22:19:38 21 April 2014 |
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SacriPan
Senior Resident
 On forum: 09/20/2009
Messages: 319
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Ok I'll try that.
Any clue about for the sleeper not sleeping (but snoring...)? |
10:40:28 22 April 2014 |
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SacriPan
Senior Resident
 On forum: 09/20/2009
 Message edited by: SacriPan 04/22/2014 17:45:19
Messages: 319
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---QUOTATION--- I have a problem with 1 NPC's Logic.
He's supposed to go to sleep at night.
The thing is, he goes to the coordinates, but adopts a "camp" attitude, though, he snores...
Any clue on this strange behavior? ---END QUOTATION---
I got this working. The NPC sleeps and snores
There is a "wakeable" tag in the Logic that needs to be set to false. I had set it to true, thinking is was necessary so the player can wake up the sleeping NPC and talk to him, but no, it seems that even with "wakeable = false", the player can wake him up and talk to him, and setting it to false allow him to adopt the sleeping animation. |
14:18:43 28 July 2014 |
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SacriPan
Senior Resident
 On forum: 09/20/2009
 Message edited by: SacriPan 07/28/2014 22:11:45
Messages: 319
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Hi guys,
I got a strange bug that I can't get rid of.
I set up my kamps (defined by script, no ST here) where NPC are supposed to occupy a job, then move to an other camp after a while.
It's working great but whenever I save (fast save or manual save), the next time a NPC has to change camp (I set him offline and give him a new logic containing his new job at an other camp), he just won't move... He goes offline as he's supposed to, but is doesn't seem to assimilate the new logic and stays at the same camp. I have a (working) debug function showing me the camp that he is assigned to and considering my script, his moves from camp to camp makes perfect sense (3 camps only for testing).
There is no typo in the logic config file.
If I don't save the game, the script is running FINE and all NPC change job/camp whenever they have too.
Do you know anything about such behavior?
I can't possibly make a MOD that requires the player not to save
EDIT:
I erased the save/load functions in my script to see if they messed up the script itself and I did a new test... same problem. |
22:09:15 28 July 2014 |
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SacriPan
Senior Resident
 On forum: 09/20/2009
 Message edited by: SacriPan 07/28/2014 22:34:11
Messages: 319
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I don't quite understand the use of the [remark] section but I have to point out that I don't load the game.
I just start a new game and then save. I don't reload.
It's the action of saving that breaks their logic.
Also note that NPC don't wander around after that. They continue to use their previous logic (camp/job).
I'm gonna loot for this [remark] section in the vanilla files in case I can get something out of it.
EDIT:
Did you meant that upon save/reload, a NPC would "choose" the first section in its logic file?
Because in my case, I got a job per script, it looks like this:
[smart_terrains]
none = true
[logic]
active = kamp@job_day
meet = meet@pan
[meet@pan]
use = true
use_wpn = true
meet_talk_enabled = true
meet_state = ward
use_medkit = true
;-- DAY & NIGHT
[kamp@job_day]
path_walk = <path_camp_name>_task
center_point = kamp_01
radius = 2
def_state_moving = patrol
As you can see there is only one thing for the NPC to do. In ythis exmplae, he sits at a kampfire.
Is this config file well written? |
22:18:00 11 August 2014 |
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SacriPan
Senior Resident
 On forum: 09/20/2009
 Message edited by: SacriPan 08/11/2014 22:21:28
Messages: 319
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Mutant Logic & packet_utils
Hi,
I got a little problem with my mutant Logic.
What I do in the script is:
sObj = alife():create(p_profile, f_pos, f_level_id, f_game_id)
f_object_data = packet_utils.get_object_data(sObj )
f_object_data.custom_data = "[logic]\n cfg = scripts\\my_config.ltx"
packet_utils.set_object_data(sObj , f_object_data) where "p_profile" is a valid section:
[pan_dog_weak]:dog_weak
$spawn = "respawn\pan_dog_weak" the Logic seems OK too:
[smart_terrains]
none = true
[logic]
active = mob_home
[mob_home]
path_home = lair_02
home_min_radius = 1
home_max_radius = 5 "lair_02" is a valid point defined in all.spawn.
Note that if I defined the logic directly in the "pan_dog_weak" section, it works, but I can't use it like this, because my mutant are supposed to change camp ver time in a random way (done in my script)
I did this for my NPC and it works fine but mutants seems to not like this...
I'm lost here. I thought it would be quite easy now that I did it for my NPC but I'm stuck again ;-(
Any clues on what's wrong here? Could it be related to packet_utils? |
21:52:08 12 August 2014 |
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SacriPan
Senior Resident
 On forum: 09/20/2009
Messages: 319
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Hmmm...
Seems that I need to assign the logic to the mutant while it's offline, and then wait for an update and switch it back online so it can go to his camp.
Very strange, since I can assign a logic to a freshly spawned NPC without having to use this trick. |
14:56:57 14 August 2014 |
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SacriPan
Senior Resident
 On forum: 09/20/2009
Messages: 319
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Don't mind the 2 posts above.
After further testing, I got it working as it should.
I think I had a global variable somehere in an unsused function of my script that was messing with the needed variables.
After removing all the portions of unused code, I did a quick test and it worked!
Thanks for those who cared |
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