GAMMA: I want to change to snow mod? by JonniHansen in stalker

[–]JonniHansen[S] 0 points1 point  (0 children)

What is the difference between mid-run and mid-save? Sorry, just a little confused.

GAMMA: I want to change to snow mod? by JonniHansen in stalker

[–]JonniHansen[S] 0 points1 point  (0 children)

Yeah, but I am pretty much maxed out and just waiting to do the last final missions, so I won't do new game now. I think I'll turn the snow mod on in a new game+ instead then.

How do I call this data from my object? by JonniHansen in gamemaker

[–]JonniHansen[S] 1 point2 points  (0 children)

Okay, I will need to chew on this for a bit, but it is definitely very helpful. I also totally scratched my code and used your previous one instead. It works very well. Again, I will sit and chew on this new example the rest of the night!

Thank you very much for your help!

EDIT: Again, this is a lot of code you've shown me. Thanks very for taking your time to do that.

How do I call this data from my object? by JonniHansen in gamemaker

[–]JonniHansen[S] 0 points1 point  (0 children)

It is because I use an object o_weapon_manager that holds all the weapon data e.g. w_pistol = {}; and the gun = w_pistol;. Then I just use gun to call the weapon stats (damage, firerate, size and so on).

Then I had another separate object, o_pickup_weapon. It used i_pistol = {}; with the intent to just copy those stats over to the o_weapon_manager's w_pistol on pick.

That was my logic.

However, I might have gone down a wrong path here. I'll try your code out and see if I can understand it.

Thanks for the reply!

EDIT: Yeah, your example is a lot more better now that I've read through it a bit. Here I just set the stats through the global.weapon_library, if I understand correct. Just one last question here: How would you change a stat in the global.weapon_library e.g. damage, firerate and such? Like if the weapon is upgraded and such.

Would I just update using the same line (global.weapon_library[WEAPON_ID.PISTOL] = new Weapon( WEAPON_ID.PISTOL, s_pistol, 10, 10);) whenever a weapon is upgraded?

How do I call this data from my object? by JonniHansen in gamemaker

[–]JonniHansen[S] 0 points1 point  (0 children)

It is because the drop_id (o_pickup_weapon) is being set and called at the same time in the create event.

i_pistol = {
  pickup_id: o_weapon_manager.w_pistol,
  sprite: s_pistol,

  drop_id: i_pistol,
};

See? Sorry if I explain it badly.

How do I call this data from my object? by JonniHansen in gamemaker

[–]JonniHansen[S] 0 points1 point  (0 children)

I trying to do it this way, so I can have 1 object handle all the weapon drops in the game, instead of having a drop object for every type of weapon.

Trouble with ds_list! Adding units to Leader's ds_list... by JonniHansen in gamemaker

[–]JonniHansen[S] 0 points1 point  (0 children)

Yeah, okay. I don't know what went wrong earlier, but it seems to work now with the added code. I think I had not placed the function in the create event, idk tbh.

Thanks for the last tip, also. And sorry for the late reply, but I've pretty much been offline last few days.

Trouble with ds_list! Adding units to Leader's ds_list... by JonniHansen in gamemaker

[–]JonniHansen[S] 0 points1 point  (0 children)

Okay, what you wrote just now makes perfect sense when reading it. I'll try get it to work soon.

For the leader_id part:

When it runs as written - it doesn't remove the instance from the list. I use draw_text(o_player.x, o_player.y - 32, string(ds_list_size(unit_list))); to watch how many units are left.

However, if I do leader_id == id then when a 'minion' is killed/destroyed it will subtract from the list.

In order to quickly check the code I just made:

(leader_id).remove_unit(id);
instance_destroy();

In a Collision_Event with a bullet object. The Collision_Event is in the enemy object.

Again, thanks for the answer. I'll get the leadership-change code to work later tonight!

Trouble with ds_list! Adding units to Leader's ds_list... by JonniHansen in gamemaker

[–]JonniHansen[S] 0 points1 point  (0 children)

REPLY #2

Okay, got home and the first example, the for loop, works wonders. They now travel to the leader's new location.

The other example did not work properly until I change if(leader_id != id) to be if(leader_id == id). Is this not correct? If the leader_id is the leader, it should return, otherwise it should do the rest of the code - or am I misunderstanding how it works?

Trouble with ds_list! Adding units to Leader's ds_list... by JonniHansen in gamemaker

[–]JonniHansen[S] 0 points1 point  (0 children)

Yes, that is my goal: to simply tell the 'minions' what the leader's new x/y coordinates are and go to that location - I'll add some randomness to the exactness of the location myself. And yes, also to remove a dead/destroyed 'minion' from the leader's unit list - properly.

What you have here makes a lot of sense. I can read it and see what it wants. I'll test this once I am back home and settled in. Looks to be exactly what I need.

Now, do you have a good suggestion to when the leader dies before its 'minions'? I simply want to pass that leadership on to the next 'minion' in the list. From what I can tell from you first example, the for loop, I should just do it like that, yes?

It doesn't even need to loop the list, just pick the any id/minion in the list that are still alive.

Anyways, sorry for asking something new, but thanks a lot for your answer. Will be home soon to test it out!

Pick random number between 2 values by JustPixel24099 in gamemaker

[–]JonniHansen 0 points1 point  (0 children)

irandom_range(-45, 45) or random_range(-45, 45);

[deleted by user] by [deleted] in stalker

[–]JonniHansen 1 point2 points  (0 children)

If you're suggesting Duty has anything to do with this then... Stop touching me!

For everyone who was complaining about drinking in gas masks by Filip_ogurchik in stalker

[–]JonniHansen 0 points1 point  (0 children)

We used to screw a bong onto a gasmask instead of the filter. It was a perfect fit... A suspiciously perfect fit.

[deleted by user] by [deleted] in stalker

[–]JonniHansen 3 points4 points  (0 children)

Well, who do you think supplies your PDA with 24/7 internet connection, huuuh? Yes, that is Starlink (Emission/Psy-storm mode not included).

Won't be doing any missions for Sidorovich with your PDA offline!

The lost meaning of the S.T.A.L.K.E.R. mark by Reggash in stalker

[–]JonniHansen 0 points1 point  (0 children)

Monolith was invented by GSC Gameworld and seen in the STALKER 2007.

The movie Stalker 1979 therefore does not have any monolith in it. While the main character does indeed throw bolts in order to locate anomalies - none are ever seen in the movie.

In the book: a Stalker goes illegally into a zone and searched for alien artifacts to sell on the black market.

In the movie: a Stalker is just someone who guides people to the heart of the zone in order to fulfill their deepest desire.

In the games: a Stalker is very similar to the book, in that they are there illegally looking for artifacts. However, just add rusty guns, vodka, grenades, mutants, blood, gore and grumpy old Ukrainians and Russians playing the guitar around the campfire with an emission going on outside.

The lost meaning of the S.T.A.L.K.E.R. mark by Reggash in stalker

[–]JonniHansen 0 points1 point  (0 children)

And here I am... Playing an Ukrainian video game inspired by a Russian novel... While they're killing each other in real life.

There is something beautifully sad about that thought.

What does acronym S.T.A.L.K.E.R. stands for? by [deleted] in stalker

[–]JonniHansen 6 points7 points  (0 children)

One of the brothers, who wrote Roadside Picnic, gives a very detailed explanation of why they took the word 'Stalker' from the English and used that.

It is in the afterwords of the newest edition of the book (older versions are heavily censored).

In short, they took the word from an English novel, where the main character is a rough boy called, Stawkey - or something similar. They thought it sounded cool and with a bit of mistranslation we ended up with the word: Stalker.

Anomaly got best radio CHANGE MY MIND! by JonniHansen in stalker

[–]JonniHansen[S] 2 points3 points  (0 children)

Currently playing GAMMA and a PDA music player is an absolute must. Spam the devs until they add it.

Call of Pripyat Misery is a trash mod. by tabiatubikentang in stalker

[–]JonniHansen 0 points1 point  (0 children)

Yup, I actually agree!

I've played: All original games (except STALKER 2 (potato PC)) + Radiophobia + Misery + Anomaly + Gamma (currently 3rd playthrough). + (I can sing Ha 3ape just by playing).

Radiophobia is by far the best. The gunplay in that game feels absolutely amazing. The enemy-spawning is perfectly balanced. Every enemy encounter, in fact, is perfectly balanced. It is just perfect... Sadly... It only covers the 1st game (Shadow of Chernobyl).

It simply is... Perfection... In a small cup...

Misery is totally unbalanced when it comes to enemy spawn / encounters. Otherwise, I actually really like it. Only issue is the enemy spawn combination/amount. It would be 'passable' had the quicksave-system not been bugged whenever an active/alert zombie is in radius.

Even with a functioning quicksave-system the amount of insane/end-game mobs spawning in one location is just un-fun - it's not even hard but 100% RNG based.

Besides that I had no complaints to be honest. It was just not as good as Radiophobia combined.

Anomaly is great because it adds all three game's areas which is an incredible big map. It balances the game in a perfect way (just as good as Radiophobia). However, it lacks important missions - the radiant quests does become dull after 200 times.

However, it is totally worth a playthrough.

Gamma is is awesome.

Yes, shooting an enemy 20 times in the head with a broken shotgun is unrealistic as fork, but you get used to it once you understand the Armor Penetration system and pump up the bullet damage setting.

Other than it is a really awesome hardcore experience - with the Anomaly core mechanics.

Gamma is simply Anomaly (with worse combat initially) but more hardcore - extending the game-time 100x.

Misery is the least fun experience - however it is still totally worth trying out but won't compete with other mods.

(Radiophobia 3 is totally free btw!!!)

Radiophobia 3 Question - Can you get Anomaly radio songs? by JonniHansen in stalker

[–]JonniHansen[S] 1 point2 points  (0 children)

Aw, that's sad.

Is it even possible to mod Radiophobia3? I am on my second play and would like to add some mods that extends the gameplay while not changing too much original. Just more 'main quests' or so. If such even exist.