Stalker Sandbox#2 - Chernarus version
Posted by benevolentdevil on Aug 20, 2019; 7:19am
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/Stalker-Sandbox-2-Chernarus-version-tp20446.html
Since I had some luck with day of survival tweaking, ( and figured a few things out to do and what NOT to do more importantly ) i'm re-visiting some STALKER mod, and developing a multi-player Co-Op for the mod.
It Features all the bells and whistles of DAP Stalker mod. Mutant blind dogs ( though they look like Arma Dogs) , Artifacts, anomalies ,Radiation, detectors, bolts, and PSi-Shield. Psi-Storms , Zombified Stalkers , , bloodsuckers are in the mod, but they are actually too OP to use.
Nightime play will suck , as lighting is minimal. Nightvision will be hard to get/rare finds ... but might be able to buy them ... maybe.
Things already included:
Real Survival pack - yes food/water needs are a must. You will need to scavange for food and water, find empty-cans to cook meat in, hunt animals for meat. Water can only be gathered from Blue water containers ( water thats been boiled, cleaned/filtered/decontaminated ) IF you find a canteen. Otherwise, must search for bottled water.
To create fire, you need to find stacks of Timbers ( big piles of pre-cut logs) ... I'd rather wish the RSP designer allowed for tree chopping instead, but is what it is. Piles will be scattered around to use.
Medkits , and anti-rad medicines cover most the "injury" aspects. So far i'm using "simple-first aid" , so medical tents, ambulances, ect will also cure damage , but not radiation.
Health- there is no "bleeding" like in Dayz, no bandages like that. No "blood" to restore , using the default Arma2 hit system.
( This remains very ACE compatible for those wishing to use ACE ).
You can "sleep" , and it has supporting scripts for tent placement, but I'm not finding the specific ones it works with. Still working on that.
South coastal area... the entire region is one massive "deadzone" , Cherno, and Elektro , Balota, Salvation Island , the usual "starting places" in dayz are in this absolute deadzone. Radiation so powerful it kills quick, you will not gain enough antirads to survive there more than a few seconds.
( I did this for flavor/variety/and keep players out of the most laggy of areas, )
All players will be of the Loner/stalker faction, and currently I have it set up to support 8 playable units. I could add more, or if someone wished can add more playable units later on via editor.
I figured 8 for a Co-Op/semi-rp was enough. Of course you can run the mission single-player just fine, or LAN and play solo.
I did this to give a decent PvE ( Player vrs environment/survival) feel ... not a PvP fest.
Enemy AI will come from other factions:
Duty ( Opfor ) faction has became xenophobic and seem to attack on sight, though they remain semi-friendly with military/mercenaries operating in this Zone.
Military/Mercenaries(Opfor) - while these factions will not enter the specific areas Stalkers visit, they do patrol and set up check points, trying to catch Stalkers/undesirables. They've become pretty much hostile to most groups.
Freedom,(Bluefor) "friendly" tentatively with Loners , hardcore enemies of Duty. Freedom Stalkers might not engage hostilities with Loners , unless Loners engage hostile actions first.
Civilians are almost non-existent in the zone , though occasionally suited scientist might be seen around in places.
Monolith faction , and Bandits are hostile to everyone but themselves.
- Plans on my todo list :
+ Set up the merchants.
+ Use the good ZeroBuildings to open up interiors of more structures.
+ Add more buildings to the map.
+tweak weather settings and visibility to enhance the environment.
+Flesh out the map with appropriate spawns , faction held areas, Add places of interest. Create stashes, loot drops, finalize my random gear and random survival elements spawns and place them down.
+ Add in lots of points of interest to explore and find/discover.
- Possible adding in blow-outs, still on the fence with that though.
More to come, it's very much a WIP at this point.