Added 3 Mods; Updated 1

This commit is contained in:
Rage 2024-03-18 03:43:39 -04:00
parent ca37fcf28b
commit 57e0746fe6
9 changed files with 614 additions and 5 deletions

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Vanlla Weapon
![wpn_9a91]
max_radius = 200
![wpn_apb]
max_radius = 125
![wpn_aps]
max_radius = 125
![wpn_beretta]
max_radius = 125
![wpn_bizon]
max_radius = 125
![wpn_bm16]
max_radius = 75
![wpn_colt1911]
max_radius = 125
![wpn_cz52]
max_radius = 125
![wpn_cz75]
max_radius = 125
![wpn_desert_eagle]
max_radius = 125
![wpn_fn57]
max_radius = 125
![wpn_fnp45]
max_radius = 125
![wpn_fort]
max_radius = 125
![wpn_fort500]
max_radius = 75
![wpn_glock]
max_radius = 125
![wpn_grach]
max_radius = 125
![wpn_groza]
max_radius = 200
![wpn_gsh18]
max_radius = 125
![wpn_hpsa]
max_radius = 125
![wpn_kiparis]
max_radius = 125
![wpn_mosberg590]
max_radius = 75
![wpn_mp5]
max_radius = 125
![wpn_mp7]
max_radius = 125
![wpn_mp133]
max_radius = 75
![wpn_mp153]
max_radius = 75
![wpn_mp412]
max_radius = 125
![wpn_oc33]
max_radius = 125
![wpn_p90]
max_radius = 125
![wpn_pb]
max_radius = 125
![wpn_pm]
max_radius = 125
![wpn_pp2000]
max_radius = 125
![wpn_ppsh41]
max_radius = 125
![wpn_protecta]
max_radius = 75
![wpn_remington870]
max_radius = 75
![wpn_saiga]
max_radius = 75
![wpn_spas12]
max_radius = 75
![wpn_toz34]
max_radius = 75
![wpn_toz194]
max_radius = 75
![wpn_tt33]
max_radius = 125
![wpn_ump45]
max_radius = 125
![wpn_val]
max_radius = 200
![wpn_vepr12]
max_radius = 75
![wpn_vihr]
max_radius = 200
![wpn_vintorez]
max_radius = 200
![wpn_vityaz]
max_radius = 125
![wpn_vsk94]
max_radius = 200
![wpn_vz61]
max_radius = 125
![wpn_walther]
max_radius = 125
BaS
![wpn_aps_bas]
max_radius = 125
![wpn_colt1911_n]
max_radius = 125
![wpn_fn57_bas]
max_radius = 125
![wpn_glock17]
max_radius = 125
![wpn_glock17_m1]
max_radius = 125
![wpn_kiparis_m1]
max_radius = 125
![wpn_kiparis_m2]
max_radius = 125
![wpn_kiparis_m3]
max_radius = 125
![wpn_kiparis_s]
max_radius = 125
![wpn_korth]
max_radius = 125
![wpn_korth_custom]
max_radius = 125
![wpn_ks23]
max_radius = 75
![wpn_mp133_bas]
max_radius = 75
![wpn_mp153_bas]
max_radius = 75
![wpn_mp153_m1]
max_radius = 75
![wpn_pb_bas]
max_radius = 125
![wpn_pl15]
max_radius = 125
![wpn_pl15_tan]
max_radius = 125
![wpn_pm_bas]
max_radius = 125
![wpn_ppsh_bas]
max_radius = 125
![wpn_saiga12s_isg]
max_radius = 75
![wpn_saiga12s_m1]
max_radius = 75
![wpn_saiga12s_m2]
max_radius = 75
![wpn_sig220_n]
max_radius = 125
![wpn_sig226]
max_radius = 125
![wpn_sr1m]
max_radius = 125
![wpn_sr2_m1]
max_radius = 125
![wpn_sr2_m2]
max_radius = 125
![wpn_sr2_veresk]
max_radius = 125
![wpn_toz106]
max_radius = 75
![wpn_toz106_m1]
max_radius = 75
![wpn_usp_tac]
max_radius = 125
![wpn_val_tac]
max_radius = 200
![wpn_vintorez_isg]
max_radius = 200
![wpn_vintorez_m1]
max_radius = 200
![wpn_vintorez_m2]
max_radius = 200
![wpn_vintorez_n1]
max_radius = 200
![wpn_vz61_scorpion]
max_radius = 125
![wpn_vz61_scorpion_m1]
max_radius = 125
![wpn_vz61_scorpion_m2]
max_radius = 125
![wpn_walther_p99]
max_radius = 125
AUGmented
![wpn_aug_freedom]
max_radius = 125
Explosive
![grenade_f1]
min_radius = 10
![grenade_rgd5]
min_radius = 10
!grenade_gd-05]
min_radius = 10
![wpn_rg6]
min_radius = 15
![wpn_m79]
min_radius = 15
![wpn_rpg7]
min_radius = 20

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@ -0,0 +1,28 @@
[General]
gameName=stalkeranomaly
modid=0
version=d2024.3.18.0
newestVersion=
category="6,"
nexusFileStatus=1
installationFile=Correct_Weapon_Distance.2.rar
repository=Nexus
ignoredVersion=
comments=
notes=
nexusDescription=
url=
hasCustomURL=false
lastNexusQuery=
lastNexusUpdate=
nexusLastModified=2024-03-18T07:38:19Z
nexusCategory=0
converted=false
validated=false
color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0)
tracked=0
[installedFiles]
1\modid=0
1\fileid=0
size=1

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@ -1,12 +1,12 @@
[General]
gameName=stalkeranomaly
modid=0
version=d2024.3.16.0
version=d2024.3.18.0
newestVersion=
category="-1,"
category="12,"
nexusFileStatus=1
installationFile=Gear_Rustle_Redone.rar
repository=Nexus
installationFile=Gear_Rustle_Redone.1.rar
repository=
ignoredVersion=
comments=
notes=
@ -22,7 +22,10 @@ validated=false
color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0)
tracked=0
[Plugins]
BAIN%20Installer\option0=Gear Rustle Redone normal version
[installedFiles]
1\modid=0
1\fileid=0
size=1
1\fileid=0

Binary file not shown.

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@ -0,0 +1,28 @@
[General]
gameName=stalkeranomaly
modid=0
version=d2024.3.18.0
newestVersion=
category="-1,"
nexusFileStatus=1
installationFile=meadow_terrain_material_mask_fix_by_zorius.1.7z
repository=Nexus
ignoredVersion=
comments=
notes=
nexusDescription=
url=
hasCustomURL=true
lastNexusQuery=
lastNexusUpdate=
nexusLastModified=2024-03-18T07:42:40Z
nexusCategory=0
converted=false
validated=false
color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0)
tracked=0
[installedFiles]
1\modid=0
1\fileid=0
size=1

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@ -0,0 +1,217 @@
--[[
scheme_type: generic
author: Alundaio
--]]
--------------------------------------
actid = 188120
evaid = 188120
--------------------------------------
local is_box = {
--["dynamics\\box\\box_1a"] = false,
--["dynamics\\box\\box_1b"] = false,
--["dynamics\\box\\box_1c"] = false,
["dynamics\\box\\box_wood_01"] = false,
--["dynamics\\box\\box_wood_02"] = false
}
selected = {}
-----------------------------------------------------------------------------------------
-- EVALUATOR NPC vs BOX
-----------------------------------------------------------------------------------------
class "evaluator_npc_vs_box" (property_evaluator)
function evaluator_npc_vs_box:__init(npc,name,storage) super (nil, name)
self.st = storage
end
function evaluator_npc_vs_box:evaluate()
--utils_data.debug_write("eva_npc_vs_box")
local npc = self.object
if not (npc:alive()) then
return false
end
if (IsWounded(npc)) then
return false
end
if not (npc:active_item()) then
return false
end
local ret = false
local itr = function(id)
if not (ret) then
local obj = id and db.storage[id] and db.storage[id].object
if (obj and is_box[obj:get_visual_name()] and obj:position():distance_to_sqr(npc:position()) < 2) then
ret = true
end
end
end
npc:iterate_feel_touch(itr)
return ret
end
-----------------------------------------------------------------------------------------
-- ACTION NPC vs BOX
-----------------------------------------------------------------------------------------
class "action_npc_vs_box" (action_base)
function action_npc_vs_box:__init (npc,name,storage) super (nil,name)
self.st = storage
end
function action_npc_vs_box:initialize()
action_base.initialize(self)
local npc = self.object
npc:set_desired_position()
npc:set_desired_direction()
local bw = self.object:best_weapon()
if (bw) then
self.object:set_item(object.aim1,bw)
end
end
function action_npc_vs_box:execute()
action_base.execute(self)
local obj
local itr = function(id)
if not (obj) then
local o = id and db.storage[id] and db.storage[id].object
if (o and is_box[o:get_visual_name()]) then
obj = o
end
end
end
self.object:iterate_feel_touch(itr)
if not (obj) then
return
end
self.st.__tmr = self.st.__tmr or time_global()+8000
if (time_global() > self.st.__tmr) then
alife_release_id(obj:id())
self.st.__tmr = nil
end
local pos = vector():set(obj:position())
pos.y = pos.y + 0.4
local st = db.storage[self.object:id()].state_mgr
self.object:clear_animations()
st:set_state("idle", nil, nil, nil, {fast_set = true})
st.animation:set_state(nil, true)
st.animation:set_control()
self.object:set_mental_state(anim.danger)
--self.object:set_body_state(move.crouch)
self.object:set_movement_type(move.stand)
self.object:set_sight(look.fire_point,pos)
local bw = self.object:best_weapon()
if (bw) then
if (self.object:is_body_turning()) then
self.object:set_item(object.aim1,bw)
else
self.object:set_item(object.fire1,bw,1,30)
end
end
end
function action_npc_vs_box:finalize()
action_base.finalize(self)
local bw = self.object:best_weapon()
if (bw) then
self.object:set_item(object.idle,bw)
end
self.st.__tmr = nil
self.object:set_sight(look.direction, self.object:direction() , 0)
self.object:set_desired_position()
self.object:set_desired_direction()
end
---------------------------------------------------------
---------------------- binder ---------------------------
function setup_generic_scheme(npc,ini,scheme,section,stype,temp)
local st = xr_logic.assign_storage_and_bind(npc,ini,"npc_vs_box",section,temp)
end
function add_to_binder(npc,ini,scheme,section,storage,temp)
if not npc then return end
local manager = npc:motivation_action_manager()
if not manager then return end
if (not npc:alive()) or (character_community(npc) == "zombied" or npc:section() == "actor_visual_stalker") then
manager:add_evaluator(evaid,property_evaluator_const(false))
temp.needs_configured = false
return
end
local evaluator = evaluator_npc_vs_box(npc,"eva_npc_vs_box",storage)
temp.action = action_npc_vs_box(npc,"act_npc_vs_box",storage)
if not evaluator or not temp.action then return end
manager:add_evaluator(evaid,evaluator)
temp.action:add_precondition(world_property(stalker_ids.property_alive,true))
temp.action:add_precondition(world_property(stalker_ids.property_danger, false))
temp.action:add_precondition(world_property(evaid,true))
temp.action:add_effect(world_property(evaid,false))
manager:add_action(actid,temp.action)
end
function configure_actions(npc,ini,scheme,section,stype,temp)
if not npc then return end
local manager = npc:motivation_action_manager()
if not manager or not temp.action then return end
--temp.action:add_precondition(world_property(xr_evaluators_id.state_mgr + 1,true))
temp.action:add_precondition(world_property(xr_evaluators_id.sidor_wounded_base,false))
temp.action:add_precondition(world_property(xr_evaluators_id.wounded_exist,false))
--[[
if (_G.schemes["rx_ff"]) then
temp.action:add_precondition(world_property(rx_ff.evaid,false))
end
--]]
if (_G.schemes["gl"]) then
temp.action:add_precondition(world_property(rx_gl.evid_gl_reload,false))
end
--[[
if (_G.schemes["facer"]) then
temp.action:add_precondition(world_property(xrs_facer.evid_facer,false))
temp.action:add_precondition(world_property(xrs_facer.evid_steal_up_facer,false))
end
--]]
local action
local p = {
stalker_ids.action_combat_planner,
--xr_actions_id.state_mgr + 1,
xr_actions_id.state_mgr + 2,
xr_actions_id.alife
}
for i=1,#p do
--printf("ACTION_ALIFE_ID(axr_npc_vs_box.configure_actions): " .. tostring(p[i]))
action = manager:action(p[i])
if (action) then
action:add_precondition(world_property(evaid,false))
end
end
end
function disable_generic_scheme(npc,scheme,stype)
local st = db.storage[npc:id()][scheme]
if st then
st.enabled = false
end
end
function npc_add_precondition(action)
if not action then return end
action:add_precondition(world_property(evaid,false))
end

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@ -0,0 +1,28 @@
[General]
gameName=stalkeranomaly
modid=0
version=d2024.3.18.0
newestVersion=
category="7,"
nexusFileStatus=1
installationFile=NPC_Dont_Attack_Boxes.rar
repository=Nexus
ignoredVersion=
comments=
notes=
nexusDescription=
url=
hasCustomURL=true
lastNexusQuery=
lastNexusUpdate=
nexusLastModified=2024-03-18T07:38:07Z
nexusCategory=0
converted=false
validated=false
color=@Variant(\0\0\0\x43\0\xff\xff\0\0\0\0\0\0\0\0)
tracked=0
[installedFiles]
1\modid=0
1\fileid=0
size=1

View File

@ -100,6 +100,7 @@
-New Weapons and Items_separator
+HIP HD Model
-Character and NPC Visuals_separator
+NPC Dont Attack Boxes
+And Who To Shoot
+Higher Rank NPC Disable Headlights
+NPCs Die in Anomalies
@ -121,6 +122,7 @@
+NPC Close Combat Enhanced
+AI Combat Pack
-AI and NPC Tweaks_separator
+Correct Weapon Distance
+Anomaly Speed
+Gotta Go Fast Extended
+Grok Gotta Go Fast
@ -252,6 +254,7 @@
+Utjans Item UI Improvements
+Portraits Overhaul
-Interface and HUD_separator
+Meadow Terrain Material Mask Fix
+Long Repair Fix
+Fixed Artefact Collision and Visuals
+Fixed Vanilla Models & Textures

View File

@ -99,6 +99,7 @@
-New Weapons and Items_separator
-HIP HD Model
-Character and NPC Visuals_separator
-NPC Dont Attack Boxes
-And Who To Shoot
-Higher Rank NPC Disable Headlights
-NPCs Die in Anomalies
@ -120,6 +121,7 @@
-NPC Close Combat Enhanced
-AI Combat Pack
-AI and NPC Tweaks_separator
-Correct Weapon Distance
-Anomaly Speed
-Gotta Go Fast Extended
-Grok Gotta Go Fast
@ -251,6 +253,7 @@
-Utjans Item UI Improvements
-Portraits Overhaul
-Interface and HUD_separator
+Meadow Terrain Material Mask Fix
+Long Repair Fix
+Fixed Artefact Collision and Visuals
+Fixed Vanilla Models & Textures