Dead Air is a total conversion for the S.T.A.L.K.E.R. series based on Call of Chernobyl, encompassing all aspects of the game from graphics, audio, and special effects to various gameplay and AI features. The mod evolves from the ideas started in Call of Misery, a previous project of the mod author. Major inspirations for Dead Air include projects such as NLC, MISERY, Autumn Aurora, and OGSE. Dead Air prioritises the development of the game engine’s potential, complexity of gameplay, and attention to detail, along with addressing both the quality and quantity of all content.

Description

Changes attributes to some of the tushkano's attackparameters to align with the fixes from ZRP 1.07 R5RC.

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Dhatri's "No more tame hamsters"
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Darvin76
Darvin76 - - 54 comments

Maybe you should first un-mod your game and then they would probably start shredding you apart again as we all normally experience -_-

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Dhatri Author
Dhatri - - 584 comments

That's the funny thing even when I return my tushkano config back to the vanilla one for Dead Air or plainly just remove the config for the tushkano's so the game uses the *.ltx thats still packed in the *.dbl archives, they still act scummy. But thank you for your encouragement and constructive critizism.

Edit: Just tested it again having removed the tushkano.ltx completely from the configs/creatures and out of a group of maybe 12 tushkanos *1* was attacking me the rest settled down next to me sniffing air or pushed me down some stairs that are close to my test environment. I read about the tushkanos being pushy with bodymass set way too high in config and I know that there is already a fix for that in the addons section yet that fix wouldnt help my problem of the hamsters not (or very very seldomly) attacking me.

Edit 2: The xray-engine may work in mysterious ways sometimes but I can't imagine a scenario in which the functionality of a mutant NPC would break if you did not change any files that even remotely concern said mutant behaviour. Anyhow as stated personal fix.

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Darvin76
Darvin76 - - 54 comments

use fix from my addon so they stop pushing you around or if just edit it yourself by reducing their mass to 0.. how can you play it with them pushing you around I dont understand :D
Edit: Btw I just remembered.. they behave the weird way only when you are on like steep hill or theres some weird terrain around you.. it never happened to me on a nicely open area without obstructions.. I considered this a pretty rare to do something about it.. Sure there are some weird values set now by some of DA devs.. They pretty much made some tryhard changes changing as much as they can, even unimportant things and mechanics which were working fine.. It nicely makes sense after you play like anomaly.. you can totally feel how they left the working stuff untouched while its other way around in DA

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Dhatri Author
Dhatri - - 584 comments

They are not pushing me around anymore. Yet they weren't attacking me at all (or very seldomly) either with or without the fix to the tushkano's mass. With just the mass fix applied the tushkanos would eventually settle right next to me without starting their attack.
I can confidently say the tushkanos work as I expect them to in my setup. Have you been boxed in and attacked by a horde of 10+ tushkanos in jupiter lately? I mean have you actually stood still and waited for them to attack? I'd really love to find out what went broken since the only changes I made to the m_tushkano.ltx were in fact the fixes by you and CheekySp which both merely reduce mass of tushkanos.

Edit: Yeah, I noticed they have pathing issues on steep terrain or the edge of the map. I didn't change that. Nor would I know how but I feel that would be a terrain issue rather than the tushkano AI behaving erratically. I tested multiple setups all in the same spot on open ground and yes the tushkanos were boxing me in alright yet no cigar on attacks or any animations. Sometimes got some attacking sound effects.
I tested in Jupiter to have a higher mutant density since I think the tushkanos bugging out and not attacking is the parameter DynamicObjectsCount. It is set to 8 in DA. Every other tushkano config I have reviewed had that set to 32. So it just might be the tushkanos don't know what to do when there is too much going on since they cannot account for more than 8 actors/NPCs/mutants. And since in later stages of the game large packs of mutants do become more frequent the tushkanos bug out more. At least that's how i figure it.

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Dhatri Author
Dhatri - - 584 comments

I'd be very happy to get some feedback from the people who have tried this configuration-file. Bug reports are very welcome. ;)

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Shovelled
Shovelled - - 51 comments

I'm trying this file and it's working as intended. A pack of 5 or more raided the car park at Cordon, they all surrounded and attacked a bandit at the same time, cornering and succesfully killing him rather quick. Thanks for sharing your file!

On a different subject, I've seen the same behaviour on rats (nothing to do with your file ofc), they stand next to me on idle without attacking. It doesn't always occurs and I'm not sure what causes it, I have not been able to recreate this behaviour when desired, it just 'happends'. In your case, have you been able to pinpoint the string that corrected this behaviour in Tushkanos? Was it the DynamicObjectsCount?

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Dhatri Author
Dhatri - - 584 comments

Thanks for you feedback! :D

Considering the mechanics of the fix itself: I was very lazy or better working on other files and have not re-reviewed the tushkano file.

I'm still fairly certain that either the [DynamicObjectsCount] was set too low or the attack distance parameters were set too short. I think I changed ph-box values too but back then I neglected to include a changelog (bad, lazy me, BAD!)

To be honest when I made this I just threw in the numbers from ZRP in the spots where I thought it would have any effect on tushkano's attacks.

And yes rats act like tushkanos. I did not have a problem with that since rats do attack me when they are in sufficently big numbers (around 10-15 or so) before that they are too scared of you looking at them/waving your gun.

If you wanted to change this behaviour you'd need to change the [vs morale] parameter values. I stayed away from that so far but CheekySP altered those values for his mutant dog rework and that works perfectly, imho.

Also: I think rats are *really* not intended to attack you but rather lure the bigger predator mutant towards the player.

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Shovelled
Shovelled - - 51 comments

What is a 'changelog'? :P

I'm too lazy aswell, so I just compare files with diffchecker to read changes. And my first approach was the same, I threw your values of m_tushkano to rats but didn't succed. Behaviour stood the same, 1 out of 4 times (more or less) they would just come and 'sniff' my boots.

I didn't wanna mess with morale values neither, since I saw there are several values that affect it and I don't wanna screw it.

But since rats only add to the enviroment I doubt I'll keep going about it, I just 'fixed' it by lowering the mass so they don't push you to a whirlind when they come sniff. Life is good in the zone.

Thanks for your reply! and your last thought makes sense!

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Dhatri Author
Dhatri - - 584 comments

The rat config file looks like it is set for the rats to be the bottom feeder.

They have a visual range of about 5m.

I'm pretty sure one could set them to be more aggressive when in smaller numbers.

A behaviour that lets them go for corpses over great distances would be nice. Since it feels like the rats are many times moving back and forth between the player and the nearest predator mutant. Could be my imagination though. But seeing other things the DA devs included this behaviour of the rats, luring bigger mutants towards the player, might very well be intended.

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Crlsdmc
Crlsdmc - - 104 comments

Does this affect regular rats?

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Dhatri Author
Dhatri - - 584 comments

No, it does not. :)

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