Posts by karavanovich

    Can you make it so that when you use a first aid kit on your hand, for example, all other parts of the body receive 10% (variable) of the health points used?

    up


    In game there's 1337 stamina increasing stimulants. There's cheap and expensive ones, better or worse.


    About "any meds can heal fractures" - there's 2 types of meds that can handle it - with 1 or 5 uses.
    About "any meds can heal blacked body parts" - there's 2 types of meds - CMS and Surv, with 5 or 15 uses, and difference is with "what maximum health points is available after healing bodypart"

    Please, can you add share healing as i ask before and stop to add cheats to the game?

    Thanks.


    It would be great to have more debuggers.


    For example, bot aiming, bot movement, especially with SAIN installed.


    Bot aiming would be great to fix by drawing a sphere with volume of x1 the height of the person (for scattering and recoil values), which changes the radius/size at runtime. For movement its about reducing speed of calculation doing 1 task per 100 frames instead of 100 tasks per frame...


    I can't debug my changes, but changing some parameters by 0.001-2 points makes sleeping dogs aiming absolutely perfect and backwards. Just because EFT/SAIN parameters is not scaled and non well explained what is "0.0001" and what is "10000.0"


    Instead - am trying to observe parameters that fix bot enhanced movement feelings of the player position but still cant find it.


    They move like their own direction but, once installed `DynamicMaps` i can see that this calculated path is always ending with my position, closer, closer and closer. Its not a random, but the point that enemies walk to ambush when i start to reloading or something. Its not about skill, its just a `fighting-vs-cheater` gameplay

    Good mod if it evolves into "open door with grenade", "open-door-then-close-after-1sec-delay", "open-then-grenade-then-close-again" actions


    Power on and keyless opening is a good thing... to develop. Otherwise it breaks the idea of Tarkov doors, making Tarkov un-Tarkov.


    The "cheat-like" feature can be solved with FreeCamMod without opening doors...

    Since you disabled `ISSUES` in your Github, I am posting here.


    First off, I am very happy to use this plugin. It does a mega needed but missing thing (for me). I am very, very impressed to see this good plugin in this game. Quests, positions, floor levels, it is all awesome. 10/10 experience!


    Now, unfortunately, 8/10. After refactoring, your plugins gain new awesome features but lose old stable features.


    1. The old plugin always displayed the entire map on the screen, so the Zoom function was not needed as much as air (but actually there was a problem to search my own actor on whole map). Now, when you add ZoomIn / ZoomOut, LevelIn / LevelOut functions - PLEASE always add a key for RESET.


    1a. (option 1) Press [ ? ] to reset the Zoom size to the config value


    1b. (option 2) Press [ ? ] to reset the Zoom size to the initial size on map startup. I mean, if you do NOT press this key during the current map session, the value will be saved, and next time this value will be used for reset.


    2. Same with level. Reset to the current player floor.


    3. Same with position. There should be at least 2 resets (like buttons!), and then optionally a checkbox "automatically do this".

    3a. Reset map center to player

    3b. Reset map center to image center ("move map to center without changing zoom")

    3c. Reset map center to image center + zoom ("fit map to screen")


    4. Flags like "reset map to player marker" / "reset zoom on center" / "remember map position" on player do not work correctly for me. In addition - they almost never work. Firstly - I did not understand what they do. I also did not understand why they conflict. But trying to enable them breaks some functionality when "Hold to view" or something is enabled. Maybe there is no "updateMap()" call when the map appears or something, but it seems like these flags don't work. When I check these flags - some keys are ignored, sometimes don't work or don't restore the zoom level, and once I noticed it, the map just disappeared (like it went to x: -999999, y: -999999) - looks like a divide by zero problem.


    How does this work in most games?


    4a. Minimap always uses "center map on player marker". One of the possible options is "rotate map over stable marker" or "rotate marker over stable map", sometimes zooming is supported too. Some people like minimap as a circle (GTA), and some like a square (Arma), but this is already nonsense.


    4b. Full map always uses "remember map position" - worked with the map, left it in the same place, closed it, next time continued from the same place. But the map always has enough buttons - reset "x, y" to the player (find yourself), reset "x, y" to the center ("confused, let's start over"), reset the scale (usually to 1x, but in practice it is not very convenient, it is better to the last used last time - i.e. to the initial for this time), reset the floor level (to the current one).


    5. Minimap is a good tool, but the on/off flags work strangely. The "enable minimap" flag allows me to use the "show/hide minimap" key. So when I turn it on, then turn off the first flag, now I can't hide the minimap, because the flag does not work.


    6. Always add a "refresh rate/clock rate" parameter. I mean, maps that check the actual map state every tick are memory hungry. In reality, the player should check the entire map once a second at most, and maybe (just maybe) you want to check a 30m circle every tick. This is a very... ahem... cheating feature to me, but it's also a feature that's very CPU and RAM intensive. It should be configurable somehow. So your map state can sync it once a second and smoothly play the animation of icons rotating and states changing. Although if it's not smooth - it's okay, it'll still be convenient.


    7. Bug. I once saw backpacks on the map in places I haven't visited yet. I think the game shows any backpack on the map, not the one my actor drops.


    8. Feature request. Add possible door key spawn locations (or even 100% keys that have spawned on the map) as an additional flag to the map. I mean - there are some quests on the "Tarkov Streets" map that require a key, which is definitely on the map itself. It would be great to see (and remember / learn) the key spawn positions.


    9. It would be nice to mark the caches, but they don't bring much loot now, and in general there is a HiddenCaches plugin for this. But you could show it on the map, if it's not too much trouble.

    I spent a lot of time in the donuts configs and I realized that their plugin is no good and urgently needs a replacement! (And yes, i explored source code of donuts on Github and had confirmed my mind)


    1. In their plugin, bot despawning only works if an extra bot was spawned. This leads to the fact that at the start, the created snipers occupy the wild slot and are inactive if they are disabled by QuestingBots or AiLimiter, and if they are not disabled, they spend computer resources analyzing the territory where there is no one.


    2. In their plugin, spawn zones are selected by config files, after which the randomizer, without taking into account the large or small distance to the player, randomly selects a spawn point, which can be far or close to the player. On the one hand, it is good when it creates a fight somewhere far away, the atmosphere, but on the other hand, this leads to the fact that the bot can appear too close to the player, and this sometimes happens.


    3. Their plugin does not have the concept of "delay before first spawn". We can't write a config file that "waits 10 seconds, then creates 3 bots every 2 seconds, then turns off or goes into cooldown."


    4. In their plugin, the bot spawn point is selected with a tolerance, which often leads to spawns in water or in a wall. That is, the coordinate is set precisely, but the tolerance is 10 meters, and the enemy ends up behind a fence, where there is no way to get through.


    5. In their plugin, there is no division of "who to spawn". So at the start of the game, I would like to place bosses and snipers on the map, that is, set the "type of bot" to create. As a result, the wave that spawns the starting bots sometimes places wild snipers, and sometimes a group of regular wild ones with a 100% chance. I would like to always have snipers, but I can only do this sometimes.


    6. Would be great to create inventory presets, because Buyanovs bots often stop shooting cause of weapon break or wrong ammo loaded, or even because wrong ammo inside inventory... Also that bots very like to build anti-meta uncomfortable weapons with low ergo and high recoil, because bots almost not affected with it. When you take that weapon - its damaged and constructed by crazy engineer and just unable to use.


    6. Their plugin also likes to ignore MinDistanceToPlayer, and sometimes takes it into account too much. So I want to create a group of PMCs in the distance, and a group of scavs next to them, so that they create the effect of a shootout in the distance. But the limitation does not allow them to be created next to each other. And this is correct, sometimes it is necessary. But it happens that it is not taken into account and then the enemy appears right in front of your nose. I think this is because at the moment when the trigger appeared, the task of which is to create a bot, I was at an acceptable distance. And while the timer was running, I came closer to it and got enemies right in front of my face. It is especially funny to see a respawn inside a two-story dormitory at customs. The trigger is created when I am on the approaches, then I run inside to hide from external enemies and immediately a squad of PMCs comes out of the kitchen, which was definitely not there.

    Thanks.


    I mean, if you had explored docs about medkits, could you create second mod that allows player to avoid using cheat drugs to heal all body parts like hand of god does?


    I like hard medicine, but this drugs and requirement to heal 1hp everywhere 6 times in a row makes me boring.

    Can you improve feature to additional heal 10% of already healed hitpoints to all body parts?


    I mean, damage usually dealt to several body parts, but you have to heal each one, even for 1 hp.

    tldr

    fyi,

    small scope radius (on screen) + high zoom + small sensitivity = impossible to use
    big scope radius + high zoom + small sensitivity = well played

    there's no change in sensitivity or zoom, just scope radius.


    so i asked to add multiplier to divide sensitivity descreasing depends on scope position on the weapon

    by default - sensitivity is decreasing exactly by zoom multiplier (35x zoom means sensitivity divided by 35)


    by your plugin - sensitivity is decreasing by 35, and multiplied using koeeficient 0-200 in settings (actually, you fixed 60% of game scopes, thanks for it)

    needed:
    scope can be further or closer depends on weapon and its mount position
    that 35 value is additionally multiplied by [ (some config setting) * (distance from eyes to scope glass) ]

    It would be great to have bot modifiers so that aiming/accuracy would depend on the state of the bots.


    Bots almost never miss when strafing.


    The bots misses depends on the player's fire (target fire) [ the setting provided in config ]


    But bots... always (!!!) leave your line of sight.

    And when they strafing, they hit all shots as well as staying in the same place.


    Instead - a human can hardly shoot while strafing, only suppressive fire, 1 random hit is the jackpot (i mean you can hit while strafing on distance max 5 meters, not 30 meters). Instead, when a human is behind cover - accuracy and aiming speed become normal.

    Please add another multiplier for mouse sensitivity, which will determine how much the sensitivity changes depending on the distance from the character's eyes to the optical sight on the weapon. I have conducted many tests, and I realized that the further the optical sight is from the character's eyes, the worse the decrease in sensitivity in zoom mode is felt. In other words, if you put the sight on the very tip of the weapon so that the glass of the sight occupies a centimeter on the screen, and this sight has a magnification of, say, 35x, then the sensitivity will decrease by 35 times, but due to the fact that the sight window is very small, it will seem that it is impossible to use. If the coefficient of the distance of the sight affects the sensitivity by multiplying it (the further the sight, the less the sensitivity decreases), then distantly mounted sights will be easier to use. The principle is based on the fact that when you change the FOV in the game, you need to change the sensitivity along with it, but sights change sensitivity greatly depending on the magnification level, but do not take into account the fact that the FOV has changed.