wang_Laoshi - - 328 comments @ Anomalous Creation Upd.1

I don't have it, dunno exactly but it should

Good karma+1 vote
Wang_Laoshi
Wang_Laoshi - - 328 comments @ Anomalous Creation Upd.1

thx! will consider stalkers for future updates if it goes well

Good karma+1 vote
Wang_Laoshi
Wang_Laoshi - - 328 comments @ Anomalous Creation Upd.1

sure, I mean I mostly oriented on Arrival when considering the mod-added anomalies

Good karma+1 vote
Wang_Laoshi
Wang_Laoshi - - 328 comments @ Anomalous Creation Upd.1

fine. would be great if you could share any more details, and maybe your xray log file if it goes bad.
maybe I did miss some corner case with this part. in fact, this part with get_physics_shell() isn't strictly necessary, you may as well comment it out completely. it's just for convenience, so that an artifact wouldn't get stuck in the middel of an anomaly

Good karma+1 vote
Wang_Laoshi
Wang_Laoshi - - 328 comments @ Anomalous Creation Upd.1

never had it in my testing. need more info about when it happens, what mutant and what anomaly, and maybe you could enable the debug in mcm and check what messages it would show

you may also wanna try a quick fix
open spawn_arties_on_death.script with any text editor, find this (ctrl-f)

game_obj:get_physics_shell():apply_force(5000, 5000, 5000)

and change it to this

if game_obj then
game_obj:get_physics_shell():apply_force(5000, 5000, 5000)
end

Good karma+1 vote
Wang_Laoshi
Wang_Laoshi - - 328 comments @ Anomalous Creation Upd.1

could be anything. you're sure it comes from this addon? and if so, when does it happen? I never had this crash here

Good karma+1 vote
Wang_Laoshi
Wang_Laoshi - - 328 comments @ Anomalous Creation Upd.1

I think so. I made it based on Arrival anomalies but I think they were mostly the same in DAO, I only have Arrival atm

Good karma+2 votes
Wang_Laoshi
Wang_Laoshi - - 328 comments @ Anomalous Creation Upd.1

The first version is here. Post any problems you encounter (pls refer to the last part of the description), but do mind the spawn chance settings in the MCM.

Good karma+1 vote
Wang_Laoshi
Wang_Laoshi - - 328 comments @ Anomalous Creation Upd.1

ui_st_comment_reserved_phrase_1

Good karma+5 votes
Wang_Laoshi
Wang_Laoshi - - 328 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

unlikely - even if I find the time for this, the functionality will be limited (at least with the vanilla CoP engine) since this addon relies on extra features of the Anomaly engine. it'd be almost the same as it was in the Shoker Weapon Mod for CoP which is a technical basis of this one

Good karma+1 vote
Wang_Laoshi
Wang_Laoshi - - 328 comments @ DAR Dosimeter Enhanced v1.0

I'd advise against this way of thinking - modding is about tweaking the game to the state perfect for you, and even the smallest things can be quite important for someone. so let there be as much material as possible xd

Good karma+10 votes
Wang_Laoshi
Wang_Laoshi - - 328 comments @ Wang_Laoshi

您好! 您对我的mod感兴趣,我非常感谢!因为我的汉语不太好,我用英语
You need to change the shader of your model. In my mod, there is a specific shader for body models that makes them not cast a shadow. It is named models_selflight_det_3. See how to change a mesh shader either in Blender in Material properties, or by AXR Toolset software and its OGF Editor module. Note that in the model properties, the shader should be written like that: models/selflight_det_3 (see example here Drive.google.com)

Good karma+1 vote
Wang_Laoshi
Wang_Laoshi - - 328 comments @ [1.5.2 / DLTX] Gifts From Companions v0.6.1

Something from my pack has your name on it, Cap! (c)

Good karma+1 vote
Wang_Laoshi
Wang_Laoshi - - 328 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

Seems like you're using outdated HD Models addon, the latest version has everything set up for its latest update

Good karma+1 vote
Wang_Laoshi
Wang_Laoshi - - 328 comments @ Devices of Anomaly Redone (UPDATE 4.1)

I myself use this addon and never had any issues with the body. you're sure you're not running anything outdated?

Good karma+3 votes
Wang_Laoshi
Wang_Laoshi - - 328 comments @ [MCM]ally safe hud 1.2(Anomaly 1.5.1)

Kore wa totemo sugoi, kirei desu ne!

Good karma+2 votes
Wang_Laoshi
Wang_Laoshi - - 328 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

Спасибо за отзыв! Вовремя я конечно, но тут бы все равно ничего не подсказал, не настолько знаю моделирование. Можно конечно попробовать уменьшить модель, или в блендере сдвинуть чуть выше - тут моих знаний не особо хватает

Good karma+2 votes
Wang_Laoshi
Wang_Laoshi - - 328 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

I'm back here for a while. Do let me know if anything else needs fixing but it may take time.

The incorrect HD models should be fixed with the latest update, they now consider the latest changes in the base HD Models addon.

Good karma+2 votes
Wang_Laoshi
Wang_Laoshi - - 328 comments @ Classes and talents 0.53

I'm a simple man. I see xcvb's addon, I press 10

Good karma+14 votes
Wang_Laoshi
Wang_Laoshi - - 328 comments @ HD zombies by mscnt

Perfect! That's 10

Good karma+2 votes
Wang_Laoshi
Wang_Laoshi - - 328 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

Thanks for reporting, I'll have a look at this. In the meantime, if you have the willing you could have a look at configs/items/items/items_actor_legs.ltx and check this:

Find this text (ctrl-f): [monolith_exolight_outfit_legs]
And make sure it looks like this:
[monolith_exolight_outfit_legs]:monster_base, actor_legs

But also make sure the installation is right. "no mod managers used because it's heresy" isn't a really good approach in fact - I know not everyone may be used to them, but when installing manually it may be easy to mess things up even for an experienced person. On most Anomaly discord servers you won't even get a chance to get tech support if not using MO2 for example. So consider making sure that not only this addon is installed correctly without missing files, but also anything you installed previously.

Would be useful if you could try loading the game when another suit is equipped. I haven't touched that specific config I mentioned for a while, but having done the whole series of tests before releasing the current version I could never reproduce something like this error. So could be useful to know if the issue is isolated to the specific suit only or it behaves like that in your case anyway

Good karma+3 votes
Wang_Laoshi
Wang_Laoshi - - 328 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

Cool that you made progress!

Yea, why not, my tag is Ethereal#8022

Good karma+1 vote
Wang_Laoshi
Wang_Laoshi - - 328 comments @ 1st Person Visible Body [Ported from SWM] Upd.6

I'm using EFP-based setup myself, so yes. Though a known inconsistency is wrong skinning animations when used with S.k.I.n addon. EFP uses a custom version of it so I may share my own patch for it that I use on EFP discord. Or if you use this addon and it bothers you, you can make an edit yourself, see FAQ (not difficult, literally a one-line correction)

Good karma+1 vote