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What am I doing wrong-creating a smart terrain

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  17:25:33  1 January 2019
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optical_illusion
Senior Resident
 

 
On forum: 02/09/2013
 

Message edited by:
optical_illusion
01/01/2019 17:26:08
Messages: 176
What am I doing wrong-creating a smart terrain

Ok I am trying to change one smart terrain on Cordon.
I took esc_stone_lager that is originally a stalker camp(Not mutant) but i want to change it into a pseudogiant camp

Here is my all.spawn alife
[134]
; cse_abstract properties
section_name = gigant_strong
name = esc_gigant
position = 14.4158306121826,15.8822383880615,663.174926757813
direction = 0.118212006986141,0.000113633497676346,0.0380978547036648

; cse_alife_object properties
game_vertex_id = 206
distance = 4.90000009536743
level_vertex_id = 292768
object_flags = 0xffffffbf
custom_data = <<END
[smart_terrains]
esc_stone_lager = true
END

smart terrain

[844]
; cse_abstract properties
section_name = smart_terrain
name = esc_stone_lager
position = 208.569107055664,2.30272102355957,320.01416015625
direction = -0.082678884267807,0.00772254541516304,0.0932412967085838

; cse_alife_object properties
game_vertex_id = 238
distance = 30.7999992370605
level_vertex_id = 503478
object_flags = 0xffffff3e
custom_data = <<END
[smart_terrain]
cond = {-esc_kill_bandits_quest_kill -esc_kill_bandits_quest_done}

capacity = 3
type = general_lair
communities = pseudo_gigant
stay = long
END

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

; cse_alife_space_restrictor properties
restrictor_type = 0

; se_smart_terrain properties

here is my "way"

[esc_stone_lager_home_1]
points = p0
p0:name = name00
p0 osition = 230.781295776367,1.59934139251709,342.025848388672
p0:game_vertex_id = 247
p0:level_vertex_id = 519240

here is the gulag script and npc logic

if type == "esc_stone_lager" then
t = { section = "logic@esc_stone_lager",
idle = 0,
prior = 5, state = {0},
in_rest = "", out_rest = ""
}
sj[#sj+1] = t
t = { section = "logic@esc_stone_lager",
idle = 0,
prior = 5, state = {0},
in_rest = "", out_rest = ""
}
sj[#sj+1] = t
t = { section = "logic@esc_stone_lager",
idle = 0,
prior = 5, state = {0},
in_rest = "", out_rest = ""
}
sj[#sj+1] = t
return true
end

if type == "esc_stone_lager" then
return function(gulag)
return 0
end
end

if gulag_type == "esc_stone_lager" then
return npc_community == "pseudo_gigant"
end


Nothing crashes but the giant doesnt want to go to the stone lager and simply spawns and chills near its spawn point
  04:45:23  15 January 2019
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
01/15/2019 5:07:13
Messages: 4286
I'll assume the last two if blocks are for the load_states() function and the checkMonster() function.

Your conditional logic for the smart terrain is that it will exist only until the Nimble rescue attempt is completed. Is that what you want?

Now: where's your [logic@esc_stone_lager] job entry to support your load_job() statements? I'd expect it in config\misc\gulag_escape.ltx. Edit: This rules out general_lair.

Or you can just remove the gulag_escape.script changes as a test to see if the pseudogiant goes to esc_stone_lager. The original loners didn't have anything but the default general_lager logic, anyway.

While you can force that pseudogiant to go to that ST, it might not hurt to have a pseudo_gigant entry for [l01_escape] in smart_terrain_presets.ltx in config\misc\.

I wish you well, although your persistence is a major factor toward that end already.
 
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