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Of smart terrains, space restrictors and gulags

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  15:55:17  3 February 2011
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crucifist
(Senior)
 
On forum: 12/14/2009
 

Message edited by:
crucifist
02/03/2011 15:57:10
Messages: 105

---QUOTATION---

@Rubber Baron
thx for claryfiing this!

It doesn't change the fact, that we don't know, how did crucifist merged the generators level, or from which mappack did he grab it. I believe only in what i can open in level editor and check it with xrai.
---END QUOTATION---



I use Old Storyline Restoration as a base for my modification. I have added NPC with smart terrain, gulag and logic and all works fine.

I know that there are smart terrains in dead city, but none in Generators.

Should I check something with the level editor?

I have this error in my xray (no crash):

! Unknown command: dbg:!-!-!-_Принудительный_Вылет_-!-!-!
! Unknown command: dbg:!-!-!-_Принудительный_Вылет_-!-!-!
! Unknown command: dbg:!-!-!-_Принудительный_Вылет_-!-!-!

The russian words, translated with google, are:"Forced Departure"

I have added the function to lauch the respawn. It is executed (I use
get_console():execute("my_comment") 

to verify), but it doesn't respawn.
  16:13:43  3 February 2011
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
 

Message edited by:
gannebamm
02/03/2011 16:17:22
Messages: 1077
http://sdk.stalker-game.com/en/index.php?title=Code_execution_by_button

put in there:
http://pastebin.com/vsMjFYyr

that should do the trick.
Btw. i think respawners are sometimes kind of wonky if there isnt a smartterrain on there own level... never tested this

once again i would test a simple respawner on proven ground first to check if the basics are working!
gbamm

:: edited ::
typo in script

:: edited 2::
i would suggest you try the script with a vanilla respawner first! Its not tested and written out of my brain, which mostly leads to little glitches!
  09:15:44  4 February 2011
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crucifist
(Senior)
 
On forum: 12/14/2009
Messages: 105
Thanks for your help! It works in Generators with my new spawn_section. I need to call the script in the menu of course! I have also tested in garbage, it works too. Now, I have to understand why it doesn't spawn without manual call of the script ...
  17:02:30  4 February 2011
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
Messages: 1077

---QUOTATION---
Thanks for your help! It works in Generators with my new spawn_section. I need to call the script in the menu of course! I have also tested in garbage, it works too. Now, I have to understand why it doesn't spawn without manual call of the script ...
---END QUOTATION---


If a spawn call gets your stuff spawned as intended, the spawn call itself isnt fired.
If you understand lua you could check all conditionals set in se_respawner.script to see what prevents the function to get called. Furthermore you could make a advanced search through all script files for the se_respawn.spawn(xyz) function call to get these functions which execute the spawn which are not incorporated into se_respawn.
common conditions are:
spawn_idle
distance to actor
jobs/smarts
zonepopulation

-
if you spawn the guys, what are they doing? Do they go to any kind of smartterrain? Could you paste the complete spawn section in here please?
  20:11:09  4 February 2011
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crucifist
(Senior)
 
On forum: 12/14/2009
 

Message edited by:
crucifist
02/04/2011 20:12:42
Messages: 105
The complete section or file?

As I'm not sure:


;-------------------------------Generator -------------------------------


[gen_stalker_respawn_1]:stalker
$spawn 				= "respawn\gen_stalker_respawn_1"
character_profile	= sim_stalker_master
spec_rank = master
community = stalker

[gen_stalker_respawn_2]:stalker
$spawn 				= "respawn\gen_stalker_respawn_2"
character_profile	= sim_stalker_master
spec_rank = master
community = stalker



In fact I think it's a problem bound to smart terrain and gulag. I don't specify that my respawned character has to work for my smart terrain. But it's a little strange ... When I kill the 2 NPCs, my respawned character (called by the menu) takes a job and work for the smart terrain.

Is it bound to the community accepted in the smart terrain?

To test, I kill my two NPCs, then leave to another map. Once I'm there, I call a function wich accelerates time but the respawn doesn't work.

Here's my smart terrain:


[9091]
; cse_abstract properties
section_name = smart_terrain
name = smart_generators_village
position = -110.64280700684,37.96125793457,-490.61651611328
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 2981
distance = 10.3999977111816
level_vertex_id = 198275
object_flags = 0xffffffbe
offline = false
custom_data = <<END
[smart_terrain]
type = smart_generators_village
capacity = 2
;squad = 8
;groups = 5
communities = stalker
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 1.64799988269806

; cse_alife_space_restrictor properties
restrictor_type = 0

; se_smart_terrain properties



My respawn:


[9094]
; cse_abstract properties
section_name = respawn
name = gen_stalker_respawn_1
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 = gen_stalker_respawn_1
max_count = 2
min_count = 2
max_spawn = 2
idle_spawn = often
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



Call of jobs of the ST:


	if type == "smart_generators_village" then
		t = {}
		t.section = "logic@smart_generators_village0"
		t.idle = 0
		t.timeout = 0
		t.prior = 100
		t.state = {0}
		t.squad = squad
		t.group = groups[1]
		t.position_threshold = 100
		t.online = true
		t.in_rest = ""
		t.out_rest = ""
		table.insert(sj, t)	
		
		t.section = "logic@smart_generators_village1"
		t.idle = 0
		t.timeout = 0
		t.prior = 100
		t.state = {0}
		t.squad = squad
		t.group = groups[1]
		t.position_threshold = 100
		t.online = true
		t.in_rest = ""
		t.out_rest = ""
		table.insert(sj, t)	
	end



I'm not a LUA programmer but I have notions in POO (I don't know how to say it in english, so I mean "object language" . So I can understand scripts. I'm going to check that!
  13:32:54  5 February 2011
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crucifist
(Senior)
 
On forum: 12/14/2009
 

Message edited by:
crucifist
02/05/2011 15:00:26
Messages: 105
I have done a lot of testes. It's very strange:

In fact, only 1 NPCs can be respawned in my smart terrain (using the call). The two stalker spawned in the smart terrain have to be dead to get respawn work. I have deleted in all.spawn two stalker sections which were spawned in the smart terrain. Now, if I call the respawn function, nothing happened. I don't understand anything ...

No way to get it work. Aaaargh

EDIT: what is the output of the printf() function?

EDIT2: I'm checking the execution of the se_respawn() function.
Actually, when I call the script from the menu, those "instructions" are executed:


function spawn(name)
	local spawner = respawners[name]
	if spawner == nil then
		get_console():execute("nil") --not executed
		return
	end
	
	for i=1,spawner.max_spawn do
		get_console():execute("enter_spanwer_loop") --executed
		if spawner.max_count ~= -1 and table.getn(spawner.spawned_obj) >= spawner.max_count then
			get_console():execute("cant_spawn_max_count_reach") -- not executed
			return
		end		
		if spawner:create(xr_logic.pick_section_from_condlist(db.actor_proxy, spawner, spawner.conditions)) == false then
			get_console():execute("WTF") -- I don't know the goal of this function. It is executed
			return
		end
	end		



EDIT: when I call the respawn and get it work state of the smart terrain is verified. I have also the error that I have mentionned before: dbg:error --! blah blah !--

The smart terrain isn't checked when the respawn doesn't work.
I have also seen that when I kill a respawned NPC I get an error in my log:

v:ge_destroy[2888]: not found on server

EDIT3: only the second job bound to the ST is loaded when respawning.
EDIT4: there was a mistake in my gulag script. I have corrected it. But now, my respawned NPC won't load its logic, bu is bound to ST.
  15:49:41  5 February 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
Firstly i'm shocked that you admit to doing alot of testes
secondly, try increase your capacity
  15:50:33  5 February 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
Firstly i'm shocked that you admit to doing alot of testes
secondly, try increase your capacity
  16:08:43  5 February 2011
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crucifist
(Senior)
 
On forum: 12/14/2009
 

Message edited by:
crucifist
02/05/2011 16:14:11
Messages: 105
The smart terrain capacity is set to 10. The capacity in se_repspawn.script is set to 99 for each kind of stalker.

My testes don't help me for the moment erf

EDIT: attribution of the ST is only linked to the NPC community?
  17:08:33  5 February 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
Your smart terrain capacity clearly says 2.
Perhaps more testes are in order
 
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