Call of Chernobyl is a free-play sandbox mod for S.T.A.L.K.E.R. : Call of Pripyat created by TeamEPIC. It features 32 explorable maps, reworked level design and level fixes, new original level, Trucks Cemetery, Full AI and A-Life overhaul, engine and script enhancements, Repeatable task system which bases itself on A-Life events, Customizable weather environments for every map as well as surges and psi-storms from AF3, Character creation which includes name, portrait and faction selection; Several optional modes such as Ironman mode, story mode and zombie survival mode, New achievements, rankings and reputation system, PDA leaderboard and enhanced PDA statistics, Companion system with keyboard issued commands, many optional side-features and community-made addons . Call of Chernobyl was player's choice Mod of the Year 9th place in 2015 and 1st place in 2016!

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Report RSS Dynamic campfire point jobs (view original)
Dynamic campfire point jobs
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Georg_Ravioli
Georg_Ravioli - - 589 comments

Is there a way to make it so the fire goes out when people leave the camp/die at the camp? Currently I walk around and sometimes there are random campfires going and no one in sight.

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Alundaio Author
Alundaio - - 1,758 comments

That is already addressed with my light campfire scheme (If you haven't seen the video). In the vanilla game campfires turned themselves on when squads set their destination to a base/territory/camp that has campfires. Now they will only turn on when lit by a stalker and they will go out automatically when no one at that location.

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Beac
Beac - - 1,030 comments

Well damn, this would definitely be useful. Placing the waypoints manually is a pain in the *** even if it's easy to do. How foolproof is this? Is a certain amount of space around the fire required? What about fires with space only on one side?

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Bangalore Creator
Bangalore - - 248 comments

They sit on the nearest valid vertex (or viewing from level editor side, on an ai map node). If a campfire is near an object (wall or anything), there is no ai map, and because of this, they don't sit to impossible places, like into objects.

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Alundaio Author
Alundaio - - 1,758 comments

Basically the gulag job is set up to only have as many jobs as smart max population times three; this is because it's the fallback job scheme, like vanilla cover point jobs are. When an npc is using this job scheme it will iterate through each campfire at the smart. When it iterates through the campfire list, it validates up to 6 slots around the campfire, if it is valid it will track if that lvid is used and by what npc id. Not two stalkers will sit in same spot this way and it gives lots of room and almost looks as good if placed manually.

We have plans to do surge jobs in a similar way, too.

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Alundaio Author
Alundaio - - 1,758 comments

Forgot to mention if there is no valid room left around the campfire they will sit at nearest cover looking at campfire. I seen some cool things, like stalker sitting back chillen near a pile of junk looking at the fire from afar.

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Beac
Beac - - 1,030 comments

That all sounds really, really interesting and very exciting. Can't wait to see more!

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Beac
Beac - - 1,030 comments

So with your gulag_general.script, there's no need to place any jobs around fires at all any more? Is that the only file needed? If so, that's excellent.

Also, according to your earlier reply (just checking to make sure), these jobs are only given when there are no custom jobs at the smart terrain?

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Alundaio Author
Alundaio - - 1,758 comments

I made significant changes to smart_terrain.script and parts of sim_board.script and sim_squad_scripted.script. I revamped the gulag job system because it has some serious issues in vanilla. There is too much deep recursion and too many loops. In CoC there was huge frame hit with 300+ squads. After my changes the game runs smooth (If you remove variation mod and OWR 2 it runs as good as vanilla) The campfire jobs are low priority jobs (10). So if there is no higher priority jobs they will use these. I'm also thinking about adding time of day to the preconditions for animpoint/walker so they use campfire jobs at night instead but guard/camper/sniper jobs will still be available.

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Alundaio Author
Alundaio - - 1,758 comments

It wouldn't be that hard to use it for vanilla gulag if you wanted. The scheme itself doesn't rely on any of those changes and works as long as campfires are named properly for each smart.

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Beac
Beac - - 1,030 comments

What's your fire naming convention?

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Alundaio Author
Alundaio - - 1,758 comments

same as vanilla cop, how it's set up in bind_campfire.script. <smart_name>_campfire_<index>

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Beac
Beac - - 1,030 comments

Perfect. Would you be at all willing to share what you've got working here? It would certainly make my life a hell of a lot easier and speed up my work, as I'm certain it has for Bangalore!

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Description

This is for the modders out there. These 6 jobs were dynamically generated by gulag_general.script. They were not hand placed. If anyone is familiar with cover point jobs; this is a replacement. Instead of painstakingly hand placing hundreds of waypoint or smartcovers around campfires I wrote this scheme to make it automatic. Now Bangalore can work on more important things in level editor!