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[WIP] Stalker Reblanced v1.2 beta

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  13:35:21  16 July 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
There is always a function activated from dialogs when you take a job or complete one. Check which functions are responsible for the tasks completion and add:
 object:set_relation(game_object.friend, db.actor)

where object is the other npc of the fuction.
---END QUOTATION---



I dont think thats true. But also, I want to become friends only after completing both quests.
  17:56:07  16 July 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
You said you don't want to do it via dialogs, so the next thing left is via scripts. In a specific situation like this you may need a specific function in one of the the scripts. First check if the actor has 2 infoportions - (has_alife_info("xxx" ) - then execute the line I posted earlier to make him friends with the speaker.

That's one possible solution, I can't think of another right now. Let's wait for a hint from those more experienced.
  22:09:12  16 July 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
You said you don't want to do it via dialogs, so the next thing left is via scripts. In a specific situation like this you may need a specific function in one of the the scripts. First check if the actor has 2 infoportions - (has_alife_info("xxx" ) - then execute the line I posted earlier to make him friends with the speaker.

That's one possible solution, I can't think of another right now. Let's wait for a hint from those more experienced.
---END QUOTATION---



That makes more sense, are you saying that I will need to make 2 new info portions?
  01:43:40  17 July 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
That depends bro! Are the tasks completely new, existing or variats of the existing? Checking completion via infoportions is the way this game is built. But I have seen in some mods that a whole task is started, controlled and terminated with functions within new scripts. I say let's wait the opinion of some of the advanced taskers/scripters. I'm not a good advice o this, sorry.
  03:18:38  17 July 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
That depends bro! Are the tasks completely new, existing or variats of the existing? Checking completion via infoportions is the way this game is built. But I have seen in some mods that a whole task is started, controlled and terminated with functions within new scripts. I say let's wait the opinion of some of the advanced taskers/scripters. I'm not a good advice o this, sorry.
---END QUOTATION---



ok. and no new tasks have been created. just existing tasks assigned to new task giver.
  17:25:46  17 July 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
Then the infoportions are already there, and relative functions too, if there were originally. You can send me these specific files to my addy bro, I can give it a try if you want.
  13:00:33  16 August 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
what is it that makes attached artifacts show on the HUD?

what i mean by this is: when you attach an artifact to your belt in the inventory, then exit to the main HUD screen, the artifact shows on the HUD at the bottom of the screen, right....

however, if i set another item (not an artifact item) to belt = true, when i attach it in the inventory, it dosn't show on the main HUD.

why is this? what makes the artifact show and not other belt items? how can i make other attached belt items also show on the main HUD????
  13:02:44  16 August 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Then the infoportions are already there, and relative functions too, if there were originally. You can send me these specific files to my addy bro, I can give it a try if you want.
---END QUOTATION---



I thought that there was someway you could just set the reputation (or somthing) in task_manager.ltx to a suitable value, that once you had enough you would become green friends with the task giver???...
  16:16:39  16 August 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
Shadow bro, good to hear again from you. I jut got back myself from vacations .

For the tasks - relations problem, the reputation thing wouldn't work. Reputation is a global parameter working only on the player to entire faction level. In my opinion, it is possible, but impractical, to use it for player to single NPC relation. The most logical thing to do is to use the mechanism of infoportions, because that is how GSC does it. Something like:

if actor has "info_on task_1" and
has "info_on task_2" and
...
has "info_on task_xx" then
set actor 2 taskgiver relation = friendly
end

Obviously the above needs be in real scripting code, but you get the idea. For the relation thing, see how NatVac does it on the drop medkit utility.


For the Artifacts-on-HUD display I don't have a clue. I'm trying to remember any mods that show other items, but I'm not able to. Dezodor and his mates have gone deep into the ShoC engine, so he must know if this exist as a configurable feature or is hardcoded.
  18:32:39  16 August 2012
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PressurE
Senior Resident
 

 
On forum: 09/07/2009
 

Message edited by:
PressurE
08/16/2012 18:33:35
Messages: 272

---QUOTATION---
what is it that makes attached artifacts show on the HUD?

what i mean by this is: when you attach an artifact to your belt in the inventory, then exit to the main HUD screen, the artifact shows on the HUD at the bottom of the screen, right....

however, if i set another item (not an artifact item) to belt = true, when i attach it in the inventory, it dosn't show on the main HUD.

why is this? what makes the artifact show and not other belt items? how can i make other attached belt items also show on the main HUD????
---END QUOTATION---



OGSE mod has this feature your talking about. Artifacts and detectors are displayed on the bottom of screen.
 
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