So now if I point a gun at someone, so will the rest of their squad? Sounds like I'm fucked unless I sneak attack friendlies then, lol.
One thing I really hate about squads in stalker is that the members just stand around looking stupid when the commander is busy doing something. Usually how I test things is by shooting the squad leader when I meet one and I realized just how stupid it was that squad members don't even care. Now if you do that you'll get shot pretty damn quick, it's awesome. In fact, on Master with my ai aim values, you'll die. I did other tweaks like remove the check for actor's weapon altogether if the squad is friendly (green) and the need to actually put your weapon away to initiate dialog, since dialog hides your weapon anyway. Better reactivity and less of a pain in the ass for the player.
Let's say I want to add rooftop snipers to the water treatment plant in Zaton that can alert the rest of the base right away if they spot you within their scope range and of course use sniper fire against you on the rooftops from the prone position. I remember you showing off a Misery 2 video at one point where someone went prone.
Anyways, would I be able to do that? I wouldn't want the snipers to be able to leave their positions at all, they'd stay there and spot or snipe.
Yeah you would be able to do that. But Stalkers can only move to valid level vertex ids. I set up the beh scheme to handle animation like xr_animpoint does. If you specify a position you can snap the stalker to the position regardless if it is valid. Kinda like how crab floats to his bed. I couldn't get the prone animation to play nice with shooting animations though, dunno why. But it still looks cool if a sniper is prone, when he enters combat using the xr_camper scheme he can at least fire in the crouch position staying in that spot. The camper scheme was altered to take in params from logic just like the beh scheme. All it does is allow stalkers to enter combat with enemies and not leave their waypoint path.
I added about a dozen new functions to xr_condition to give better control over jobs. In that video you saw Duty sneak into the water planet, moving only when the guards had their back turned or were at certain waypoint indexes. The Sniper provided cover fire if they entered combat.
@Bangalore: Yeah, rx_ff is in.
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