See Far and See Short at night for AI, Tarkov Combat similar combat experience.
Just try it out bro! come on man!?
SFSS - Mod
The ultimate battles mod for stalker anomaly and fun stealth combat at night time. to undersatand how it works and the ranges on NPC's watch the video fully and you will see just how fun its now and fair.
Day time battles are long ranged however NPCs wont see you on their own unless they get a good look at you but you can hide in the bushes if your quick enough and the new AI cant see through bushes that well.
Youtube.com
See Far and See Short at night for AI, Tarkov Combat similar combat experience.
Just try it out! come on man!?
The fast shooting gun edits, new custom particles, blood drops, main menu, loadscreen they are going to be added in the main modpack im going to release later.
its for boomsticks and sharpsticks and has many more inside................. youl see
master full work dude ! thx a lot, Looks Promising, and that mod pack sounds Exotic !
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10/10 PEOPLE !
Thanks friend =)
Effort Is Perfection !
Edit: Does This include death animations as it overwrites and need a compatible patch ? or not ?
its a easy patch you can make manually as well this is the lines it edits;
Stalker.lts press ctrl f to find words type view;
[stalker_vision_free]
min_view_distance = 0.25 ; min range of cone based on eye_range
max_view_distance = 1.11 ; max range of cone based on eye_range
visibility_threshold = 1.0 ;Threshold in which object becomes visible based on factors
always_visible_distance = 6.0 ;Distance object is always considered visible (float)
time_quant = 0.001 ;step increment to for sight calculations
decrease_value = 0.01 ;Decrease over time to overall threshold
velocity_factor = 0.60 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
luminocity_factor = 0.99 ;Low value = easier to see at night
transparency_threshold = 0.99 ;Low value = easier to see through objects
still_visible_time = 0 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)
[stalker_vision_danger]
min_view_distance = 3.45 ; min range of cone based on eye_range
max_view_distance = 4.11 ; max range of cone based on eye_range
visibility_threshold = 1.0 ;Threshold in which object becomes visible based on factors
always_visible_distance = 6.0 ;Distance object is always considered visible (float)
time_quant = 0.001 ;step increment to for sight calculations
decrease_value = 0.01 ;Decrease over time to overall threshold
velocity_factor = 0.60 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
luminocity_factor = 0.99 ;Low value = easier to see at night
transparency_threshold = 0.99 ;Low value = easier to see through objects (if greater then 1 then enemies are blind)
still_visible_time = 200 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)
Then for scripts it changes this;
local comm = character_community(obj)
local ene_comm = character_community(enemy)
if (comm == "army" and ene_comm == "stalker") or (comm == "stalker" and comm == "army") then
-- In Cordon prevent stalker v military combat with distances greater than 60m
if (level.name() == "l01_escape" and pos1:distance_to_sqr(pos2) >= 30000) then
return false
end
end
if (is_actor) then
if (level.get_time_hours() < 5 or level.get_time_hours() > 20) and (pos1:distance_to_sqr(pos2) > 1600) then
-- limit combat range to 100m during night hours or heavy rain for stalker v actor
return false
end
elseif (is_monster) then
if (math.abs(pos1.y-pos2.y) > 30) then
-- prevent stalker from attack mutants under ground or above ground
return false
end
if (pos1:distance_to_sqr(pos2) > 4900) then
-- ignore monsters 70m or greater
return false
end
else
local dist = pos1:distance_to_sqr(pos2)
if (dist > 1600) then -- 100m max combat range for stalker v stalker
return false
end
if (dist > 1600) and (level.get_time_hours() < 5 or level.get_time_hours() > 20) then
-- limit combat range to 75m during night hours for stalker v stalker or rain
return false
end
if (dist > 1600) then
-- limit combat range to 60m during heavy rain, surges or if they are story related
if (xr_conditions.surge_started() or get_object_story_id(id) or get_object_story_id(ene_id)) then
return false
end
for combat ignore it just removes rain from the code and changes night times to be short, with rain removed you can still have far battles at in rain day time.
Thanks a lot for explaining this. Going to take me a while to get my head around it lol.
Sorry to ask, but would you know how to disable or modify the friendly AI complaining about having your weapon drawn?
I've been searching the files for so long trying to find it.
Making a HotFitx - Setting morning times to 5 from 4 that way at 5 you can see and its got light fixes pictch black warfare
Я так понимаю с таким зрением днем перед блокпостом на кордоне путь в болота закрыт? Вова Вист версия 2.0? :)
With bots seeing that far at daytime it might be hard to get to Swamps near military outpost
Vova Vist version 2.0 :)
The military will shoot on sight yes but you can change it to 1600 or 4900 which is 70m to stop them from shooting
где это выставить? Можно подробней? И 4900-это что за величина, сантиметры, дистанция, время?
after all...why not? i'll see if i can fit this cheeki breeki in my 120 addon pack lol
I thought that I was the one who handled the most addons with my 95 !!!! lol
Btw, post a link with Sidorovich O'neil pic, need it lol, cant find in google
I feel like getting them as real life stickers too and place them at the real Chernobyl haha
Chpic.su
your a legend, anyway to make it compatible with death animations?
its very simple to make it compatible jsut copy and paste this section replacing the stalker.ltx lines
[stalker_vision_free]
min_view_distance = 0.25 ; min range of cone based on eye_range
max_view_distance = 1.11 ; max range of cone based on eye_range
visibility_threshold = 1.0 ;Threshold in which object becomes visible based on factors
always_visible_distance = 6.0 ;Distance object is always considered visible (float)
time_quant = 0.001 ;step increment to for sight calculations
decrease_value = 0.01 ;Decrease over time to overall threshold
velocity_factor = 0.60 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
luminocity_factor = 0.99 ;Low value = easier to see at night
transparency_threshold = 0.99 ;Low value = easier to see through objects
still_visible_time = 0 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)
[stalker_vision_danger]
min_view_distance = 3.45 ; min range of cone based on eye_range
max_view_distance = 4.11 ; max range of cone based on eye_range
visibility_threshold = 1.0 ;Threshold in which object becomes visible based on factors
always_visible_distance = 6.0 ;Distance object is always considered visible (float)
time_quant = 0.001 ;step increment to for sight calculations
decrease_value = 0.01 ;Decrease over time to overall threshold
velocity_factor = 0.60 ;Higher value = greater bonus to detection speed when target is moving (depended on movement speed)
luminocity_factor = 0.99 ;Low value = easier to see at night
transparency_threshold = 0.99 ;Low value = easier to see through objects (if greater then 1 then enemies are blind)
still_visible_time = 200 ;The time (milliseconds) that the object is still considered visible , even if it is not in the frustum (u32)
.
Watched your videos of your builds that are still in development.
PLEASE include the mod that also supply more mutants. thales worked on it.
In terms of the gunfighting AI...
The AI should lay down some suppressing fire into areas where they THINK an enemy is at. A few short bursts, at least, especially if the Player/NPC is "out of sight" but their guns are producing muzzle flashes when they're shooting. Suppressors too, they're not perfectly silent. Far from it.
Panicked units should even accidentally kill friendly units. Even with HIGHLY TRAINED PROFESSIONAL armies, 20% of all kills are accidentally against FRIENDLY units!
Can't wait to try out your pack (especially if mutant variety is increased).
Youtube.com
And the phosphorous effects - WOW!
Im making a big update on my particles update will upload it soon it will have a a bigger version of the c4 I will make a video soon testing it.
"The AI should lay down some suppressing fire into areas where they THINK an enemy is at."
I thought they already did that to a certain extent. But yeah, it would be awesome if it was more deliberate.
Not sure about the whole panic kills. The AI are already at a massive disadvantage lol. Might be interesting if freindlies did that to you instead. :D
But holy crap! Those explosion effects are top-notch!
Dude, i've been looking for something like this for Stalker forever. Thank you so much for doing this.
Also at night as you demonstrate in the video that the AI can't see you, but in the video we can see you're using a Unsilenced weapon, so i guess some veteran or elite stalker should have improved AI where they can see the muzzle flash and the direction as well as sounds of the bullets from where they're coming from.
That would make it just as perfect man.
Please keep this updated. :D
yea there was a version where the AI could see 300 meters in night too but the luminesy was set to 2 so they were as your said "can see the muzzle flash and the direction as well as sounds of the bullets from where they're coming from" however when it did work to some degree the AI was still either too acuret in pitch black darkness and others was 100 % blind even when i when up to them 0 meters so it is was working but barely, I am testing it tho and trying to figure out how to increes the luminosity without making the AI blind.
luminocity_factor = 0.99 ;Low value = easier to see at night - Default mod
luminocity_factor = 2.1 ;Low value = easier to see at night - what i tried so they can see far but not well
nd set the script to make night time battles over 300 meters
but that version did not work unfortunetly. was really interseting tho so i encourage everyone who knows a little about AI detection to try it out I hope one day stealth and far see battles can be like in the hitman games for stlaker that would be amazing with the suit disquises.
No hate, but I have absolutely no idea what you are talking about or what are these configs.
"visibility_threshold = 1.0" is a threshold i.e. like a bar that fills with equation of other factors every frame, it's not a variable to be 1.0
"luminocity_factor" is just a part of engine "luminocity = exp(log(luminocity)*luminocity_factor)".
Basically "luminocity^luminocity_factor" not entirely correct, but close to it and easier to use.
"min_view_distance" is the edge of FOV, should be much lower.
"transparency_threshold = 0.99" means that NPCs can't see through any material (not quite sure if just static objects).
Debug can tell you luminocity numbers before lum_factor calculations, not much but good for the start.
did a little testing and it apears only for bushes trees and materials that have transparncy also updated the luminosety to a proper setting 0.77 tho thats in the new modpack im making
И еще: не совсем продумано: когда берешь с собой компаньонов, то они заходя на локацию бегут стрелять по всем врагам ибо дистанция обнаружения большая и они сразу бегут на вражескую базу воевать. И обнаружения себя врагами на большой дистанции свыше 200 метров тоже плохо. Поэтому компаньоны уже не нужны в таких условиях ибо будут только мешать и обнаруживать себя. И почему числа (dist> 1600) стоят на всех трех режимах: обычной видимости, и на плохие погодные условия если они должны быть разными и отличаться ибо в плохую погоду видимость обнаружения хуже?
Absolutely stunning addon but how can i make my self more visible at night ? It feels a little OP when you play with some night vision and would it be possible to make the ai see your gunshots at night ?
Thanks a lot for the incredible addon
Where did you get aug a3?
Download this file for m60 aug a3 hk 417
Moddb.com
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making a update for SFSS mod fixes 19:00 to have 20 as see short instead of 22 to avoid the 20 to 21 gap of pitch black aim bot AI.
However the update will be released along with my mega pack of edits and this will be later in the weeks.
will contain a few good edits for gameplay.
i think naming your addon with something like *ai rebalance* will bring more atention, instead of some sfss
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Fun and fair, meanwhile I get blasted by a military guy who is hipfiring with full accuracy, and fights are very unfair, because you have to fight at 100 meters with a pistol in early game.
This is designed for the full version of the modpack, the vanilla game weapon distance and recoil is changed to realistic values allowing you to use the pistol better, also the new game load out has been chaned to allow you a bertter start and many more changes that make sense for this new play style where AI act like real players in a multiplayer game, you will not see players going easy on you in tarkov or any other online even in real life battles are far ranged example distances in the game for battles Youtu.be
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The NPC can't see me if i stood in front of him or if i shoot him
Npc's have even wallhack too, they shoot in the same spot where you are in cover, NPCS without amnesia is way better than this crap
yea that is being look at and i will most definetly merge it with far see mod to improove it
You know I was highly skeptical about this addon at first but the more I think about it and the quality it can add to combat in daily Zone life, this just might become a must-have for me. It has been a real pain working with strictly vanilla vision values to recreate close-to-real-life vision in different times of day. I feel this will more or less fix this inconsistency. Either way, this addon WILL improve my gameplay, so props to those credited. I will play around with some values when I can to try and see if I can narrow it down to more suitable vision for npc's, since it sounded like you needed some help with tweaking some vision values to get this where you want it to be. Atleast for the nighttimes it seemed. Which is the most tricky for me to get just right.
Hello, I really like your mod and im wondering is sfss compatible with stealth addon 1.9.4?
Thank you!
You know, I've been using your mod since last year June, and ever since I kept re-modding my game your mod is always on the load order, it is just that good. Getting shot outta nowhere while I'm minding my own business is pure bliss.
compatible with EFP 3.0???
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how difficult is it to merge the mod with the modpack efp 3.0?
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Nice!! 10/10
Is it possible to reduce the helicopter's view range?
is it safe to let death animations and stealth overhaul overwrite this mod?
before adding this mod, AI was kinda hard. not gonna lie. being able to shoot u through bushes at great distances even. but after installing this mod, and even removing it now, it ruined my save because now th AI stand around like idiots just getting shot at