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Изменение баланса в S.T.A.L.K.E.R.

Изменение баланса в S.T.A.L.K.E.R. ЗОВ ПРИПЯТИ

Практически год назад вышла игра S.T.A.L.K.E.R. ЗОВ ПРИПЯТИ, все мы были счастливы.

Однако скоро все бюреры были изрезаны ножом, псевдогиганты убиты из именной пукалки товарища Дегтярёва, а вороны перестреляны из гаусс-пушки. И мы начали терять интерес к игре, тогда за дело взялись модостроители, вскоре вышло множество модов и мы все такие радостные скачивали их. Но каково было наше удивление, ведь все арты были изменены, оружие стало не настолько убойным, а ГГ стал вдруг каким-то хилым. Данный пост поможет исправить это недоразумение. Здесь я написал как изменить арты и сделать глав героя сильнее (стволы менять не будем, но если надо напишите в коменнтах).

Начнём с артефактов. Открываем папку gamedata, затем папку configs, затем папку misc, затем папку artefacts.ltx.Если у вас нет установленных модов, то создаём все выше указанные папки вручную, но я бы покоремендовал скачать какой-нибудь небольшой модик и оттуда взять всё что надо.

Делаем следующее:

Ищем нужный нам арт, ориентируемся по табличкам типа-< Артефакты для гравитационной аномалии> и т.д. Я выбрал fireball (огненный шар) И делаем следующее (это можно применить к любому из артов) Но для начала посмотрим как всё выглядит до:

[af_fireball]:af_base

$spawn = "artefacts\thermal_2_fireball"

class = ARTEFACT

visual = dynamics\artefacts\af_fireball.ogf

description = st_af_fireball_descr

inv_name = st_af_fireball_name

inv_name_short = st_af_fireball_name

inv_weight = 0.5

inv_grid_x = 13

inv_grid_y = 4

cost = 4000

impulse_threshold = 10

radius = 10

strike_impulse = 20

particles = artefact\af_thermal_idle

det_show_particles = artefact\af_thermal_show

det_hide_particles = artefact\af_thermal_hide

af_rank = 1

lights_enabled = true

trail_light_color = 0.9,0.4,0.2

trail_light_range = 2.0

health_restore_speed = 0

radiation_restore_speed = 0.002

satiety_restore_speed = 0

power_restore_speed = 0

bleeding_restore_speed = 0

additional_inventory_weight = 1

additional_inventory_weight2 = 1

hit_absorbation_sect = af_fireball_absorbation

[af_fireball_absorbation]

burn_immunity = 0.06

strike_immunity = 0

shock_immunity = 0

wound_immunity = 0

radiation_immunity = 0

telepatic_immunity = 0

chemical_burn_immunity = 0

explosion_immunity = 0

fire_wound_immunity = 0

И ИЗМЕНЯЕМ НА СЛЕДУЮЩЕЕ:

[af_fireball]:af_base

$spawn = "artefacts\thermal_2_fireball"

class = ARTEFACT

visual = dynamics\artefacts\af_fireball.ogf

description = st_af_fireball_descr

inv_name = st_af_fireball_name

inv_name_short = st_af_fireball_name

inv_weight = 0.5

inv_grid_x = 2

inv_grid_y = 7

cost = 300000

impulse_threshold = 10

radius = 10

strike_impulse = 20

particles = artefact\af_thermal_idle

det_show_particles = artefact\af_thermal_show

det_hide_particles = artefact\af_thermal_hide

af_rank = 1

lights_enabled = true

trail_light_color = 0.9,0.4,0.2

trail_light_range = 2.0

health_restore_speed = 100

radiation_restore_speed = -100

satiety_restore_speed = 100

power_restore_speed = 100

bleeding_restore_speed = 100

additional_inventory_weight = 100

additional_inventory_weight2 = 100

hit_absorbation_sect = af_fireball_absorbation

[af_fireball_absorbation]

burn_immunity = 100

strike_immunity = 100

shock_immunity = 100

wound_immunity = 100

radiation_immunity = 100

telepatic_immunity = 100

chemical_burn_immunity = 100

explosion_immunity = 100

fire_wound_immunity = 100

Запускаем игру, находим арт и наслаждаемся!!!=))))))

Теперь возьмёмся за ГГ открываем папку configs, в ней открываем папку creatures, а вней в свою очередь папку actor.ltx, если нету создаём в выше указанном порядке. Видим там такое:

---==================================================================================================---

--------------------------------------------------------------------------------------------------------

-------------------------------------------(Главный герой)----------------------------------------------

--------------------------------------------------------------------------------------------------------

---==================================================================================================---

[actor_terrain]

255,255,000,255

[actor]:common_ph_friction_params_on_npc_death

GroupControlSection = spawn_group

$spawn = "actor"

$ed_icon = ed\ed_actor

$player = on

$prefetch = 16

cform = skeleton

class = S_ACTOR

money = 15000

rank = 3

script_binding = bind_stalker.actor_init

visual = actors\stalker_hero\stalker_hero_1.ogf

destroyed_vis_name = dynamics\Dead_Body\skelet_crash

player_hud_section = actor_hud

terrain = actor_terrain

max_item_mass = 50

jump_speed = 10 ;--/Высота прыжков

crouch_coef = 0.30

climb_coef = 0.7

run_coef = 5

sprint_koef = 2.2

run_back_coef = 1.5

walk_back_coef = 0.8

air_control_param = 0.1

walk_accel = 17

show_corpses_dist = 10

pickup_info_radius = 5

feel_grenade_radius = 10.0

feel_grenade_time = 0.5

ef_creature_type = 17

attachable_items = device_torch,attachable_item,hand_radio

ph_box0_center = 0.0,0.9,0.0

ph_box0_size = 0.35, 0.9, 0.35

ph_box1_center = 0.0, 0.75, 0.0

ph_box1_size = 0.35, 0.75, 0.35

ph_box2_center = 0.0, 0.6, 0.0

ph_box2_size = 0.35, 0.6, 0.35

stalker_restrictor_radius = 0.1

stalker_small_restrictor_radius = .1

medium_monster_restrictor_radius = 0.1

ph_crash_speed_min = 17

ph_crash_speed_max = 30

ph_collision_damage_factor = 1.0

ph_mass = 80

weapon_bone0 = bip01_r_finger1

weapon_bone1 = bip01_l_finger1

weapon_bone2 = bip01_r_finger11

damage = actor_damage

hit_probability_gd_novice = 0.10

hit_probability_gd_stalker = 0.15

hit_probability_gd_veteran = 0.25

hit_probability_gd_master = 1.00

hit_sounds = actor_hit_snds

immunities_sect = actor_immunities_gd_novice

condition_sect = actor_condition

heavy_breath_snd = actor\breath_1

heavy_blood_snd = affects\heartbeat; heart\8

heavy_danger_snd = affects\heartbeat

material = creatures\actor

camera_height_factor = 0.92

disp_base = 0.9

disp_aim = 0.0

disp_vel_factor = 1.6

disp_accel_factor = 0.0

disp_crouch_factor = -0.7

disp_crouch_no_acc_factor = -0.8

disp_jump_factor = 2.0

body_remove_time = 60000

sleep_time_factor = 1000

max_sleep_hours = 12

species = actor

LegsCount = 2

step_params = stalker_step_manager

foot_bones = stalker_foot_bones

memory_update_time = 100

DynamicObjectsCount = 32

min_view_distance = 1.0

max_view_distance = 1.0

visibility_threshold = 1.0

always_visible_distance = 1.0

time_quant = 0.005

decrease_value = 0.1

velocity_factor = 0.5

luminocity_factor = 0.5

transparency_threshold = 0.4

still_visible_time = 5000

quick_item_1 = medkit

quick_item_2 = bandage

quick_item_3 = antirad

quick_item_4 = conserva

[actor_immunities_gd_novice]

burn_immunity = 0.3

strike_immunity = 0.3

shock_immunity = 0.3

wound_immunity = 0.05

radiation_immunity = 0.3

telepatic_immunity = 0.3

chemical_burn_immunity = 0.3

explosion_immunity = 0.05

fire_wound_immunity = 0.15

[actor_immunities_gd_stalker]

burn_immunity = 0.7

strike_immunity = 0.5

shock_immunity = 0.7

wound_immunity = 0.15

radiation_immunity = 0.7

telepatic_immunity = 0.7

chemical_burn_immunity = 0.7

explosion_immunity = 0.15

fire_wound_immunity = 0.5

[actor_immunities_gd_veteran]

burn_immunity = 0.85

strike_immunity = 0.75

shock_immunity = 0.85

wound_immunity = 0.5

radiation_immunity = 0.85

telepatic_immunity = 0.85

chemical_burn_immunity = 0.85

explosion_immunity = 0.5

fire_wound_immunity = 0.75

[actor_immunities_gd_master]

burn_immunity = 1.0

strike_immunity = 1.0

shock_immunity = 1.0

wound_immunity = 0.75

radiation_immunity = 1.0

telepatic_immunity = 1.0

chemical_burn_immunity = 1.0

explosion_immunity = 1.0

fire_wound_immunity = 1.0

[actor_condition]

satiety_v = 0.0000162

radiation_v = 0.0

satiety_power_v = 0.005

satiety_health_v = 0.0001

satiety_critical = 0.3

radiation_health_v = 0.002

morale_v = 0.0001

psy_health_v = 0.001

alcohol_v = -0.0003

health_hit_part = 1.0

power_hit_part = 0.1

max_power_leak_speed = 0.0

max_walk_weight = 60

bleeding_v = 0.019

wound_incarnation_v = 0.0005

min_wound_size = 0.0256

satiety_v_sleep = 0.00001

radiation_v_sleep = 0.0003

satiety_power_v_sleep = 0.0001

satiety_health_v_sleep = 0.00001

radiation_health_v_sleep = 0.001

morale_v_sleep = 0.0

psy_health_v_sleep = 0.0

alcohol_v_sleep = -0.0005

bleeding_v_sleep = 0.0

wound_incarnation_v_sleep = 0.0

max_power_leak_speed_sleep = -0.00001;

health_restore_v = 0.0001

jump_power = 0.01

jump_weight_power = 0.05

overweight_jump_k = 5

stand_power = -0.005

walk_power = 0.000008

walk_weight_power = 0.0001

overweight_walk_k = 5

accel_k = 3

sprint_k = 95

limping_health_begin = 0.1

limping_health_end = 0.2

limping_power_begin = 0.1

limping_power_end = 0.2

use_limping_state = on

cant_walk_power_begin = 0.01

cant_walk_power_end = 0.10

cant_sprint_power_begin = 0.10

cant_sprint_power_end = 0.20

can_sleep_callback = dream.can_sleep_callback

sleep_video_name_callback = dream.sleep_video_name_callback

radio_zone_max_power = 0.03

fire_zone_max_power = 0.2

acid_zone_max_power = 0.2

psi_zone_max_power = 0.1

electra_zone_max_power = 0.8

max_power_restore_speed = 0.020

max_fire_wound_protection = 1.45

max_wound_protection = 0.5

hud_health_blink = 0.05

[actor_thd_gd_novice]

killing_hit_treshold = 0.2

last_chance_health = 0.1

invulnerable_time = 500

[actor_thd_gd_stalker]

killing_hit_treshold = 0.2

last_chance_health = 0.1

invulnerable_time = 500

[actor_thd_gd_veteran]

killing_hit_treshold = 0.0

last_chance_health = 0.0

invulnerable_time = 0.0

[actor_thd_gd_master]

killing_hit_treshold = 0.0

last_chance_health = 0.0

invulnerable_time = 0.0

[actor_damage]

default = 1.0, -1, 1.0

bip01_pelvis = 1.0, 10, 1.0

bip01_spine = 1.0, 10, 1.0

bip01_spine1 = 1.0, 0, 1.0

bip01_spine2 = 1.0, 0, 1.0

bip01_neck = 1.0, 0, 1.0

bip01_head = 1.0, 0, 1.0

eyelid_1 = 1.0, 0, 1.0

eye_left = 1.0, 0, 1.0

eye_right = 1.0, 0, 1.0

jaw_1 = 1.0, 0, 1.0

bip01_l_clavicle = 1.0, 4, 1.0

bip01_l_upperarm = 1.0, 4, 1.0

bip01_l_forearm = 1.0, 4, 1.0

bip01_l_hand = 1.0, 4, 3.0

bip01_l_finger0 = 0.0, 4, 0.0

bip01_l_finger01 = 0.0, 4, 0.0

bip01_l_finger02 = 0.0, 4, 0.0

bip01_l_finger1 = 0.0, 4, 0.0

bip01_l_finger11 = 0.0, 4, 0.0

bip01_l_finger12 = 0.0, 4, 0.0

bip01_l_finger2 = 0.0, 4, 0.0

bip01_l_finger21 = 0.0, 4, 0.0

bip01_l_finger22 = 0.0, 4, 0.0

bip01_r_clavicle = 1.0, 2, 1.0

bip01_r_upperarm = 1.0, 2, 1.0

bip01_r_forearm = 1.0, 2, 1.0

bip01_r_hand = 1.0, 2, 1.0

bip01_r_finger0 = 0.0, 2, 0.0

bip01_r_finger01 = 0.0, 2, 0.0

bip01_r_finger02 = 0.0, 2, 0.0

bip01_r_finger1 = 0.0, 2, 0.0

bip01_r_finger11 = 0.0, 2, 0.0

bip01_r_finger12 = 0.0, 2, 0.0

bip01_r_finger2 = 0.0, 2, 0.0

bip01_r_finger21 = 0.0, 2, 0.0

bip01_r_finger22 = 0.0, 2, 0.0

bip01_l_thigh = 1.0, 8, 1.0

bip01_l_calf = 1.0, 8, 1.0

bip01_l_foot = 1.0, 8, 1.0

bip01_l_toe0 = 1.0, 8, 1.0

bip01_r_thigh = 1.0, 6, 1.0

bip01_r_calf = 1.0, 6, 1.0

bip01_r_foot = 1.0, 6, 1.0

bip01_r_toe0 = 1.0, 6, 1.0

[actor_animation]

fwd_l_strafe_yaw = 45

back_l_strafe_yaw = 45

fwd_r_strafe_yaw = 45

back_r_strafe_yaw = 45

l_strafe_yaw = 0

r_strafe_yaw = 0

[actor_hit_snds]

burn = actor\pain1,actor\pain2,actor\pain3

shock = actor\pain1,actor\pain2,actor\pain3

strike = actor\pain1,actor\pain2,actor\pain3

wound = actor\pain1,actor\pain2,actor\pain3

radiation = monsters\biting\def_0

telepatic = actor\pain1,actor\pain2,actor\pain3

fire_wound = actor\bullet_hit_1,actor\bullet_hit_2,actor\bullet_hit_3,actor\bullet_hit_4

chemical_burn = actor\pain1,actor\pain2,actor\pain3

explosion = affects\tinnitus3a

wound_2 = actor\hurt1,actor\hurt2,actor\hurt3,actor\hurt4

light_burn = actor\pain1,actor\pain2,actor\pain3

[actor_hud]

visual = dynamics\weapons\wpn_hand\wpn_hand_01

position = -0.044000,-0.156000,0.100000

orientation = -0.500000,1.000000,-2.000000

ancor_0 = lead_gun

ancor_1 = l_hand

[actor_hud_01]:actor_hud

visual = dynamics\weapons\wpn_hand\wpn_hand_01

[actor_hud_02]:actor_hud

visual = dynamics\weapons\wpn_hand\wpn_hand_02

[actor_hud_03]:actor_hud

visual = dynamics\weapons\wpn_hand\wpn_hand_03

[actor_hud_04]:actor_hud

visual = dynamics\weapons\wpn_hand\wpn_hand_04

[actor_hud_05]:actor_hud

visual = dynamics\weapons\wpn_hand\wpn_hand_05

[actor_hud_06]:actor_hud

visual = dynamics\weapons\wpn_hand\wpn_hand_06

[actor_hud_07]:actor_hud

visual = dynamics\weapons\wpn_hand\wpn_hand_07

[actor_hud_exo]:actor_hud

visual = dynamics\weapons\wpn_hand\wpn_hand_exo

ВСЁ ЭТО НАС НЕ ИНТЕРЕСУЕТ (ВЫЛОЖИЛ ЦЕЛИКОМ СПЕЦИАЛЬНО ДЛЯ ТЕХ У КОГО ЭТОГО НЕТ), КРОМЕ ПЕРВЫХ ПОЛТОРЫ СТРАНИЦЫ, (ЕСЛИ ЧТО-ТО ИНТЕРЕСУЕТ НАПИШИТЕ В КОМЕННТАХ-ОТВЕЧУ).СЕЙЧАС НАПИШУ ТО, ЧТО НАДО ИЗМЕНИТЬ В ТЕКСТЕ САМИ НАЙДЁТЕ (ВСЁ ЭТО В САМОМ НАЧАЛЕ) А ИЗМЕНИМ ВОТ ЧТО:

max_item_mass = 500

jump_speed = 12 ;--/Высота прыжков

crouch_coef = 0.30

climb_coef = 0.7

run_coef = 6

sprint_koef = 2.2

run_back_coef = 1.5

walk_back_coef = 0.8

Скопируйте первый вариант и поизменяйте если хотите.

СКРИНЫ:

Изменение баланса в S.T.A.L.K.E.R.
S.T.A.L.K.E.R.: Зов Припяти - Изменение баланса в S.T.A.L.K.E.R. Изменение баланса в S.T.A.L.K.E.R.

Изменение баланса в S.T.A.L.K.E.R.
S.T.A.L.K.E.R.: Зов Припяти - Изменение баланса в S.T.A.L.K.E.R. Изменение баланса в S.T.A.L.K.E.R.

Изменение баланса в S.T.A.L.K.E.R.
S.T.A.L.K.E.R.: Зов Припяти - Изменение баланса в S.T.A.L.K.E.R. Изменение баланса в S.T.A.L.K.E.R.

Это мой первый пост, сначала хотел написать про Singularity, но потом что-то сдулся=(

Спасибо что прочли этот пост, желаю удачи! Пока.

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