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How to mod Stalker (most questions answered)

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  19:57:12  10 May 2010
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makute
(Novice)
 
On forum: 01/21/2006
 

Message edited by:
makute
05/10/2010 19:57:50
Messages: 7
Changing NPC weapons loadout and anomalies detection

I now this is an easy task, but I can't, for my life, find a clear explanation of how to make it. I'm playing AMK, and want to change the weapons loadout and distance at wich anomalies are detected of bandits and military.

For the weapons issue, I edited every <supplies> entry in the character_desc_*.xml files, but I'm not sure if I missed something.

For the anomalies detection issue, I want to make outsiders (i.e. bandits and military) more vulnerable to anomalies, making them step on some from time to time, but I don't know where to start.

I'll appreciate some help
  09:44:49  5 May 2010
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4281
Nuor, you are correct. It appears that callback is never invoked in my testing. I guess the game is not acknowledging that particular one for the Marked One.

The self.st.hit storage variable accessible within the callback (had it been called) would likely be a table, but db.actor:hit() is a normal member function on the object.

There are still remote possibilities: You may be able to override the actor hit(h) function to examine the h parameter passed to it. Or you could examine the scripted places where the actor is hit via that command, and then use the knowledge of the passed hit() object.

I'll look a bit into the first, but we're talking about the quirky actor here. To extend your phrasing: "This train isn't even on the tracks."
  10:34:13  4 May 2010
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Nuor
Senior Resident
 

 
On forum: 03/10/2009
Messages: 735
Natvac , The callback.hit doesn't appear to work for me in bind_stalker. I could be doing it incorrectly, but it seems fairly straightforward. I put a debug display line in the function self.hit_callback which doesn't display when the player is struck by various forms of damage. db.actor.hit may be an empty table as tostring(db.actor.hit ) returns Function:########. (where # are numbers).


self.object:set_callback(callback.hit, self.hit_callback, self)



This is the line I used for the callback.

Looks like this train may not even leave the station.

Nuor
  01:18:07  4 May 2010
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
05/04/2010 1:22:55
Messages: 4281

---QUOTATION---
Natvac. I've little experience with callbacks but I think I can manage one. What isn't clear to me is how to retrieve the information contained in table "h" of hit(h). The callback in xr.motivator seems to have the damage amount but I don't see a reference to the other damage data.

I could use the callback to trigger an examination of the "h" table if I knew how to access that table. Might it be in db.storage ?
thanks again for the information
Nuor
---END QUOTATION---


It's not clear to me either, Nuor. The info may not be available, but it is worth investigating.

The bind_stalker.script callback should contain some info passed in as a parameter. As you have, I also would expect it to be the same as the hit callback in bind_monster.script (mutants) and xr_motivator.script (NPCs).

Yes, I'd first try the built-in db.storage reference (self.st) once the callback is called to see if it is already updated. As I mentioned, the hit member should be a normal hit() object, so you can probably access self.st.hit.type if self.st.hit is valid.

The members of the hit class are given in lua_help.script. You want the type property. If the bind_stalker.script callback uses different parameters, you can probably debug that callback's parameters by using the Lua intrinsic function type() (the name being the same is a coincidence) to determine if one of the callback parameters is a table and it contains the type member.

¯¯¯¯¯¯¯¯¯¯
General Hoohah, I'd start by looking at the config\misc\artefacts.ltx file. See all the references that contain "light", and also consider the associated particle effects. You might be able to turn stuff on and off via script, but it might be hard; a lot of that is probably controlled by DLLs. You might be able to fake it by disabling the original and then rolling your own effects. See se_artefact.script for ideas after visiting the STALKER SDK wiki.
  00:11:06  4 May 2010
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General Hoohah
Senior Resident
 

 
On forum: 11/14/2006
Messages: 162
Don't suppose anyone can add to this thread, how to edit how much artifacts glow, and how to turn it on and off? Control which ones glow and which one's don't? Glow colors and effects?
  22:18:05  3 May 2010
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mnn
Senior Resident
 

 
On forum: 06/12/2009
 

Message edited by:
mnn
05/03/2010 22:18:38
Messages: 2694
There's even one from July 7 2009

But even looking at the source of 10 Sept 2008 I don't see any build-specific code, at least not in level tools. Weird.
  21:45:36  3 May 2010
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Robberbaron
Bangalore
(Resident)

 

 
On forum: 08/06/2009
 

Message edited by:
Robberbaron
05/03/2010 23:39:25
Messages: 614
I always used the converter from 10 Sept 2008, that's why I'm surprised.
  21:18:59  3 May 2010
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mnn
Senior Resident
 

 
On forum: 06/12/2009
 

Message edited by:
mnn
05/03/2010 21:21:06
Messages: 2694
Yeah, but I'm pretty sure that converter has to have special support for newer AI maps (when AI wrapper can upgrade to build 3502 - CS, why can't converter have special support for newer levels?)
  20:30:13  3 May 2010
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Robberbaron
Bangalore
(Resident)

 

 
On forum: 08/06/2009
Messages: 614
It reads AI map version number somehow from game.graph.
The difference of ai maps is a little surprise, if I convert back CS and COP levels to source, I can open map level geometry and AI map in SOC LE as usual.
  20:16:41  3 May 2010
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mnn
Senior Resident
 

 
On forum: 06/12/2009
 

Message edited by:
mnn
05/03/2010 20:22:08
Messages: 2694
When I open AI map from CoP/CS levels it shows that it's version 10 - and it crashes on its load. It is possible to load game.graph (section4.bin), however.

SoC AI maps are apparently version 8 and they loaded just fine.

Dark Valley (SoC):
http://img714.imageshack.us/img714/250/darkvalleyaiingraphview.jpg

Yantar (CS):
http://img691.imageshack.us/img691/9492/yantaraiingraphviewer.jpg

Zaton (CoP):
http://img690.imageshack.us/img690/3438/zatonaiingraphviewer.jpg
 
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