Re: Revisiting Stalker: Some progress.
Posted by benevolentdevil on Dec 08, 2017; 6:49pm
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/Revisiting-Stalker-Some-progress-tp18970p19001.html
UPDATE-
Minor working on the Stalker Sandbox ...
Discovered Multi-player , factions are a tad not as I wish them to be.
My "goal" was to have like DayZ is set up, "survivors" can kill each other , with no faction repercussions... as in NPCs wouldn't go "hostile" because you shot your buddy down.
I have no idea how to rectify this, and puts a limitation on my " player Stalker- Turned- bandit" idea.
Progress halted.
I can add a form of "base building" to the Stalker Mission, but it requires more downloads. I think I already have enough in as far as required downloads , so probably will not use the MGB building mod for this one.
Plus, it seems "out of place" a bit as far as STALKER goes.
I'd rather have something like, "deployable camps" , or deployable camp pieces beyond just a tent.
So far, I kind stopped working on it ... I got to playing some daiZy mods from here , and am at the point of the tedious "work" of extra scripting ... placing triggers and markers ( so things spawn in correctly) ( and I have no idea if my "respawn of items" is working or not.
Example- lets say I place a medusa artefact by trigger/marker somewhere on the map. Player A comes along and picks it up ... after a while, I need that artefact to "spawn" again so other players can pick it up too. I have a script/code for it ( looks to be included in the DAP StALKER scripts ) , but have no idea if it works as I never see a respawn option.
If I set the trigger to "fire when anybody enters, all the time" , a player can leave the trigger , enter again and the artefact will continously spawn on the marker. That could be "abused" and get a Stalker wealthy quick.
this setVariable [""DAP_ARTEFACT_RESPAWN"",[1800,5],true] is the "respawn script" included. (I think the 1800 is in minutes? Thats like 12 hours+ right? )
Anyways ... i'm not looking forward to doing all that "needs" to be done.
I have to edit the trader list ... basically rework it so Stalker Items can be bought, and remove unnecessary weapons/gear I do not want in the mission to be bought.
I have to create and edit random spawns of gear, items, survival stuff ...
Then Populate the map with anomalies ( via triggers ) , and get my NPCS/AI to work properly too.
The modules work fine, AI ( Zombies/Blind Dogs modules) work properly, but if I place a single "unit" in the editor, they just stand in one spot ... don't attack or do anything.
I MIGHT rethink the mod/mission to exclude the PvP for Multi-Player, and cut back on the number of avaliable PLAYER units ... make it SP or Small group Co-Op only. It'd save alot of work that way.
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I did get another form of "STALKER" ( I think I got from here, or maybe followed a link on facebook)
I think the Mission was called " oth@64_project-sr-stalker-revival.namalsk " ... which I had to remove quite a few things in order for me to run it/edit it. It works ... mostly. It's on Namalsk ... which is laggy for me. I don't think it's "completed" either, but most of it "works" ...
I still like my "idea" better.
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Next ... I do believe I could merge Stalker-files into SP Daizy code , my only set back is ... I do not know how to "switch" survivor units playable, to Stalker units ...
But it'd allow for "stalkers" to use DayZ "survival system" , dmage/health,ect and all the DayZ stuff ... fairly sure I could remove Zombies too ... I dunno. Might be more interesting with zombies, dunno.
I could .. dunno why I'd do it, plus would be stuck with a map like Chernarus , which I do not quite like myself.
But I think I could do it , if I can ever figure out the unit "switching" that daiZy/DayZ does.
Not sure if I will or not.