The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.

Description

NPCs now react properly to sounds/visuals/hits. Port of Dead Air's xr_danger that is fixing utterly broken xr_danger from Amomale. I beg you, read description before asking nonsense please.

Preview
Fixed xr_danger 0.3
Post comment Comments  (0 - 50 of 61)
Guest
Guest - - 690,135 comments

Is this like the recent SearchLogic mod that makes enemies run instead of stand still when shot at by snipers?

Reply Good karma Bad karma+1 vote
bvcx Author
bvcx - - 2,130 comments

I didn't really try SearchLogic addon ;]

This one just makes the default script to work as it's intended. It's not adding anything new, it's just fixing it.

Reply Good karma+2 votes
Tredas
Tredas - - 5 comments

1.5.1?

Reply Good karma Bad karma0 votes
bvcx Author
bvcx - - 2,130 comments

Any.

Reply Good karma+2 votes
Senaattori89
Senaattori89 - - 207 comments

Wondering how this works. For example this addon file has (danger object) ignore distance for grenade as 400 instead of 40000. What does that mean? they dont so easily react to close by grenades? or that they react grenades even further away than normal?

And how about bullet_ricochet = 16 instead of 2500

Reply Good karma Bad karma+2 votes
bvcx Author
bvcx - - 2,130 comments

Squared distance at which NPC will react to the grenade near him, 400 is 20 meters radius.

I did not change these values (they are from Dead Air).

Reply Good karma+2 votes
Senaattori89
Senaattori89 - - 207 comments

So now with this addon they DONT react to grenade that is e.g 25 meters away?

Reply Good karma Bad karma+1 vote
bvcx Author
bvcx - - 2,130 comments

Now with this addon they DO react correctly to whatever you set there xd
Afaik "grenade" here is visual, i.e. the grenade that landed near them, not its explosion or explosion sound (which counts after).

These numbers here are not the main point of addon. But just as comparison, in Anomaly this value is 40000 which supposedly makes NPCs to react to grenade that landed 200 meters away from them (and didn't even explode yet).

Alright I'll add another example as the goal of this addon in the description ;]

Reply Good karma+3 votes
Jumping_Hunter
Jumping_Hunter - - 102 comments

Is there a way of making NPC actually react to a bolt landing near them, to make them move away? It'll be good for stealth!

Reply Good karma Bad karma+3 votes
bvcx Author
bvcx - - 2,130 comments

Uhm, don't know.

Reply Good karma+1 vote
Bartoche70
Bartoche70 - - 219 comments

Yeah will be funny...

Reply Good karma Bad karma+1 vote
lonerzoner
lonerzoner - - 52 comments

if the bolt had a unique landing sound -regardless of surface- it could be ogg-commented as "weapon", so NPCs should react. That's for the sound.

For the visual, different story

Which makes me think, it would be cool if in the bolts slot you could place junk items/weapons/etch just so you could throw them to create distraction.

Or create dummy-grenades...
..and play fetch with blind dogs :)

Reply Good karma Bad karma+2 votes
reter
reter - - 615 comments

someone should actually fix the aimbot grenade combo npcs have, maybe adding a script that does randomize the actual aiming when throwing grenades towards you

Reply Good karma Bad karma+7 votes
Jumping_Hunter
Jumping_Hunter - - 102 comments

Can you please give an example of what the mod will actually do? I mean, i can probably guess what will happen, but i don't think that i am sure that i know what this fix will do. Please, can you give some in-game examples of how NPCs reacted to some things without and then with your mod? It looks like a very nice addition, but it is has rather unintuitive description...

Reply Good karma Bad karma+7 votes
bvcx Author
bvcx - - 2,130 comments

I'll add to description an example of what exactly it fixes at the code side.

Reply Good karma+1 vote
Jumping_Hunter
Jumping_Hunter - - 102 comments

Ok, thank you!

Reply Good karma Bad karma+2 votes
bvcx Author
bvcx - - 2,130 comments

I wasn't sure people will understand it and hoped that messed up .ltx file will be enough as an example, but... don't think anyone get it xd

Reply Good karma+4 votes
Sgt.Kanyo
Sgt.Kanyo - - 113 comments

Are you telling me that now when I miss a shot next to an NPC or kill his friend right in front of him, he won't mind his own business like "oh look at that Mike, a bullethole appeared on your face and you're laying on the ground. You lazy bastard, get back up or I'll take your stuff."?

Reply Good karma Bad karma+8 votes
bvcx Author
bvcx - - 2,130 comments

Yep, something like that xd

Reply Good karma+2 votes
bartmech
bartmech - - 25 comments

hi bvcx,

How this compares to your Stealth addon? Would both of them work together? Or it's a simpler change? Or these files would enhance the overall stealth experience?

So many questions

Reply Good karma Bad karma+2 votes
bvcx Author
bvcx - - 2,130 comments

Since Stealth does not have xr_dangers in lattest updates, it won't overwrite anything. And yeah I think it should enhance it.

Reply Good karma+2 votes
microRIZO
microRIZO - - 45 comments

how does this differ from kebab's NPC overhaul mod (it edits the same file and some others) SORRY for the complete lack of knowledge on this topic lol. for me as a user want to know if it's better to abandon kebab's NPC overhaul and use this instead?

Reply Good karma Bad karma+2 votes
bvcx Author
bvcx - - 2,130 comments

I can't explain it better than description does already.
But, for the 10th time: it does not overhaul anything, it just fixes a vanilla script that doesn't work as intended ;]

Reply Good karma+2 votes
Guest
Guest - - 690,135 comments

Just try it guys. Now when you shoot the ground anywhere near an npc, they'll alert and move around , search and move in cover.

Reply Good karma Bad karma+2 votes
tint08771
tint08771 - - 669 comments

Why don't they react to gunfire even when hit?

Reply Good karma Bad karma+3 votes
bvcx Author
bvcx - - 2,130 comments

Hm, for some reason dead air had this turned off when attacked by player.

[danger_object_actor]
attacked = 0

Change this to 90000 or update addon, gotta be fixed now.

Reply Good karma+2 votes
ggforever++
ggforever++ - - 27 comments

I always enjoy your contributions bvcx. :)

Reply Good karma Bad karma+1 vote
Senaattori89
Senaattori89 - - 207 comments

Been playing with this for hours now (with & without the danger_object_actor tweak), and it just makes the enemies blind and deaf. Almost like turning off their AI. if you want easy game with blind enemies use this, but if you dont... well, yeah. Not my cup of tea

Reply Good karma Bad karma+1 vote
tint08771
tint08771 - - 669 comments

fixed

Reply Good karma Bad karma0 votes
bvcx Author
bvcx - - 2,130 comments

What? xd
I think you installed something else.

Reply Good karma+1 vote
Senaattori89
Senaattori89 - - 207 comments

nah it is/was this one, loaded last on the load order. Dunno if this new update (0.3) could help with the issues

Reply Good karma Bad karma+1 vote
bvcx Author
bvcx - - 2,130 comments

0.3 changes only bullet ricochets.
I'm really tired of explaining, but ok:

- This addon makes the danger system to work as intended;
- Intention isn't to make AI easier/harder, it's to just make it work correctly;
- If you feel that it does not fit you, try to change values in ltx (it will actually now work and make difference).
- I'll add this to my Stealth addon after testing and tweaking values to fit the addon.

Reply Good karma+3 votes
ST0NER
ST0NER - - 211 comments

Hello, I already have the "xr_danger" file in my "gamedata/config/ai_tweaks" that I do not know which addon added it. To manually modify the values in the file that already exists in my folder, Is it enough with the values that are seen in the image of the description? Or are there more values to modify? Thank you very much in advance (Anomali 1.5.1)

Reply Good karma Bad karma+1 vote
bvcx Author
bvcx - - 2,130 comments

Man, it is written that the description is an example of messy Anomaly's values...

Reply Good karma+1 vote
Senaattori89
Senaattori89 - - 207 comments

Newest update has xr_danger.script.bkp2 file? is it the original file that was not working or...?

Reply Good karma Bad karma+1 vote
bvcx Author
bvcx - - 2,130 comments

Uh, wops. It's the one for testing (spams console with info), forgot to delete. Just keep it, it does nothing in the ".bkp2" format.

Reply Good karma+1 vote
bvcx Author
bvcx - - 2,130 comments

I'm really glad how people skip description, go straight to installing, expect a great enhance for AI and NPCs with 200+ iq... then ask some nonsense and downvote when it's not what they expected xd

Once again, this addon is essentially a vanilla bugfix and that's all.

Reply Good karma+7 votes
StronGV
StronGV - - 588 comments

Это на мутантов распространяется? А то надоело уже, когда хотя бы один мутант увидит игрока, то сразу все мутанты со всей локации стекаются к игроку (типа: мутант по рации сообщил:(), как будто он самый злостный нарушитель и его во что бы то не стало нужно уничтожить. На NPC мутанты так не реагируют, они сражаются только с текущими мутантами, когда мутанты, находящиеся в 100 метрах от них, спокойно разгуливают по локации.

Reply Good karma Bad karma+1 vote
bvcx Author
bvcx - - 2,130 comments

Это для всех насколько знаю. Мне кажется ты немного про другое, попробуй найти в конфиге мутанта "feel_enemy_who_just_hit_max_distance", это дистанция при которой когда ты в мутанта стреляешь он моментально понимает где ты. Я лично без нее играю, не очень нравится ("1" выставил).

Reply Good karma+2 votes
StronGV
StronGV - - 588 comments

Попробую, однако я говорю о том, что достаточно хоть одному мутанту меня увидеть, хотя я в него и не стрелял даже. Но если стреляю с глушителем, то мутанты пока меня не увидят, не бегут ко мне, только хаотично бегают.

P.S. Ну я конечно switch_distance в alife.ltx выкрутил по беспределу, по-этому вся локация и бежит ко мне.

Reply Good karma Bad karma+1 vote
Guest
Guest - - 690,135 comments

This comment is currently awaiting admin approval, join now to view.

unwary
unwary - - 54 comments

Could you give an example of what situations this would fix versus what would normally happen in Anomaly?

Reply Good karma Bad karma+1 vote
bvcx Author
bvcx - - 2,130 comments

It's hard to tell what and how something gonna work different from vanilla, because vanilla picks a random danger type sometimes xd
In two words, you can now change values in xr_danger.ltx and expect them to work as you want.

Reply Good karma+1 vote
Redroycemac
Redroycemac - - 87 comments

now they react wisely to nearby shots wtf , is epic dude

Reply Good karma Bad karma+1 vote
Guest
Guest - - 690,135 comments

I've got that:

Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 191
Description : fatal error
Arguments : LUA error: ...maly_bas-1.5.1.2/bin/..\gamedata\scripts\xr_logic.script:491: attempt to call a nil value

stack trace:

It happened after I entered Garbage and killed 3 cats near the swamp, looted them and got thrown out.

However, like your fix; thanks for the work.

Reply Good karma Bad karma+1 vote
bvcx Author
bvcx - - 2,130 comments

Can't say for sure if it's mine, seen this crash a lot even before this addon. Full log in discord after a crash would help if you can ;p

Reply Good karma+1 vote
Bartoche70
Bartoche70 - - 219 comments

I see this crash in my actual playthrough, and i do not use yet your addon..i do not understand what it is because no addon i used modified this script, bur surely an addon call some functions in it. Maybe Stealth, but not sure...i was stealthy for each crash.

Reply Good karma Bad karma+1 vote
tint08771
tint08771 - - 669 comments

can they still react to the sound of a silencer from a far distance?

Reply Good karma Bad karma+1 vote
bvcx Author
bvcx - - 2,130 comments

Don't know, almost all of "who reacts to what exactly" code is in engine and I can't read most of it ;[

Reply Good karma+1 vote
StronGV
StronGV - - 588 comments

Что-то действительно NPC стали часто застревать у костров, шанс примерно 30%. Специально сохраняюсь радом с врагом, который сидит у костра, начинаю атаковать, двое из трёх моментально реагируют, один встанет и потом стоит, ничего не делает. Перезагружаю сохранение и опа, все теперь нормально разбежались по укрытиям. И ещё, как-то быстро и легко арену прошёл, NPC тупят конкретно. Раньше самый трудный турнир с шестью бандитами был, они конкретно меня прижимали, а сейчас перестрелял их поодиночке, пока они бродили по арене.
Как я понял NPC сейчас почему-то не могут определить откуда выстрелы идут, хотя я без глушителя стреляю, просто бегают туда-сюда, ищут наверное. Только когда заметят, тогда уже начинают ломиться ко мне.
Да, и на гранату тоже по старинке реагируют, то видят её и разбегаются, то сидят дальше у костра, хотя граната им под нос прилетела, ну и потом разлетаются все трое в разные стороны.

Reply Good karma Bad karma+2 votes
StronGV
StronGV - - 588 comments

Также один раз видел, как военный после того, как я пристрелил его товарища, пошел шманать тело. Стрелял с глушителем, но тем не менее... Дело было на Агропроме, где у проходной в военную базу сидят возле костра трое сослуживцев. Так что все косяки игры присутствуют и с этим модом.

P.S. Возможно авторы не случайно не исправляли эти баги со скриптами и ltx потому, что NPC начинают тупить больше, и из-за этого становится легче играть.

А, забыл сказать: ещё установлен ваш мод на стелс, может он как-то влияет.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Tags

Fixed xr_danger 0.3 has not been tagged yet.