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.

    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.

    Quote

    Hi. Can someone clarify? Bots shoot me in the stomach 9 out of 10 times. Is it ok? Can I change this?


    Bots are very difficult to configure because of tons of parameters


    A week ago, the author (or maybe it was one of streamers/followers?) of the mod recorded a video on YouTube with explanations of almost all parameters, just try to look closely.


    Your personal need COULD be solved by setting the checkbox "F6 - First tab - Aiming - Always aim at the center of mass" to FALSE (default: TRUE)


    Also you can configure the "center of mass" - 0.0 - your head, 1.0 - under your feet.


    By the way, as I checked, this rarely works, in fact, because on top of your configuration there are two additional configurations installed, which are configured in other tabs.


    It works like this:


    1) a certain bot (pmcBEAR) loads `defaultPresets/Bear.config`


    2) this Bear.config can be modified using the F6 panel, getting `yourPresets/Bear.config` - it will replace the original values


    3) on top of this config, the personality config is loaded - there are 8 related personalities:

    -- GigaChad (high-level gear, always retaliate, yell at everyone, always rush-push)

    -- Wreckless (medium gear, always pushing, can do mistakes)

    -- Chad (low-mid-level gear, sometimes scream, but prefer safety)

    -- SnappingTurtle (high level gear, usually sneaky, but once it feel your weakness - used Chad strategy, finish you out)

    -- Rat (fully sneaky, always trying to hit your back)

    -- Coward (low-mid tier, fully sneaky, tries to evade combat)

    -- Timmy (low-tier, just walking Tarkov, can do mistakes and easy to die)

    -- Normal (i dont know what is Normal, but it is)

    3.1) The main problem here is the purpose of this personality. It's almost completely random - "if BSG gear is valued that high, one of multiple personalities can be RANDOMLY assigned to that bot". Personalities work, and changes to them are applied even during the rest of the current raid. Tested by disabling all except one personalities, then change rest one. It works.

    3.2) The second problem with the F6 panel is the absolutely low multipliers. For example - the difference between SCAV and BOSS_KNIGHT can be 20x for some parameters. The F6 panel only gives us 5x UP. Some parameters have reversed scale, so you can make a "weak" enemy max 5x, but that's not enough to tune the bots to shoot like a human. For example: when walking, human player miss 70% of semi-auto shoots, instead of human, the bots - hit 70% of shots, only possible way is to take cover otherwise you die.


    4) and only then your global settings multiply the existing values by the multipliers, which you can edit in the first tab


    So the correct way to tune bots is by editing `defaultPresets/Bear.json` (or usec.json), making PMC weaker or harder. But the number of possible parameters to tune these bots is like 200 or so. You'll get bored of editing if you can't write simple scripts to automatically edit, like "take Grenades section from Scavs, take Patrol section from Knight" and so on.

    Hydration/Energy regen speed is moddable? I need simple mod that declares three mouse sliders in configuration menu to boost speed 2x / 3x... or 0.1x 0.01x ...

    Shoot section is balanced by IRL statistics.


    I mean - shotgun bots have distance of attack - 30 meters.

    If you go to your shooting range in the shelter with some range finder you can see this:


    - full auto distance of 762x39 is 10-15 meters. Your config has 3-4 times bigger.

    - full auto distance of P90/MP7 - 25 meters. Your config has like 3-4 times bigger.


    So problem is not accuracy of the bots. Problem is accuracy with autofire, because when you see the bot and try to aim it outside of rooms - you die immediate - he just hold fire button and you fall down, at distance of 50 meters. In game - whole shooting range is 50 meters, i mean far wall targets. Great if you can aim fully tuned M4 with 80 ergo/minimum recoil to just hit far wall target 5 bullets before your aim point is fly away whole wall :D Bots can hit 25 bullets in a row to slowly moving target at 50.

    SWAG + Donuts - Dynamic Spawn Waves and Custom Spawn Points - SPT Mods Workshop
    Spawn bots anywhere - Reserve D2, Customs Crackhouse, exfils, etc. - all possible with a custom spawn point editor and dynamic spawns. Custom spawn presets,…
    hub.sp-tarkov.com


    Below i tell how i understand the parameters, but maybe am doing it wrong?



    Second one - isnt:



    Third one:



    Could devs please explain whole decision flow of spawn processes, its repeatability, replacing each other and so on?

    (Remember, i've tested with god mode)


    1. unlimited ammo Rashala followers shot me maybe 10-20 magazines (30rnds each), after that their gun becomes almost broken (25% of gun vitality), and exactly at 25% rashala follower by some reason start to load to the gun .366 tkm ammo instead of 762x39 as it loaded before, i dont even know where he's getting that ammo.


    Maybe it is realization of broken gun, but actually it may be bug.