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[WIP] Stalker Reblanced v1.2 beta

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  10:10:46  17 August 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
08/17/2012 15:20:53
Messages: 1430

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



yeah, thats cool. thats exactly what i want to do too. but how?

EDIT: im not gonna d/l OGSE to check, its too big!

EDIT2: I've been watching OGSE vids on utube and havnt seen this feature.

do you have this mod? would you be able to send me items.ltx and also m_phantom.ltx

cheers.
  10:15:33  17 August 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
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.
---END QUOTATION---



hope you had a good time bro, wicked!

ok, good to know. but i dont think my tasks have info portions....
  23:39:56  17 August 2012
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PressurE
Senior Resident
 

 
On forum: 09/07/2009
 

Message edited by:
PressurE
08/17/2012 23:54:10
Messages: 272

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

yeah, thats cool. thats exactly what i want to do too. but how?

EDIT: im not gonna d/l OGSE to check, its too big!

EDIT2: I've been watching OGSE vids on utube and havnt seen this feature.

do you have this mod? would you be able to send me items.ltx and also m_phantom.ltx

cheers.
---END QUOTATION---



Sure here ya go:
Items.ltx
http://www.mediafire.com/?8e0mkc7y9hnr3na

m_phantom.ltx
http://www.mediafire.com/?v0wqc5nh16tutys

Screenshot of OGSE i took:
http://img651.imageshack.us/img651/3203/ogse.jpg

Im not sure exactly what needs done for artifacts to show up on the hud but wouldnt it also include a xml file in gamedata\config\ui ? I could be wrong though, im still a noob to modding.
  02:28:29  18 August 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Sure here ya go:
Items.ltx
http://www.mediafire.com/?8e0mkc7y9hnr3na

m_phantom.ltx
http://www.mediafire.com/?v0wqc5nh16tutys

Screenshot of OGSE i took:
http://img651.imageshack.us/img651/3203/ogse.jpg

Im not sure exactly what needs done for artifacts to show up on the hud but wouldnt it also include a xml file in gamedata\config\ui ? I could be wrong though, im still a noob to modding.
---END QUOTATION---



Cheers thanks for that, those are quite informative for me. However that screen shot of yours still dosnt show the detector attached on the HUD, like the artefacts are.
  06:20:45  18 August 2012
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PressurE
Senior Resident
 

 
On forum: 09/07/2009
 

Message edited by:
PressurE
08/18/2012 6:27:39
Messages: 272
Detectors on HUD

Sorry here is the screenshot i should of posted:
http://img11.imageshack.us/img11/3203/ogse.jpg

The autodoc and bioradar detectors show up on the hud but the universal detector (believe its named detector_elite in items.ltx) and mine detector doesnt. Funny you have been working on this because i have been trying to figure out how to get the universal detector and mine detector to show up for myself, cant seem to get it
  07:20:22  18 August 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
hmmm, yes i see.

i have been testing and i think i've found how it works. detectors are set to class = D_SIMDET while artifacts are set to class = ARTEFACT.

I can make the detector an artifact with all its af properties set to 0.0 and all its absorption properties set to 1.0 (so that it dosnt actually act like an artifact and dosnt show up with any artifact properties in the inventory).

when i do this, it shows up at the bottom of the HUD like an artifact does, but no longer detects anything. ha!

can you send me the OGSE artefacts .ltx file?
  07:27:23  18 August 2012
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PressurE
Senior Resident
 

 
On forum: 09/07/2009
Messages: 272
Sure thing, here you go

http://www.mediafire.com/?3dd9202d7r69tec
  08:35:53  18 August 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Sure thing, here you go

http://www.mediafire.com/?3dd9202d7r69tec
---END QUOTATION---



cheers for that. yeah, if you look closely at how OGSE has done it, some of their detectors are class = AREFEACT, like the bioradar & autodoctor.

while the detector_simple & detector_mine_finder are both the standard class = D_SIMDET.

I dont know enough about the mod to know what the bioradar & autodoc do, or how they do it. if they are detectors that detect stuff in game, then that aspect must be controlled by script.

it seems im not gonna be able to make a standard detector that also shows on the HUD
  09:25:06  18 August 2012
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PressurE
Senior Resident
 

 
On forum: 09/07/2009
 

Message edited by:
PressurE
08/18/2012 9:28:58
Messages: 272

---QUOTATION---
Sure thing, here you go

http://www.mediafire.com/?3dd9202d7r69tec

cheers for that. yeah, if you look closely at how OGSE has done it, some of their detectors are class = AREFEACT, like the bioradar & autodoctor.

while the detector_simple & detector_mine_finder are both the standard class = D_SIMDET.

I dont know enough about the mod to know what the bioradar & autodoc do, or how they do it. if they are detectors that detect stuff in game, then that aspect must be controlled by script.

it seems im not gonna be able to make a standard detector that also shows on the HUD
---END QUOTATION---



Bioradar shows NPC's and mutants when it is equipped on the belt on its own mini-map. Autodoc administers first-aid kits and stamina drugs when they are low. Ill post a link for the scripts folder, dont give up!

http://www.mediafire.com/?btyllgzzpu37zln
  13:59:59  27 August 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
[logic]

Im having a hard time getting some new logics to work. it's as if the NPC's dont even recognise that i have added [logic] to them

i dont really know that much about logic, but i have assigned them active = ... (well at least i think i've done this correctly.

to make it easier to play with, i've given them a cfg = script in the their all.spawn entries.

one of them is the existing NPC esc_soldier_commander who is the commander at the rail over bridge in cordon that you need to bribe to get past. im just trying to give him a new trader scheme, so that he will sell different ammo types as you progress.

the other is esc_aliVe_stalker_4 who a new NPC added by aliVe mod, but then deactivated. i re-activated him as DC who lives under the bridge in cordon. Im just trying to give him some meet logic.

I feel like there's somthing missing!!!!! is there some extra command i need to give them somewhere to activate them to use logic? have i messed up the active = so that no logic will work at all!!??? i just dont know!
 
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