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AI seeking shelter could probably be added but there are two main reasons I didn't do this:
- I'm not very good at getting AI to do what I want
- It might break lots of other scripted behaviour or make AI do unintended things and I don't want to have to deal with fixing that
(u can launch local server from main menu to test) idk what the problem, seems heavy load scripts/Ai conflict with emission. But at the start - all good
I can start emission manually via Zeus or just wait 30-60min for automatically start.
Emission works correctly at the start, but after 30 mins (example), emissions ignoring AI and sometimes players too.
Maybe problem with Ai (CPU maybe) heavy load on dedicated server.
Ai doesn't want to die when the setting is enabled :/
Idk what the problem
The 'drop' command parameters are what you want to change
Thanks !
Unfortunately I ran into an issue when hosting a stalker themed zeus mission on a dedicated server. Despite me not having placed any of the 3 zeus modules, random emissions started happening. Like literally they came out of nowhere and kept happening every half an hour or so. I made sure there was no module placed in Eden and we also tried restarting the mission but it did not help - the emissions kept on coming uninvited.
No clue if you are up 2 making new mods, but a Hl2 portal storm mod would be wild. Something like this, but it spawns in Xen stuff like Headcrabs.
This code loads the zombie AI/anims onto a unit:
[_target, _zombieType] call WBK_LoadAIThroughEden;
_zombieType being:
1 - Crawler
2 - Walker
3 - Shambler
4 - Runner (Calm)
5 - Runner (Angry)
6 - Triggerman
7 - Corrupted Body
8 - Melee Zombie
Though realistically you would only want to be using walker or shambler (I think, I don't really know stalker)
Beware that this function does modify the loadout, from my testing it only removes the weapon and facewear/headwear depending on the face chosen.
The demo video above I'm pretty sure I recorded during the day with overcast but it might also vary per map and it's been a while since I worked on it
If you download the script version you can edit the effects to make them stronger if you like but I didn't want to go overkill on my version
It's also not possible to change the skybox via script that I am aware of so you can't have the pretty glowing sky like in the original game
Actually, can you enhance these effects to make it all look especially large-scale? Because I have to use nuclear blast effects to add thunderstorm flashes and blowout impact.
If the map is very large it could just be that the emission is taking a while to cross it
You can adjust the speed of the emission using the settings to make it cover large maps faster