The L.U.R.K. team wants to provide the best possible experience from Stalker: Shadow of Chernobyl, we don't plan to skew the scope of this game, because I, like many others, fell in love with the game because of the story, the realistic gameplay, and the atmosphere. I plan to preserve and improve on that concept to the best of my abilities, and our team has vowed to do so as well. Which is why we took it upon ourselves to provide that experience. We want to fulfill a niche that's otherwise unfulfilled in the modding community. We want to bring as many features to Stalker without damaging or changing the original theme of the game. While improving upon that concept with features that were dropped off the development cycle from GSC, such as stealth AI, and a strong foundation for balance, as well as dynamic A-Life, and an unprecedented visual presentation that no other Stalker Overhaul can touch.
Any chance we could see the detector in its 'detected' stage of animation?
Right after we get that working
May I ask what functionality it has at this point in the build?
All functionality besides the light blink is ready. I'm trying to figure out a way to do that, I was thinking of borrowing code from muzzle flash but that's in DLL files, and if I do it with an animation it will overlap the bolt throwing. Since the animations aren't modular like in CS/COP any on screen models are bundled into one and overwrite the other.
Would editing the OGF mesh to remove the bolt + bolt animation entirely be an option? Repeatedly swapping between the bolt and the detector wouldn't be too fun, but, it would possibly solve the problem.
There are specified slots in game and the bolt was the most convenient because it wouldn't overlap anything else. I don't think anyone has managed to create a new slot effectively in modding and I'm pretty sure it's in the engine or a DLL. So swapping between bolt and detector wouldn't work.
EDIT: Had a suggestion for the torch slot but then realised that would mean you can't bring it out. Whoops.
I suppose secondary weapon could be used. Obviously that wouldn't be ideal, but I for one would much prefer working artefact detectors that take up the secondary weapon slot than detectors that don't work.
Hold up, just had a thought, and this may be entirely wrong: I've never dealt with the weapons side of STALKER, and so no idea how animations work, but:
What if you made the bolt / artefact detector switch work in the same manner as a rifle / grenade launcher switch (With the V button)? Rifles and their launchers have seperate muzzle flash animations, despite using the same mesh.
Sorry to go on a long tangent here, but it would also be possible, as far as I know (with my admittedly meagre knowledge of how weapons work in STALKER) to make the artefact detectors attachments to the bolt itself. If the bolt was an undropable, unsellable item, it would still be able to have attachments placed to and from it, meaning you could just 'attach' the detectors in the same vein as a grenade launcher, allowing the detectors to have seperate models and animations.
GENIUS
spongebob_taking_out_wallet.jpg
Dang. I am actually looking for mods that make artifact hunting in CS and CoP like SoC, not the other way round!
Woah, this is going to introduce Artifact Hunting from CS and CoP? Awesome!