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ZRP - A joint effort in fixing S.T.A.L.K.E.R.

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Question Do YOU want an unofficial patch?
Answers
Yes, I'm desperate!
Yeh, why not...
I don't care either way.
Could easily do without it...
Decane, stop spamming the forums with your dumb ideas! NO!
Posted by/on
Question/AnswerMake Oldest Up Sort by Ascending
  16:22:43  17 July 2008
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
 

Message edited by:
Kanyhalos
07/17/2008 16:57:58
Messages: 6527
Hi NatVac, maybe this is a vanilla bug in xr_conditions.script, what do you think?

l06_Rostok with capital, not l06_rostok


local trade_by_level = {
	l01_escape = "escape",
	l02_garbage = "garbage",
	l03_agroprom = "garbage",
	l03u_agr_underground = "garbage",
	l04_darkvalley = "garbage",
	k01_darkscap = "garbage",
	l04u_labx18 = "garbage",
	l05_bar = "bar",
	l06_Rostok = "bar",
	l07_military = "bar",
	l08_yantar = "yantar",
	l08u_brainlab = "yantar",
	l09_deadcity = "yantar",
	l10_radar = "radar",
	l10u_bunker = "radar",
	l11_pripyat = "radar"
	}



The same capital issue was in AMK, with smart_terrains.script, because they used the 1.0003 script, and it's fixed in 1.0004, the proper name is rostok, not Rostok, so I think it might be the same here, but not sure, just guessing, also I have no idea what bug can this cause, maybe nothing, but I know it was blocked the respawns and smart terrains activating in rostok in smart_terrains.script.

edit: I also found this capital thing in death_items_by_levels.ltx
  22:40:56  16 July 2008
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4239
Ceano, oldman was talking about a vanilla suit problem.

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Cpt. Borovich: parse_names() might need to be adjusted, but it's been moot for the RG-6. (They broke a rule when they used a hyphen in an item name.) I say "moot" because NPCs don't normally have that weapon in vanilla.

xr_box.script has its own version of that function which might also need to be changed, but again, no crates can spawn an RG-6 in vanilla.

Re empty tests: Yes, that's okay. They merely keep the setting the way it is if you trace the logic.

The problem with stalled NPCs is that their thread processing is broken. You can sometimes fix this by quicksaving, then quickloading.

This may be a race condition problem or initialization problem that is made worse by mods that increase the amount of processing needed for an NPC. I didn't see it at all in 1.0001, but I've seen it a bit in 1.0004 and more often in mods.

One contributor might be the stalled NPC trying to get to a spot on the other side of the camp, but it can't. You can enable a debug output in the function action_go_position:execute() in xr_kamp.script to see if the NPC is stalled; you will see an endless stream of "KAMP NODE NOT ACCESSIBLE ..." if that is the case.

Another cause might be a missing state transition. "The threat is over. Now what?"

All of the above is NatVac obfuscation-speak for "I'm clueless, too."
  02:30:37  16 July 2008
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Cpt. Borovich
Senior Resident
 

 
On forum: 09/02/2007
Messages: 460

---QUOTATION---
Current ZRP download site:
[link]http://www.metacognix.com/stlkrsoc/[/link]
---END QUOTATION---


Just some questions (@NatVac but everyone can play.. )
1) I see in _g.script, function parse_names(s) that there is no %- add in the string. does it have to be added as at least one weapon has a minus sign in its name (wpn_rg-6) ?..

2) In mob_camp.script, function mob_camp:select_state() line 180 (for me..), there are some empty tests. Is that ok as sometimes a npc stand idle by the fire and you can't even talk to him?..

That's all for today..
--
Cpt. Borovich
  08:46:27  15 July 2008
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Ceano
Senior Resident
 

 
On forum: 03/02/2006
Messages: 4820

---QUOTATION---
Ceano wrote: The Marked one can ONLY lift body's when he is wearing a suit that he can use in VANILLA Stalker, any armor/suit that is added has a mesh that screws up the lifting feature.
(I don't know how many times i have written this in different post's.)

oldman wrote: What question is this a reply to?
---END QUOTATION---


Well some one asked why he cant lift/carry dead body's with some armor, i surly think that he who asked will grasp it
  06:37:17  15 July 2008
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4239
Current ZRP download site:
[link]http://www.metacognix.com/stlkrsoc/[/link]

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Thanks for the cleanup, Fatrap, and thanks for the fixup, Decane.

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I can't speak for changing all the loadouts for additional ammo, EggChen. I should have qualified the statement: "I also recommend the multiple-ammo loadout for special NPCs like Kruglov and Shaggy." I've changed a few like Kruglov without any visible impact, though probably not as many as BobBQ has. As I then mentioned, "I've resorted to the ammo trade approach as it solves the problem in a general fashion." I don't have to mess with the files this way, although that might be a more complete solution.

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Atrocious, I'm getting "Critical: SMapLocation binded to non-existent object id=xxxx" echoed to the console log when I use that "delete body" script. It doesn't seem to have any impact on the game, though. Maybe we can invoke the same action(s) as those used by the vortex or whirligig anomalies...

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romolous, I don't know if the spawned boxes have a lag problem or not; the one I'm using, inventory_box, looks like a dynamite box and I don't see any more lag with it in the Freedom base than was already there. I need to test it more. I'm working on the body move stuff, which makes me a real friend.*

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I don't know about the armor carry problem, oldman. Maybe changing ef_equipment_type for the Duty equivalent of SEVA from 4 to 2 might make a difference. Very likely there's a mesh problem as Ceano notes, which means that this might be fixable by someone who knows the mesh stuff.

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nandersen, oldman, I've got a drop modification (similar to the medkit drop for healing or the energy drink drop for anomaly removal) that uses the particle effect for *spluch* (the "anomaly2\\body_tear_01" blood cloud effect) when it removes the body. I'm calling it the "Spot Remover". Currently it has the same SMapLocation bind problem that the xr_motivator.script's motivator_binder:use_callback()'s alife():release() function has; I'm thinking that the way the vortex anomaly removes the body is probably the way to go here.

But the item drop method does have the advantage of being able to remove mutant bodies as well, Ceano, although you can add a use() callback to bind_monster.script to use the same approach provided by Atrocious.

__________
*"Friends help you move; real friends help you move bodies."
  23:22:42  14 July 2008
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oldman
(Senior)
 
On forum: 02/05/2008
Messages: 117

---QUOTATION---
The Marked one can ONLY lift body's when he is wearing a suit that he can use in VANILLA Stalker, any armor/suit that is added has a mesh that screws up the lifting feature.
(I don't know how many times i have written this in different post's.)
---END QUOTATION---



What question is this a reply to?
  01:44:38  14 July 2008
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oldman
(Senior)
 
On forum: 02/05/2008
Messages: 117

---QUOTATION---
OK, I was thinking about something that you could buy from the traders. You would place it on the body to make it evaporate. I know that it probably requires a lot of work but it's just an idea
---END QUOTATION---



Some of the elements already exist, but I have no idea how to piece them together. For example, if a Wrenched could be taken to a trader and "broken" into a dozen or so mini-artifacts and these mini-wrenched artifacts could activate a short term anomaly (life-span of less than one minute) you would have a working body disposal system.
  13:58:02  13 July 2008
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2818
OK, I was thinking about something that you could buy from the traders. You would place it on the body to make it evaporate. I know that it probably requires a lot of work but it's just an idea
  12:59:39  13 July 2008
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Ceano
Senior Resident
 

 
On forum: 03/02/2006
 

Message edited by:
Ceano
07/13/2008 13:27:20
Messages: 4820
The Marked one can ONLY lift body's when he is wearing a suit that he can use in VANILLA Stalker, any armor/suit that is added has a mesh that screws up the lifting feature.
(I don't know how many times i have written this in different post's.)

EDIT: What about that they still use there shotgun even if you sell them a better weapon, i have seen AI that i have sold a AK47 still hold on to the shotgun...but in a fight with the military he did switch to the AK47. I have this setting in m_stalker.ltx, use_single_item_rule = false

EDIT: Removing dead body's, this script is made by Atrocious.

Atrocious, how to do it:

Put this into xr_motivator.script and replace the existing head of function motivator_binder:use_callback with it:

local corpse_to_remove_id
function motivator_binder:use_callback(obj, who)
   if self.object == nil then return end
  
   if self.object and self.object:alive() then
     corpse_to_remove_id = nil
   end

   if corpse_to_remove_id ~= nil then
   		local npc = alife():object(corpse_to_remove_id)
   		if corpse_to_remove_id ~= self.object:id() and npc ~= nil then
   			alife():release(npc, true)
			corpse_to_remove_id = nil
   		end
   end
   
   if self.object and not self.object:alive() then
     corpse_to_remove_id = self.object:id()
   end



-- the rest of the existing function must stay, of course

How it works: When you loot a body, it gets "tagged" and if you move to the next body, the previous one will be removed. You can loot the same body as many times as you want. Only at the next one it will be removed. If you don't want to remove a certain body (for whatever reason) talk to a living NPC and the tag will be removed.

Issues: It won't work over different levels, so the last body in a level will probably remain.

I have tested this for a while and still use it, works just perfect.
  12:18:07  13 July 2008
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2818
How about creating a "body remover" for those who want some bodies to go away (like in "No one lives forever" ?
 
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