File: RespawnerControl.cfg This version of the ZRP improved respawn script can be configured to adjust the repopulation of the Zone to your liking. The Modifier configuration file is provided to make that easier. Please ensure that you have a named save in any existing STALKER Shadow of Chernobyl game, in case you need/want to revert to your old respawner with your current game, before running a game with this version installed. This respawner changes the save game format. This version does not require that you start a new game. Nor do respawn time changes require a new game, but in either case it might take some time for existing Alife to finish migrating to their destinations, so allow a game day before looking for the effects of your new settings. Also note that the use of TZIO ("The Zone Is Open") chapter selection can result in existing NPCs/mutants to change their camps to new ones, resulting in a mass migration. Again, wait a bit for the Zone to settle into a new state. =========================================================== First: Should you find that the new version is not to your liking or if you experience problems, you can restore the vanilla version. Please note that if you do this you need to load only older saves made before this updated version was first installed. To return to vanilla, just rename or delete this file: \gamedata\scripts\se_respawn.script =========================================================== Some background: For each type of Alife entity in the Zone, there are usually one or more respawners to replace the absence of that entity in those camps where that kind of NPC or mutant resides. This absence is brought about by you or by the natural workings of Alife, resulting in NPC or mutant deaths (and occasionally in an NPC or mutant deciding to move on). You can determine when those replacements are created in these respawners, although it will still take a bit more time for the creature(s) to move from the respawner to the camp. To do this, just configure the range of spawn times for each type of respawn: often, medium, or seldom. To configure the respawner and use the available tools, click on one of the entries in the list box. Make the changes you wish in the fields and checkboxes on the right, then click the Apply button before going to the next entry. Frequent Respawns: There are a pair of fields to set the minimum and maximum delays of the frequent ("often") replacement spawners in the game. Moderate Respawns: There are two more fields to set the minimum and maximum delays of the moderate ("medium") replacement spawners. Rare Respawns: There are a pair of fields to set the minimum and maximum delays of the rare ("seldom") replacement spawners. Most spawners are of the first two types. Every time a respawner spawns something, a new idle time is determined to delay the next spawn by that respawner. This idle time is a random number between the minimum delay and the maximum for the type of spawner. You would want to set each one to a positive number from 1 (0 might work) for the (intended) vanilla respawn rates -- which were broken in vanilla; respawns were always immediate -- to the maximum you wish to wait. The values are in game hours. Internally they are multiplied by 3600 to get game seconds, and then multiplied by 1000 to get game milliseconds. A "game" unit of time defaults to ten times as fast as real time. So if you like lots of traffic, keep these numbers low. A spread of numbers between the minimum and maximum is highly recommended to reduce spawn flooding at level changers. You can use decimal fractions here if you wish, like 0.5. Suggested initial settings: often_min = 2 often_max = 8 medium_min = 4 medium_max = 16 seldom_min = 24 (one game day) seldom_max = 36 or 48 (1.5 to 2 game days) For a more sparsely-populated Zone, you might try these settings initially and then tweak them to your preference: often_min = 6 often_max = 12 medium_min = 12 medium_max = 36 seldom_min = 36 seldom_max = 72 The "Respawn Tools" Entry: Enable ST/Respawn Debugs, Show Respawn Spots Accompanying the respawn script is a sim_statistic.script file for seeing these respawners work. Check the checkboxes to see them in action. In the game, hover over the red and green spots on the PDA map to see details about each respawner. This version has more detailed information than the vanilla script. Red spots mark inactive respawners. Green spots show respawners that are about to give birth or are beaming with pride at their new offspring. The info shows the next time each respawner can spawn again. The message "Awaiting next request" is a special flag to indicate that this respawner has not yet spawned, or has just spawned and is about to be given a new idle time. Emulate vanilla respawns (mainly for testing) This checkbox is provided to allow modders to generate new NPCs/mutants quickly to exercise their smart terrains. It can also be used if you want lots of action, although a better approach would be to use smaller minimum and maximum delay values. ============ More Notes: ============ Creatures and NPCs that are in the all.spawn already, but are conditionally spawned (e.g., when you complete an objective and get a new info_portion) should not be affected by the respawner code. The next spawn time of a respawner is measured from the time of the last spawn made by that respawner. The delay clock starts again right after the spawner creates replacement spawns. It is then possible that respawns might immediately occur when an ST has an opening because enough time has elapsed. Normally, there will have been enough earlier NPC/mutant deaths in other areas so that a respawner is already committed to supplying them first. If it appears that a lot of camps are repopulated too quickly, you can try increasing the minimum respawn delay values. Spawn examples: Legend: X - New replacements requested here 1 - First respawn for a particular spawner 2 - Second respawn for that spawner [-----------] calculated random delay (between min and max) In this example, request occurs before respawner is ready 1[--------X-----]2 In this example, respawner is ready when requested 1[--------------] X2 Hopefully a future version will allow the option of delaying after a new request is made: 1 X[--------------]2 delay from X 1 X[--------------]2 same for later need --NatVac, 2010/07/29