Author Topic: Unfinished STALKER-ish survival gamemode  (Read 5233 times)

I want to preface this topic with this; the mod is NOT finished. Some features are finished. Some features are unfinished. Some features are totally broken. University and travel has slowed down my progress on this gamemode to non-existent, and it's been so long since I've worked on it I forgot how a lot of it works. Suffice to say that I'll probably never work on it again. I'm only releasing it here because I don't want it to just stagnate in my add-ons folder for all eternity until I eventually accidentally delete it.

This mod adds currently like 70-80 items to the game, including armor, food, like 3 guns, artifacts, medicine. The mod has it's own rudimentary inventory system (open with light key, navigate with brick keys, use with plant key), equipment system (select items from inventory, move it to equipment tab to equip weapons and armor), damage types (certain armor protects from from things like fire and radiation, certain armor protects you from bullets). Some other features include the rudimentary thermal vision I was working on forever ago, an ammo system where you can swap between armor piercing ammo and regular ammo for different purposes, a new gore system, anomalies like fire anomalies from STALKER, hunger, sprinting, bleeding. It also has artifacts from STALKER (drag from inventory to artifact tab, may need a suit that can hold artifacts), and detectors for finding artifacts. You can use the Bolt item to throw into anomalies to trigger them. Vehicles also require gas, you can use gas cans to fill up vehicles, although there currently is no way of refueling cans.

There is a method of saving (Player::SaveSTALKERData(%player)) but no functionality for loading. Required add-on is Server_EnviornmentZones but only for night and thermal vision. The rest should be default add-ons anyway. Click items to put them in your inventory, highlight them in the inventory and press clear brick to drop them.

Pretty much all of the features are contained within the STALKER playertype.

Examples of status effects and damage types:


Examples of the inventory screen:








Artifact detection:


That's probably not all of the features, if you have any questions I'll try my best to answer them I guess

Download:
https://leopard.hosting/download.php?f=ozqco&name=Server_STALKER.zip
« Last Edit: August 06, 2017, 03:31:17 AM by Rally »

This mod adds currently like 70-80 items to the game, including armor, food, like 3 guns, artifacts, medicine. The mod

ot: good stuff

the thermal goggles are an interesting idea


if you accidentally press num lock while in the inv menu the numpad binds wont respond even after numlock is turned back off

if you accidentally press num lock while in the inv menu the numpad binds wont respond even after numlock is turned back off
....thats not this mod's fault, that's' something with keypresses and bl

u sure alt/ctrl/shift didn't get held down or something from an alt-tab, screwing up your build keys?

You said Artifact in the op but it shows a picture of ingame saying Artefact which one is it?

Looks great for being unfinished, Good work. Cheeki Breeki Iv Damke.

As far as I'm aware enabling Super Shift will break the inventory menu

You said Artifact in the op but it shows a picture of ingame saying Artefact which one is it?

bof


As far as I'm aware enabling Super Shift will break the inventory menu

bof
super shift used /supershiftbrick x y z when moving bricks

I'd totally help build the GameMode map for this if work is continued.

I was testing this out on my server and we ran into an issue,

several seconds after spawning players would have thermal vision on them, this didn't appear when I tried it by myself.

weird, thought I fixed that

Do you have Server_EnviornmentZones? The thermal vision stuff uses selectiveGhosting.dll

If it becomes an issue and you're not using thermal vision anyway you can change $thermals = true; to $thermals = false; in the first line of thermal.cs and that should prevent thermals from being spawned on players
« Last Edit: August 15, 2017, 12:00:55 AM by Rally »

weird, thought I fixed that

Do you have Server_EnviornmentZones? The thermal vision stuff uses selectiveGhosting.dll

If it becomes an issue and you're not using thermal vision anyway you can change $thermals = true; to $thermals = false; in the first line of thermal.cs and that should prevent thermals from being spawned on players

I've got environment zones, I'll try disabling thermal vision next time I try it