ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
How to mod Stalker (most questions answered)

« Previous 10 events | 1 ... 12 13 14 15 16 17 18 19 20 ... 67 | Next 10 events »
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  00:28:55  27 February 2008
profilee-mailreply Message URLTo the Top
Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
Messages: 6527
If you add them to the all.spawn then you can hit them, for example veh_niva_0001, esc_btr_0000, etc. You must add unique entities if you want to spawn them via scripting, because the m_car won't work.
  00:43:26  27 February 2008
profilee-mailreply Message URLTo the Top
Spaceghost
Coast to Coast
(Resident)

 

 
On forum: 02/04/2008
Messages: 419
Ohhh... sorry, I must have misunderstood. So instead of m_car, use their specific names: veh_kamaz_u_01, veh_niva_u_01 etc. Very interesting! I have them in the all.spawn now. Will work on that part when I get to it.
  00:47:02  27 February 2008
profilee-mailreply Message URLTo the Top
Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
Messages: 6527
the m_car is the entity. you can set everything for the section names, for example spaceghost_niva, etc. and you must hit the spaceghost_niva with a script to fix the floating. but if you want to spawn them via scripting, then you must add a new entity to the specified ltx instead of m_car, for example esc_niva_spaceghost, and you must use this entity with the alife create function.
  16:23:02  27 February 2008
profilee-mailreply Message URLTo the Top
lordmuck
Senior Resident
 

 
On forum: 02/14/2008
Messages: 215
hey all hope every1 is doing well and all, I have a stupid question and i have never made a mod for stalker so go easy on me

I would like to know or have a link to:
how i can take out various things i like in mods that would be
alive, weapons armor skins and monster skins, cars, attack helis, extra weapons and artifacts, sounds, extra missions and free play, blow outs and horror times FROM other mods into a mod that i would make for my own buzz
so just to be clear i would not be making mods from scratch just using current things i like from others and if all goes well i would ask for permission from the modders that i combined into one .
if i think its good enough for people with out getting killed in a forum
thanks for reading
  19:19:52  27 February 2008
profilee-mailreply Message URLTo the Top
Spaceghost
Coast to Coast
(Resident)

 

 
On forum: 02/04/2008
 

Message edited by:
Spaceghost
02/27/2008 19:20:38
Messages: 419
hi Lordmuch! I'm currently using WinMerge to combine aspects of mods together. You'll also need Gimp or Photoshop Nvidia DDS plugin to edit the ui_icon_equipment.dds if different mods use custom textures for food, vodka, weapons, etc.

I'd also recommend using Google like this in the search bar: "site:gsc-game.com keyword" without quotes. That helps a lot. Oh yeah, Fatrap has mentioned using PSPad which is free.
  20:22:25  27 February 2008
profilee-mailreply Message URLTo the Top
lordmuck
Senior Resident
 

 
On forum: 02/14/2008
Messages: 215

---QUOTATION---
hi Lordmuch! I'm currently using WinMerge to combine aspects of mods together. You'll also need Gimp or Photoshop Nvidia DDS plugin to edit the ui_icon_equipment.dds if different mods use custom textures for food, vodka, weapons, etc.

I'd also recommend using Google like this in the search bar: "site:gsc-game.com keyword" without quotes. That helps a lot. Oh yeah, Fatrap has mentioned using PSPad which is free.
---END QUOTATION---



thanks for your tips will download the WinMerge , photoshop i have somewhere and download the nvidia plugin too

the thing that i think will cause me problems is defining what mod is using what file or texture and path locations as i would be ripping out parts of mods ..
but anyway thanks for the starting point
  00:42:14  28 February 2008
profilee-mailreply Message URLTo the Top
Spaceghost
Coast to Coast
(Resident)

 

 
On forum: 02/04/2008
Messages: 419
@lordmuck
just keep reading all the tutorials, even if it means going through pages of this section too, and look at other mods. Pretty much what I did.

@kanyhalos
I see what you're talking about with veh_niva_0001, etc, noticed that in the vehicle_ph.script -- hit script. Just trying to figure out LUA syntax for dialogs with the Freedom, Eco, and Escape trader. I am still a novice coder, so this might take a while.

I'm sure it's not too hard to figure out.
  15:10:46  28 February 2008
profilee-mailreply Message URLTo the Top
pgeek
(Senior)
 
On forum: 02/21/2008
Messages: 75
what do i have to change to make npcs don't drop their weapon when they die? i increased the spawn an now they are fighting like there's no tomorrow... and the whole level is full of dropped weapons
  23:35:58  28 February 2008
profilee-mailreply Message URLTo the Top
Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
 

Message edited by:
Kanyhalos
02/28/2008 23:38:59
Messages: 6527

---QUOTATION---
@lordmuck
just keep reading all the tutorials, even if it means going through pages of this section too, and look at other mods. Pretty much what I did.

@kanyhalos
I see what you're talking about with veh_niva_0001, etc, noticed that in the vehicle_ph.script -- hit script. Just trying to figure out LUA syntax for dialogs with the Freedom, Eco, and Escape trader. I am still a novice coder, so this might take a while.

I'm sure it's not too hard to figure out.
---END QUOTATION---



Check the BM16 dialog in my mod, and replace the relocate item function to alife create and add them proper coordinates and IDs.
In this way if you will pay some money for the Barkeep via dialogs (e.g. I'd like to buy a car!) then the script will spawn the car to the specified coordinates.
But you should add a condition, too, if the spawned car is existing then the purchase-car dialog can't appear, it's just an idea, never did that.
  05:39:56  29 February 2008
profilee-mailreply Message URLTo the Top
Spaceghost
Coast to Coast
(Resident)

 

 
On forum: 02/04/2008
Messages: 419


Will take a look at it then! Been thinking about the precondition also, cause I'll need to know what level (escape, yantar, or the freedom base) the player is at. I haven't gone as far as function_trader_sell_niva... lol. I'll be back with some results soon tho.
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2020 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.