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NPC Spawning problems.

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  11:16:51  3 January 2015
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SacriPan
Senior Resident
 

 
On forum: 09/20/2009
 

Message edited by:
SacriPan
01/03/2015 11:21:29
Messages: 319
Try first to spawn your NPC at the same exact place at once, without involving smart terrains nor spawn conditions and see if they all spawn, or if one is still missing.

Also, looking at the "esc2_st_fabric" ST, I see that the community is set to "bandit" is vanilla files, and you're trying to have stalker use it. Is it on purpose?

EDIT
The ST for the stalkers seems to be "esc_assault" and its capacity is set to 3.
Maybe some of Petruha's team is filling a spot in this ST, therefore your NPC can't all go in.

Try to kill all petruha's team before attacking the carpack and spawn 3 of your NPC, to see if they all spawn and go there.
  19:17:11  2 January 2015
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MilitaryStalker
Senior Resident
 

 
On forum: 01/10/2010
Messages: 183
Anyone, guys?
  23:40:53  22 November 2014
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MilitaryStalker
Senior Resident
 

 
On forum: 01/10/2010
Messages: 183
P.S By your words "if there are openings" you mean if that smart terrain is not captured by bandits? If yes, how do I make that my spawned stalkers would clear the bandits and take their smart terrain?
  23:00:33  16 November 2014
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MilitaryStalker
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On forum: 01/10/2010
 

Message edited by:
MilitaryStalker
11/16/2014 23:27:22
Messages: 183

---QUOTATION---
>> it would spawn fourth loner somewhere else, where I don't want it to spawn

No, MilitaryStalker, he's spawning where you are telling him to spawn.

The esc2_st_fabric ST is at 109.63,-7.14,1.66. Your guys are spawning at or around -10,-17.2,-160. They will move to the smart terrain if there are openings.

Some tools can tell you whether the capacity of the camp is already filled even though the bandit/loner replacements have not yet arrived.

Don't forget to change the upd:position settings if you change the position settings for your all.spawn NPCs.
---END QUOTATION---


Mhh.. Strange.. I even tryed spawning all four npc's inside that smart terrain after I've done rescuing nimble. And only 3 stalkers appears in my coordinates..
  15:01:00  14 November 2014
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NatVac
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On forum: 06/15/2007
 

Message edited by:
NatVac
11/14/2014 15:01:40
Messages: 4282
>> it would spawn fourth loner somewhere else, where I don't want it to spawn

No, MilitaryStalker, he's spawning where you are telling him to spawn.

The esc2_st_fabric ST is at 109.63,-7.14,1.66. Your guys are spawning at or around -10,-17.2,-160. They will move to the smart terrain if there are openings.

Some tools can tell you whether the capacity of the camp is already filled even though the bandit/loner replacements have not yet arrived.

Don't forget to change the upd:position settings if you change the position settings for your all.spawn NPCs.
  19:59:48  8 November 2014
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MilitaryStalker
Senior Resident
 

 
On forum: 01/10/2010
Messages: 183

---QUOTATION---
Hi,

1) I don't see why the 3rd NPC wouldn't spawn, sorry.

2) Look at Petruha's team to see how it's done (the 3 rookies attacking the bandit's carpack early in the 1st level).
The player triggers the raid on the carpark by talking to Petruha, then the others will follow.
In fact, they all have a specific Logic, which is more or less the same.

Look in:
"gamedata\config\scripts\esc_novice_attacker1.ltx"
"gamedata\config\scripts\esc_novice_attacker2.ltx"
"gamedata\config\scripts\esc_novice_attacker3.ltx"

The first file is for Petruha, and the others are for his 2 followers.

"path_walk" and "path_look" values point to sections defined in the all.spawn. They correpond to coordinates in the level and how the NPC will behave at those coordinates.

OR, you could use the commander/follower Logic thing to make NPC follow a "commander" in patrol mode. I've never used it myself.
---END QUOTATION---



Thank you! Nice, I set them on "escape_fabrika_loner" team. and they actually moving like a team now. The last thing I need to manage is why I can't spawn full team..
  10:53:14  6 November 2014
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SacriPan
Senior Resident
 

 
On forum: 09/20/2009
 

Message edited by:
SacriPan
11/06/2014 11:08:39
Messages: 319
Hi,

1) I don't see why the 3rd NPC wouldn't spawn, sorry.

2) Look at Petruha's team to see how it's done (the 3 rookies attacking the bandit's carpack early in the 1st level).
The player triggers the raid on the carpark by talking to Petruha, then the others will follow.
In fact, they all have a specific Logic, which is more or less the same.

Look in:
"gamedata\config\scripts\esc_novice_attacker1.ltx"
"gamedata\config\scripts\esc_novice_attacker2.ltx"
"gamedata\config\scripts\esc_novice_attacker3.ltx"

The first file is for Petruha, and the others are for his 2 followers.

"path_walk" and "path_look" values point to sections defined in the all.spawn. They correpond to coordinates in the level and how the NPC will behave at those coordinates.

OR, you could use the commander/follower Logic thing to make NPC follow a "commander" in patrol mode. I've never used it myself.
  00:43:07  3 November 2014
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MilitaryStalker
Senior Resident
 

 
On forum: 01/10/2010
 

Message edited by:
MilitaryStalker
11/03/2014 0:52:55
Messages: 183
NPC Spawning problems.

I am trying to spawn a npc's that will ocupy a cordon factory after I killed all bandits in it. But I have one problem, I cant spawn all of my npc's, I mean if I spawn 3 loners, it would spawn only 2, if I spawn 4 loners, it would spawn fourth loner somewhere else, where I don't want it to spawn.. The problem is that it never spawns last npc's right.. What should I do ?

Second question: How can I make those stalkers to move like in a squad? I want them to always stay in a group, not wander separately.

[1391]
; cse_abstract properties
section_name = stalker
name = esc_fabrika_loner1
position = -16.472518920898,-17.33715057373,-166.94458007813
direction = 0,0,0

; cse_alife_trader_abstract properties
money = 5000
character_profile = esc_stalker_novice

; cse_alife_object properties
game_vertex_id = 108
distance = 9.80000019073486
level_vertex_id = 259997
object_flags = 0xffffffbf
custom_data = <<END
[smart_terrains]
esc2_st_fabric = true
[spawner]
cond = {+esc_kill_bandits_quest_kill}, {+esc_kill_bandits_quest_done}
END

; cse_visual properties
visual_name = actors\novice\green_stalker_2

; cse_alife_creature_abstract properties
g_team = 0
g_squad = 1
g_group = 5
health = 1
dynamic_out_restrictions =
dynamic_in_restrictions =

upd:health = 1
upd:timestamp = 0x617a6b75
upd:creature_flags = 0x6b
upd osition = -16.472518920898,-17.33715057373,-166.94458007813
upd _model = 0
upd _torso = 0,0,0
upd:g_team = 0
upd:g_squad = 1
upd:g_group = 5

; cse_alife_monster_abstract properties

upd:next_game_vertex_id = 65535
upd rev_game_vertex_id = 65535
upd:distance_from_point = 0
upd:distance_to_point = 0

; cse_alife_human_abstract properties
predicate5 = 2,2,0,1,1
predicate4 = 0,2,0,2

; cse_ph_skeleton properties

upd:start_dialog =

; se_stalker properties

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[1392]
; cse_abstract properties
section_name = stalker
name = esc_fabrika_loner2
position = -13.186831474304,-17.159446716309,-162.42892456055
direction = 0,0,0

; cse_alife_trader_abstract properties
money = 5000
character_profile = esc_stalker_novice

; cse_alife_object properties
game_vertex_id = 108
distance = 9.80000019073486
level_vertex_id = 263451
object_flags = 0xffffffbf
custom_data = <<END
[smart_terrains]
esc2_st_fabric = true
[spawner]
cond = {+esc_kill_bandits_quest_kill}, {+esc_kill_bandits_quest_done}
END

; cse_visual properties
visual_name = actors\novice\green_stalker_2

; cse_alife_creature_abstract properties
g_team = 0
g_squad = 1
g_group = 5
health = 1
dynamic_out_restrictions =
dynamic_in_restrictions =

upd:health = 1
upd:timestamp = 0x617a6b75
upd:creature_flags = 0x6b
upd osition = -13.186831474304,-17.159446716309,-162.42892456055
upd _model = 0
upd _torso = 0,0,0
upd:g_team = 0
upd:g_squad = 1
upd:g_group = 5

; cse_alife_monster_abstract properties

upd:next_game_vertex_id = 65535
upd rev_game_vertex_id = 65535
upd:distance_from_point = 0
upd:distance_to_point = 0

; cse_alife_human_abstract properties
predicate5 = 2,2,0,1,1
predicate4 = 0,2,0,2

; cse_ph_skeleton properties

upd:start_dialog =

; se_stalker properties

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[1393]
; cse_abstract properties
section_name = stalker
name = esc_fabrika_loner3
position = -9.2657814025879,-17.302850723267,-157.09539794922
direction = 0,0,0

; cse_alife_trader_abstract properties
money = 5000
character_profile = esc_stalker_novice

; cse_alife_object properties
game_vertex_id = 108
distance = 9.80000019073486
level_vertex_id = 267537
object_flags = 0xffffffbf
custom_data = <<END
[smart_terrains]
esc2_st_fabric = true
[spawner]
cond = {+esc_kill_bandits_quest_kill}, {+esc_kill_bandits_quest_done}
END

; cse_visual properties
visual_name = actors\novice\green_stalker_2

; cse_alife_creature_abstract properties
g_team = 0
g_squad = 1
g_group = 5
health = 1
dynamic_out_restrictions =
dynamic_in_restrictions =

upd:health = 1
upd:timestamp = 0x617a6b75
upd:creature_flags = 0x6b
upd osition = -9.2657814025879,-17.302850723267,-157.09539794922
upd _model = 0
upd _torso = 0,0,0
upd:g_team = 0
upd:g_squad = 1
upd:g_group = 5

; cse_alife_monster_abstract properties

upd:next_game_vertex_id = 65535
upd rev_game_vertex_id = 65535
upd:distance_from_point = 0
upd:distance_to_point = 0

; cse_alife_human_abstract properties
predicate5 = 2,2,0,1,1
predicate4 = 0,2,0,2

; cse_ph_skeleton properties

upd:start_dialog =

; se_stalker properties

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
 
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