The Zone of Alienation mod is an adaptation of the renowned AMK mod. It is built on top of a specialized variant of AMK that uses a magazine system. From this premise, it has expanded to aim to include the following:
These will be typically found on some NPCs, and in certain stashes, hastily-made ones, where it is likely that the stalker died.
They are storage items, so weapons do not directly use them, the player must use them in order to un-join them. In short they are an ad-hoc storage item for magazines.
It may also be possible in the future with the inclusion of tape for the player to create his own jungled mags.
Would be awesome to be able to do jungle-style mags as upgrade
I plan on including tape as an item that will allow the player to affix 2 mags together for storage.
As for mags with double the capacity, I do plan on adding a casket mag in a special stash in the future.
I gotta ask:
Why?
What real point is there in adding an item which allows the player to turn two mags into an item that turns into two mags?
If it could be implemented into the actual weapon reloading then that'd be great, but this is Stalker, so there's no way of accomplish that short of modifying the engine.
I gotta agree with Etcetera, If you where able to create a high speed reload anim with it being flipped around that would be useful in a fight but why tape mags together for storage? Like he said :)
It's mostly a flavor item for the sake of adding immersion, the point of taping them together is so that the player doesn't burn through his ammo. So really it's a way of locking up your last 2 mags in your inv until you need them.
It was really just something I wanted to work on while I waited for better changes that are coming soon, TKGP is working on that stuff, they will be, interesting to say the least, and far more useful than my simple loot item.
I would have them change the reload speed, but that's out of my league at the moment. If I added tac vests they'd have more practicality, as they would default 2 mags into a usable slot at once instead of moving 2 different ones manually.
Well, they can be attached to the belt now, so that makes them somewhat useful if you quickdrop your rucksack, then use them to spawn mags from your belt, considering that they take up 1 slot instead of 2.
Seems like somebody played the **** out of 7,62 High Calibre. I know I did.
That and JA2's inv are sort of like what I'm going for here.
And I love you for that. Know what? I've been toying with the idea of an advanced damage model in STALKER for a while, similar to that of 7,62. That game seemed to be entirely probabilistic in the way it worked, but how hard would it be to implement something a little more complex in STALKER? Like spine and heart hit locations being correctly placed inside the model. Or even advanced armor penetration calculations, accounting for angle of impact etc. This stuff has been cut out from FPS games for too long.
STALKER already has damage models that can differ for different bones on the NPC models. I've already modified the values for them in ZoA, so that they take more damage along the CNS, and more bleeding in areas of the body where the organs are, and the legs.
But aside from that, it ends there, since the game uses blanket damage for wounds and suits. So in other words, while I can tweak the proportion of damage in different locations, I cannot change the type of damage, nor localize it to the area where it occurs.
The GSC devs had that planned for STALKER 2, and it's made its way into Survarium, what with damage in different areas of the body, although I'm not sure if it inherited the other stuff they were working on like adding very specific types of wounds to the anatomy like broken bones and such.