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How to mod Stalker (most questions answered)

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  17:39:41  8 February 2011
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exostalker
Novice fashion designer since 2007
(Resident)

 

 
On forum: 08/10/2009
 

Message edited by:
exostalker
02/08/2011 17:41:03
Messages: 1257
So I have a question about NPC's logic:


---QUOTATION---


;;;;;;;;exostalker2

[logic]
active = walker@1
on_combat = combat_ignore
;;;post_combat_time = 0,0

[combat_ignore]

[walker@1]
...
on_signal = path_end | remark@1

[remark@1]
...
on_timer = 15000 | walker@2


[walker@2]
...
on_signal = path_end | remark@1

[remark@2]
...
on_timer = 7000 | walker@1

---END QUOTATION---



So after remark@2 is finished, it's just being repeated, instead of going back to walker@1... How do I make it to repeat itself (go back to walker@1)?
  17:51:50  8 February 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
Quite simply because your second remark@1 should read remark@2
  18:47:47  8 February 2011
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exostalker
Novice fashion designer since 2007
(Resident)

 

 
On forum: 08/10/2009
 

Message edited by:
exostalker
02/08/2011 19:15:15
Messages: 1257

---QUOTATION---
Quite simply because your second remark@1 should read remark@2
---END QUOTATION---



Oh Thanks
Before posting anything here, I should double check everything

EDIT:


How do I make the NPC which is standing in one place to look in the direction I want? path_look doesn't seem to work...

[remark@2]

path_look = esc_exoz_lookway
no_move = true
anim = drunk_idle
meeet = no_meet
danger = danger_ignore
on_timer = 6000 | walker@1
  15:49:44  9 February 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
 

Message edited by:
Vintar
02/09/2011 15:50:18
Messages: 6349
path_look wont work in remark scheme.
Use this :

target = <story_id>

or

target = <logic@the_dude_I_want_to_look_at>
  01:45:45  15 February 2011
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
 

Message edited by:
Lijenstina
02/15/2011 1:47:16
Messages: 1902
Or the name of the path with the exact point you want to look at -

target = esc_lager_prisoner_look, 0



This will use the p0 of the waypoint ( look path) named esc_lager_prisoner_look. You can look at all spawn for the waypoints in the way_... ltx-ses


target = nil 


The engine will pick a random direction.

target = actor


The NPC will look at the actor.


PS meeet is a typo.
  23:33:49  22 February 2011
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insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
Messages: 1071

---QUOTATION---
edit all.spawn, find actor, and set him a story id maybe it will work.
---END QUOTATION---



Yes, it works.
  23:36:20  22 February 2011
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insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
Messages: 1071

---QUOTATION---
but also if im checking the schemes, i found at the helicopter scheme, that you can set either story_id or "actor". you can try to write "actor" instead of number, that should work too i think.
---END QUOTATION---



Dez, 'actor' as leader doesn't work. But like you said, it works if you give 'actor' a story id. This way works like a charm.
  12:40:39  19 April 2011
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highmega3
(Novice)
 
On forum: 01/03/2011
Messages: 18
Thanks you for the other day.
Finally, I chose one way that is making new way points, and use walker logic.

I have new questions.

I want to use model of CS on SoC.
For example, soldier of CS.

And I want to use model of SoC on CS.
For example, models of ecologist.

But I heard that ogf of SoC is different from CS.

How to use CS model on SoC?
Must I use any modeling tools?
But I don't have 3dmax...

If you know something, please tell me.
  15:12:15  19 April 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
I dont know, but try get hold of a guy called jakeB, he made CS sidorovich for SOC and works perfect.
  15:26:37  19 April 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
 

Message edited by:
SetaKat
04/19/2011 15:27:09
Messages: 6340
You can get away with a bit of work in the SDK. But if you want it to be perfect, then you'll need to stick the mesh through a modelling program and then through the SDK. I'm currently porting Wolf from SoC. I've redone the model, now I'm just redoing everything in the CS SDK.

There already is a working Ecologist mesh for CS.
 
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