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Of smart terrains, space restrictors and gulags

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  22:44:20  29 January 2011
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
Anyone? Anyone at all?
  19:28:48  30 January 2011
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crucifist
(Senior)
 
On forum: 12/14/2009
 

Message edited by:
crucifist
01/30/2011 19:37:59
Messages: 105
I also try to understand how respawn works . My files:

all.spawn:

[9093]
; cse_abstract properties
section_name = stalker
name = village_stalker_1
position = -117.88652038574,37.427352905273,-480.15625
direction = 8.19198430690449e-006,-2.85659980773926,-2.44162747549126e-005

; cse_alife_trader_abstract properties
money = 5000
character_profile = sim_stalker_master

; cse_alife_object properties
game_vertex_id = 2966
distance = 29.3999996185303
level_vertex_id = 191156
object_flags = 0xffffffbf
custom_data = <<END
[smart_terrains]
smart_generators_village = true
END

; cse_visual properties
visual_name = actors\neytral\stalker_neytral_exoskeleton

; cse_alife_creature_abstract properties
g_team = 0
g_squad = 18
g_group = 1
health = 1
dynamic_out_restrictions = 
dynamic_in_restrictions = 

upd:health = 1
upd:timestamp = 0x1d458
upd:creature_flags = 0x59
upd:position = -117.88652038574,37.427352905273,-480.15625
upd:o_model = 0
upd:o_torso = -2.85659980773926,8.19198430690449e-006,0
upd:g_team = 0
upd:g_squad = 18
upd:g_group = 1

; cse_alife_monster_abstract properties

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

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

; cse_ph_skeleton properties

upd:start_dialog = 

; se_stalker properties

[9094]
; cse_abstract properties
section_name = respawn
name = gen_stalker_respawn
position = -110.88652038574,37.427352905273,-480.15625
direction = -0.0328151993453503,-0.00691708410158753,-0.207787200808525

; cse_alife_object properties
game_vertex_id = 2966
distance = 16.7999992370605
level_vertex_id = 191156
object_flags = 0xffffff3e
custom_data = <<END
[respawn]
respawn_section = stalker
;max_count = 10
;min_count = 3
max_spawn = 2
idle_spawn = medium
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 1

; cse_alife_space_restrictor properties
restrictor_type = 0

; se_respawn properties




spawn_sections.ltx:


[gen_stalker_respawn]:stalker
$spawn 				= "respawn\gen_stalker_respawn"
character_profile	= sim_stalker_master
spec_rank = master
community = stalker



It doesn't seem to work. My smart terrain and my NPC work (including logic). But they don't respawn if I kill them (even after 4/5 days).

I don't know more about it for the moment.
  19:36:58  30 January 2011
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
Messages: 1267
Would like to know more about respawns too.
  19:40:12  30 January 2011
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crucifist
(Senior)
 
On forum: 12/14/2009
 

Message edited by:
crucifist
01/30/2011 19:50:12
Messages: 105

---QUOTATION---
Would like to know more about respawns too.
---END QUOTATION---



That why I have uploaded my files!

I think you need to add a spawn section in "spawn_sections.ltx", but it seems that more is needed to get it work. Tonight, I'm going to watch how NPCs respawns in the rookie camp in Cordon.
  20:21:07  30 January 2011
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
I saw one of your old threads, Crucifist, about space restrictors, and think I have them down to a T now. It's the shapes that matter most, as if there is more than one, it's likely I'll need to offset the position (0,0,0 means the position of the restrictor is also the middle of the shape).
  20:34:03  30 January 2011
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crucifist
(Senior)
 
On forum: 12/14/2009
 

Message edited by:
crucifist
01/30/2011 20:35:24
Messages: 105

---QUOTATION---
I saw one of your old threads, Crucifist, about space restrictors, and think I have them down to a T now. It's the shapes that matter most, as if there is more than one, it's likely I'll need to offset the position (0,0,0 means the position of the restrictor is also the middle of the shape).
---END QUOTATION---



Hum, don't you confuse me with someone else? In fact I know nothing about space restrictors for the moment (except what I have just read in this topic).

EDIT: you mean that something is wrong in my alife_****.ltx?
  21:10:04  30 January 2011
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
Sorry, must have confused you with someone else...soopytwist! Ahhh! Darn...
  21:37:01  30 January 2011
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crucifist
(Senior)
 
On forum: 12/14/2009
 

Message edited by:
crucifist
01/30/2011 23:30:42
Messages: 105
to Exostalker: I found this:


---QUOTATION---
I just remembered if you have made smart terrains you don't need to add new stalkers... The stalkers will respawn and add themselves via the respawn system. Adding stalkers via all.spawn is only necissary if you want a group of stalkers who are guarenteed to only stay in that place and to be there at the start of the game, like special characters etc.
So if you have smart terrains thye will become populated over time.
---END QUOTATION---



EDIT: I found this (I let you "google translate it" :

http://stalkerin.gameru.net/wiki/index.php/RESPAWN

I have tried to create a spacerestrictor as mentionned in the article, but it doesn't work. In fact I'm not sure to understand the last part of the article ...
  18:07:13  31 January 2011
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
 

Message edited by:
gannebamm
01/31/2011 18:08:10
Messages: 1077
ok had no time for any infos until yet:
- You dont need to use any kind of space restrictor for a respawner. You could to define his on/offline state and so on, but you dont need them!

- files you need to edit:
all.spawn
maybe spawn_section.ltx
maybe some Npc_profile.xml
maybe smart_terrain_presets.ltx
maybe general_lager.ltx
maybe general_lair.ltx
maybe se_respawn.script

all.spawn stuff:

respawn_section = NAME_respawn_X, 12, NAME_respawn_Y, 9


this defines the sections the respawner will respawn. The numbers after the spawn-IDs describe in which quantitive relation the spawns will be used. So you will get a 12 to 9 relation in numbers between these two sections. Usually its used like: for 3 low rank bandits get me one higher rank bandit ( -> respawn_section = gar_bandit_respawn_1, 3, gar_bandit_respawn_2, 1)


The above will look into:
spawn_section.ltx
To get the info what the section actually is, eg:

[NAME_respawn_X]: stalker
$ spawn = "respawn\NAME_respawn_X"
character_profile =  NAME_character.xml ; without .xml !
spec_rank =  RANKNAME
community =  FACTIONNAME



AFAIK the spec_rank and community info could also be placed into the xml, just like loadout and other stuff.


-- some sidenotes:
A respawner only kicks in if there are any suitable jobs anywhere in the gameworld. So if there arent any smartterrain which offers free jobs, there will be no respawn. End
On the other hand you cant just place a smartie somewhere and think it gets involved into the whole alife system unless you check:
smart_terrain_presets.ltx

In here you will find which smarts are involved in alife system in which levels by which kinds of faction and which state of experience/rank. eg:

;;; aliVe 1.6 !
[l01_escape]

stalker		= novice, experienced
military		= novice, experienced
bandit		= novice, experienced,veteran

boar		=	weak, normal
flesh		=	weak, normal
dog		=	weak, normal, strong
pseudodog	=	weak, normal
rat		=	weak, normal
tushkano		=	weak, normal, strong
cat		=	weak, normal
chimera		=	weak, normal
bloodsucker =	weak


thus will ashure your set smartterrain will get involved into the whole mechanic.

BEWARE if your smart is a general_lager/_lager you should look into:
general_lager.ltx
general_lair.ltx

Furthermore you should get your respawns into se_respawn.script. In there you will find the max amount of respawned mutants/stalkers in the whole gameworld. Beware its called respawned! So if you set the stalker numbers down to 5 per section you will find the zone like usuall. But after some stalkers get killed there wont be more then 5 in the whole world which will get repsawned. - this is the theory and not fully tested!
So in short:
If you get a new respawner, and a new terrain for your npc/mutants maybe its a good idea to higher the sections max amounts, or much more interessting ashure that this section is called in the script at all!

Some specialities for mutant respawning:
You will get your respawn ID not from a ltx and xml but from the sections set into the se_respawn.script. The called sections belong to the mutant.ltx files (eg. m_boar.ltx)

everything clear?


----
what i think you have done wrong:
no settings in
1. se_respawn.script
2. general_lager.ltx
3. general_lair.ltx
4. smart_terrain_presets.ltx
  20:11:11  31 January 2011
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crucifist
(Senior)
 
On forum: 12/14/2009
Messages: 105
Thanks for those informations! No time to test it tonight I have to work on metasploit! Erf!
 
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