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STALKERSOUP damage rebalance test

Mar 7th, 2013
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  1. So here is my modified 'actor.ltx' file for STALKERSOUP. Spent literally 15 min on it.
  2.  
  3. The player should be more resistant to bullets -5/6 maybe 7 bullets to kill, excluding bleeding/radiation/other effects- and very slightly more resistant to all types of damage. Does not affect the mutated Spetznaz AI and its lazor aiming. Close quarter gunfights shouldn't be as frustrating now, but long range engagements will be piss easy. Oh well.
  4.  
  5. Another problem now is the durability of armors: since the player can tank a few hits, armors degrade VERY FAST. A solution would be to increase the protection values and durability of armors to match the player's, then restore the 'squishy player' mode... good luck with that. I just did this because I was tired of spending more time quicksaving/quickloading than actually playing.
  6.  
  7. The file to modify is located in 'STALKER Shadow of Chernobyl\gamedata\config\creatures' and is called 'actor.ltx'.
  8.  
  9. DON'T FORGET TO MAKE BACKUPS!
  10.  
  11. Special thanks to a few guys who gave me advice left and right so I could do something correct.
  12.  
  13. Note from Florilegium (kudos for making a paste in the first place, I'm a derp sometimes):
  14. "Open as RAW copy everything after this sentence and save as "actor.ltx" as said up here, it will need testing and then boy it be about time to play a balanced SOUP."
  15.  
  16.  
  17. ;<!-- TB3D 1.0.9.9.2.6 NORMAL - GAME MODE, chgd hit probabilities to DMX vice AMK
  18. ;;;;;;; TB3D modified, weight, immunities, jump, stalker radius
  19. ;;;;;;; FOR MOD TESTING ONLY, NOT FOR MULTIPLAYER
  20. ;;;;;;; MUST USE ALL 3 MODIFIED FILES TOGETHER: actor.ltx, inventory_sect.ltx, arc_radiation.script
  21.  
  22. [actor_terrain]
  23. 255,255,000,255
  24.  
  25. [actor]:common_ph_friction_params_on_npc_death
  26. GroupControlSection = spawn_group
  27. $spawn = "actor"
  28. $ed_icon = ed\ed_actor
  29. $player = on
  30. $prefetch = 16
  31. cform = skeleton
  32. class = O_ACTOR
  33. money = 40
  34. rank = 3
  35. script_binding = bind_stalker.actor_init
  36. visual = actors\hero\stalker_novice.ogf
  37. destroyed_vis_name = physics\Dead_Body\skelet_crash
  38.  
  39. terrain = actor_terrain
  40.  
  41. max_item_mass = 150.0
  42. jump_speed = 8 ;!!!!TB3D Collector mod needs 11
  43. crouch_coef = 0.45
  44. climb_coef = 0.7
  45. run_coef = 2.1
  46. sprint_koef = 2.6
  47. run_back_coef = 1.8
  48. walk_back_coef = 0.8
  49. air_control_param = 0.1
  50. walk_accel = 17
  51.  
  52. ;radius in MDM over the items displayed their names
  53. pickup_info_radius = 5
  54.  
  55. ef_creature_type = 17 ; option for evaluation functions
  56.  
  57. ; attach params
  58. attachable_items = device_torch_bad,device_torch,attachable_item,hand_radio
  59.  
  60. ; The physical dimensions of the hero. Allows you to get into tight spaces, such as a pipe.
  61. ph_box0_center = 0.0, 0.9, 0.0
  62. ph_box0_size = 0.35, 0.9, 0.35
  63. ph_box1_center = 0.0, 0.65, 0.0
  64. ph_box1_size = 0.35, 0.65, 0.35
  65. ph_box2_center = 0.0, 0.2, 0.0
  66. ph_box2_size = 0.35, 0.2, 0.35
  67. stalker_restrictor_radius = .2 ; limit the distance between the stalkers. The low value is useful when someone blocked the road in close quarters.
  68. stalker_small_restrictor_radius = .16
  69. medium_monster_restrictor_radius = 0.16
  70.  
  71. ph_crash_speed_min = 14
  72. ph_crash_speed_max = 30
  73. ph_collision_damage_factor = 1.0
  74. ph_mass = 80
  75.  
  76. ;;;;;;;;;;!!!!TB3D DMX
  77. ph_skeleton_airr_lin_factor = -0.43
  78. ph_skeleton_airr_ang_factor = -0.21
  79. ph_skeleton_hinger_factor1 = 1.0
  80.  
  81. ph_skeleton_hinge_vel = 0.7
  82. ph_skeleton_ddelay = 0
  83. ph_skel_fatal_impulse_factor = 1
  84. ph_after_death_velocity_factor= 0.75
  85. ph_skel_shot_up_factor = 0.25 ;= 80 !!!!!!!!!!!!!!!! error?? both were active, I commented out '= 80'
  86. ;;;;;;;;;;;;;;;DMX
  87.  
  88. weapon_bone0 = bip01_r_finger1
  89. weapon_bone1 = bip01_l_finger1
  90. weapon_bone2 = bip01_r_finger11
  91.  
  92. damage = actor_damage
  93.  
  94. hit_probability_gd_novice = 0.20 ;;;;easier
  95. hit_probability_gd_stalker = 0.35
  96. hit_probability_gd_veteran = 0.50
  97. hit_probability_gd_master = 0.60
  98. hit_sounds = actor_hit_snds
  99.  
  100. ;actor condition
  101.  
  102. immunities_sect = actor_immunities_gd_master ;forced here for difficulty_manager
  103. condition_sect = actor_condition
  104.  
  105. heavy_breath_snd = actor\breath_1 ;the sound of heavy breathing for fatigue
  106. heavy_blood_snd = affects\heartbeat; heart\8
  107.  
  108. material = creatures\actor
  109. camera_height_factor = 0.91 ;0.85
  110.  
  111. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;-----(AMK SNIPER ADDON v1.0)-----
  112. ; I will not change these so AMK will stay stable
  113. ;variance of firing with light walking and running
  114. disp_base = 0.51 ;angle (in degrees) the expansion of bullets, when an actor stands on the site
  115. disp_aim = 0.04 ;0.51
  116. disp_vel_factor = 1.0 ;on how to increase the variance in skrosti at 10 m / s (not necessarily in the running)
  117. disp_accel_factor = 2.0 ;More on how to increase if the actor runs (+ speed)
  118. disp_crouch_factor = -0.3 ;decrease if the actor is sitting
  119. disp_crouch_no_acc_factor = -0.6 ;decrease if the actor is sitting + no acceleration
  120. ;disp_jump_factor = 2.0
  121. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;-----
  122.  
  123. missile_throw_offset = 0.3, 0.5, 0.5
  124.  
  125. body_remove_time = 20000 ;while the destruction of the corpse (with TimeFactor)
  126.  
  127. sleep_time_factor = 1000 ;400 ;left this alone, could change it tho
  128. max_sleep_hours = 12
  129. ;species of monster
  130. species = actor
  131.  
  132.  
  133. ;---STEP MANAGER------------------------------------------------------
  134. LegsCount = 2
  135. step_params = stalker_step_manager
  136. foot_bones = stalker_foot_bones
  137.  
  138. memory_update_time = 100
  139.  
  140. ; visibility parameters
  141. DynamicObjectsCount = 32
  142. min_view_distance = 1.0 ; coefficient which is multiplied by eye_range, depending on the angle
  143. max_view_distance = 1.0 ; coefficient which is multiplied by eye_range, depending on the angle
  144. visibility_threshold = 1.0 ; value when the sum of which the object is visible
  145. always_visible_distance = 1.0
  146. time_quant = 0.005
  147. decrease_value = 0.1 ; value that decreases the weight, if the object hit the frustum, but the compartments, for some reason
  148. velocity_factor = 0.5
  149. luminocity_factor = 0.5;0 ; coverage factor (only for the Actor)
  150. transparency_threshold = 0.4 ; 0.25
  151. still_visible_time = 5000 ; time that the object is still considered visible even though he was no longer in frustume
  152.  
  153. [actor_immunities_gd_novice]
  154. burn_immunity = 0.4 ;factors of immunity
  155. strike_immunity = 0.4
  156. shock_immunity = 0.3
  157. wound_immunity = 0.4
  158. radiation_immunity = 0.4
  159. telepatic_immunity = 0.4
  160. chemical_burn_immunity = 0.4
  161. explosion_immunity = 0.3
  162. fire_wound_immunity = 0.08
  163.  
  164.  
  165. [actor_immunities_gd_stalker]
  166. burn_immunity = 0.5 ;factors of immunity
  167. strike_immunity = 0.5
  168. shock_immunity = 0.4
  169. wound_immunity = 0.5
  170. radiation_immunity = 0.5
  171. telepatic_immunity = 0.5
  172. chemical_burn_immunity = 0.5
  173. explosion_immunity = 0.4
  174. fire_wound_immunity = 0.12
  175.  
  176. [actor_immunities_gd_veteran]
  177. burn_immunity = 0.7 ;factors of immunity
  178. strike_immunity = 0.7
  179. shock_immunity = 0.6
  180. wound_immunity = 0.7
  181. radiation_immunity = 0.7
  182. telepatic_immunity = 0.7
  183. chemical_burn_immunity = 0.7
  184. explosion_immunity = 0.6
  185. fire_wound_immunity = 0.18
  186.  
  187. [actor_immunities_gd_master]
  188. burn_immunity = 0.9 ;factors of immunity
  189. strike_immunity = 0.9
  190. shock_immunity = 0.8
  191. wound_immunity = 0.9
  192. radiation_immunity = 0.9
  193. telepatic_immunity = 0.9
  194. chemical_burn_immunity = 0.9
  195. explosion_immunity = 0.8
  196. fire_wound_immunity = 0.22
  197.  
  198. [actor_condition]
  199. satiety_v = 0.000025 ;rate of hunger
  200. radiation_v = 0.0001 ;dammage done by radiation
  201. satiety_power_v = 0.000055 ;improved stamina by eating
  202. satiety_health_v = 0.0001 ;improved health by eating
  203. satiety_critical = 0.0 ;can effect gameplay
  204. radiation_health_v = 0.004
  205. morale_v = 0.0001
  206. psy_health_v = 0.001
  207. alcohol_v = -0.0005
  208. health_hit_part = 0.75 ;percentage of hits, leaving to grabbing Health
  209. power_hit_part = 0.75 ;percentage of hits, leaving to the grabbing force
  210. max_power_leak_speed = 0.0001 ;accumulation of fatigue (max limit, to which the restoring force) per second of playing time
  211. max_walk_weight = 160.0
  212.  
  213. bleeding_v = 0.0005
  214. wound_incarnation_v = 0.003 ;the rate of wound healing
  215. min_wound_size = 0.0256 ;minimum size of the wound, after which it is healed
  216.  
  217. ;--when actor in sleep
  218. satiety_v_sleep = 0.00001
  219. radiation_v_sleep = 0.0003
  220. satiety_power_v_sleep = 0.0001
  221. satiety_health_v_sleep = 0.00001
  222. radiation_health_v_sleep = 0.001
  223. morale_v_sleep = 0.0
  224. psy_health_v_sleep = 0.0
  225.  
  226. alcohol_v_sleep = -0.0005
  227.  
  228. bleeding_v_sleep = -0.00001
  229. wound_incarnation_v_sleep = -0.00001
  230. max_power_leak_speed_sleep = -0.00001;
  231. ;health_restore_v = 0.0001
  232.  
  233. ;;;;;;;;
  234. ;actor_condition only
  235.  
  236. jump_power = 0.07
  237. jump_weight_power = 0.05 ;these have effects on gameplay physics, not good to change too much
  238. overweight_jump_k = 5
  239.  
  240. stand_power = -0.01
  241. walk_power = 0.00002 ;force while walking without weight burden
  242. walk_weight_power = 0.0001 ;force while walking in the light weight of burden, for the maximum allowable weight
  243. overweight_walk_k = 5;9 ;10 ;overload effect factor burden (multiplied bywalk_weight_power)
  244. accel_k = 3;5 ;coefficient on the run (multiplied walk_power, walk_weight_power)
  245. sprint_k = 75;150;185;180;200; ;factor in the "sprint" race (multiplied walk_power, walk_weight_power)
  246.  
  247. ; claudication
  248. limping_health_begin = 0.15 ;threshold below which the actor's health began to limp
  249. limping_health_end = 0.25 ;threshold of more health which the actor is no longer limping
  250. limping_power_begin = 0.15 ;threshold force below which the actor begins to limp
  251. limping_power_end = 0.25 ;threshold force greater than which the actor is no longer limping
  252. use_limping_state = on
  253.  
  254. cant_walk_power_begin = 0.01 ;threshold force below which an actor can not move
  255. cant_walk_power_end = 0.10 ;threshold power is more an actor can move
  256.  
  257. cant_sprint_power_begin = 0.20 ;threshold force below which an actor can not run in the sprint
  258. cant_sprint_power_end = 0.30 ;threshold force which the actor can more run in the sprint
  259.  
  260. can_sleep_callback = dream.can_sleep_callback
  261. sleep_video_name_callback = dream.sleep_video_name_callback
  262.  
  263. [actor_damage]
  264. ;bone_name = <hit_scale>,<fwd_damage_anim_index>,<wound_scale>
  265. ;<hit_scale> - coeff. changes hit (to reduce health)
  266. ;<wound_scale> - coeff. changes in the value of an open wound
  267. ;-1 - No animations, even number - in front, an odd number - back, include a FRONT! BACK TO MACHINES
  268. default = 1.0, -1, 1.0
  269.  
  270. bip01_pelvis = 1.0, 10, 1.5
  271. bip01_spine = 1.0, 10, 1.5
  272. bip01_spine1 = 1.0, 0, 1.5
  273. bip01_spine2 = 1.0, 0, 1.5
  274. bip01_neck = 1.0, 0, 1.5
  275. bip01_head = 0.2, 0, 1.5
  276. eyelid_1 = 0.0, 0, 0.0
  277. eye_left = 0.0, 0, 0.0
  278. eye_right = 0.0, 0, 0.0
  279. jaw_1 = 0.0, 0, 0.0
  280.  
  281. bip01_l_clavicle = 1.0, 4, 1.5
  282. bip01_l_upperarm = 1.0, 4, 1.5
  283. bip01_l_forearm = 1.0, 4, 1.5
  284. bip01_l_hand = 1.0, 4, 0.5
  285. bip01_l_finger0 = 0.0, 4, 0.0
  286. bip01_l_finger01 = 0.0, 4, 0.0
  287. bip01_l_finger02 = 0.0, 4, 0.0
  288. bip01_l_finger1 = 0.0, 4, 0.0
  289. bip01_l_finger11 = 0.0, 4, 0.0
  290. bip01_l_finger12 = 0.0, 4, 0.0
  291. bip01_l_finger2 = 0.0, 4, 0.0
  292. bip01_l_finger21 = 0.0, 4, 0.0
  293. bip01_l_finger22 = 0.0, 4, 0.0
  294.  
  295. bip01_r_clavicle = 1.0, 2, 1.5
  296. bip01_r_upperarm = 1.0, 2, 1.5
  297. bip01_r_forearm = 1.0, 2, 1.5
  298. bip01_r_hand = 1.0, 2, 0.0
  299. bip01_r_finger0 = 0.0, 2, 0.0
  300. bip01_r_finger01 = 0.0, 2, 0.0
  301. bip01_r_finger02 = 0.0, 2, 0.0
  302. bip01_r_finger1 = 0.0, 2, 0.0
  303. bip01_r_finger11 = 0.0, 2, 0.0
  304. bip01_r_finger12 = 0.0, 2, 0.0
  305. bip01_r_finger2 = 0.0, 2, 0.0
  306. bip01_r_finger21 = 0.0, 2, 0.0
  307. bip01_r_finger22 = 0.0, 2, 0.0
  308.  
  309. bip01_l_thigh = 1.0, 8, 1.5
  310. bip01_l_calf = 1.0, 8, 1.5
  311. bip01_l_foot = 1.0, 8, 1.5
  312. bip01_l_toe0 = 1.0, 8, 1.5
  313. bip01_r_thigh = 1.0, 6, 1.5
  314. bip01_r_calf = 1.0, 6, 1.5
  315. bip01_r_foot = 1.0, 6, 1.5
  316. bip01_r_toe0 = 1.0, 6, 1.5
  317.  
  318. [actor_animation]
  319. ;angles dvorota feet actor during Streif (degrees)
  320. fwd_l_strafe_yaw = 45
  321. back_l_strafe_yaw = 45
  322. fwd_r_strafe_yaw = 45
  323. back_r_strafe_yaw = 45
  324. l_strafe_yaw = 0
  325. r_strafe_yaw = 0
  326.  
  327.  
  328. [actor_hit_snds]
  329. burn =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
  330. shock =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
  331. strike =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
  332. wound =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
  333. radiation =monsters\biting\def_0; actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4
  334. telepatic =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
  335. fire_wound =actor\bullet_hit_1,actor\bullet_hit_2,actor\bullet_hit_3,actor\bullet_hit_4
  336. ; actor\pain_1,actor\pain_3,actor\pain_4,actor\pain_5,actor\pain_6,actor\pain_7,actor\pain_8
  337. chemical_burn =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
  338. explosion =affects\tinnitus3a
  339. wound_2 =actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4
  340. physic_strike =actor\pain1,actor\pain2,actor\pain3; ,actor\hurt4
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