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  14:56:59  12 June 2011
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the_marked_one
Senior Resident
 

 
On forum: 11/21/2010
Messages: 647

---QUOTATION---
What are you playing (SOC version & patch, base mod, and any add-ons)?
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followed your easy guide 8 game data download parts and the latest translation you linked to, stalker patched to 1.004 with according to the main screen amk 1.4.1 + ns 19.04.10 + exp 14.08.10 + patch 3.09.10 + sapsan 18.11.10
  17:00:06  12 June 2011
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the_marked_one
Senior Resident
 

 
On forum: 11/21/2010
Messages: 647
How do i tell which version of soc i have, its a uk disc if thats what you mean, patched to 1.004 (worldwide afaik) not running any mods from it just followed your latest guide on the download page and downloaded the 8 part gamedata and the ns all in one translation you linked to
  19:21:29  12 June 2011
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Pseudostomp
There is a strange beauty in The Zone.
(Resident)

 

 
On forum: 04/17/2010
 

Message edited by:
Pseudostomp
06/12/2011 19:26:14
Messages: 1196
OT in this thread. Should move to Narodnaya Solyanka thread (usually somewhere on page 1 or 2 of Mod Discussion forum. https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=18594&sec_id=16

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...game keeps crashing in the forgotten forest when the psy dogs appear
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.
Some smart_terrain.script patches for this, linked in the Mod Downloads forum NS mod summary post (usually last page of the thread).
  00:13:12  1 October 2012
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FatalFunnel
(Senior)
 
On forum: 11/07/2011
Messages: 133

---QUOTATION---
S.W.O. 2.2.2 MOD working with AMK Mod 1.4 ?

Well... AMK weather has got the sunflares working... SWO DON'T.

AMK weather has his unique feature , DYNAMIC WEATHER, so that you'll never know what kind of weather you could have in any level at exactly 10 o'clock, cause it's choosen in a random way... SWO DON'T.

So i think that it's better to use "NightVz AMK weather Mod 0.99", that is made for the AMK weather dynamic system and DO NOT DISABLE unique features in the mod.
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Is there any way to de-randomize the "dynamic weather" that AMK has?

I've been looking at NightVz's mod, and I think it has what I'm looking for, since it apparently has a modified amk_mod.script, which is most likely the script that calls for the randomized sections.

The same sections of the environment.ltx that I want to comment out, so that it will use the regular weather.
  21:11:44  18 October 2012
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smarac
(Novice)
 
On forum: 10/18/2012
Messages: 2
Hi all, i've just dropped by to ask a couple of questions, first one, how do exactly AMK stashes work, the random content and random rare modes, i have no idea what im going to find in stashes if i switch to them, and my other question is how do i edit out the requirement to obtain artifact recipes first, and then be able to transform them, i want to be able to cook them without found recipes.
  21:39:48  18 October 2012
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FatalFunnel
(Senior)
 
On forum: 11/07/2011
Messages: 133

---QUOTATION---
Hi all, i've just dropped by to ask a couple of questions, first one, how do exactly AMK stashes work, the random content and random rare modes, i have no idea what im going to find in stashes if i switch to them, and my other question is how do i edit out the requirement to obtain artifact recipes first, and then be able to transform them, i want to be able to cook them without found recipes.
---END QUOTATION---



First, the random stashes are in treasure_manager.script, and they can be edited.

Second, artifact recipes are in amk_mod.script, some versions of this script are difficult to read, because the script doesn't seem to have line breaks, but I think the EN version has a more readable one.

Anyways, the section with recipes looks like this:

function check_usable_item(obj)
local info=nil
if obj:section()=="vehicle_btr" then
db.actor:kill(db.actor)
end
if obj:name()=="mil_stalker0012" then
info="info_amk_recipt_stone_dikoobraz"
elseif level.name()=="l01_escape" and obj:section()=="amk_zapiska" then
info="info_amk_recipt_shkura"
amk.drop_item(db.actor,obj)
amk.remove_item(obj)
elseif level.name()=="l04u_labx18" and obj:section()=="amk_zapiska" then
info="info_amk_recipt_simbion"
amk.drop_item(db.actor,obj)
amk.remove_item(obj)
elseif level.name()=="l08u_brainlab" and obj:section()=="amk_zapiska" then
info="info_amk_recipt_dummy"
amk.drop_item(db.actor,obj)
amk.remove_item(obj)
else
local recipes=amk.load_table("amk_body_recipe"
info=recipes[obj:id()]
end
if db.actor==nil or info==nil or db.actor:has_info(info) then
return
end
db.actor:give_info_portion(info)
amk_dialogs.info_received()
end

function generate_recipe(obj)
if IsMonster(obj) then
return
end
local info=nil
local prop=100
if level.name()=="l07_military" and obj.character_community and
obj:character_community()=="killer" then
info="info_amk_recipt_titan_kolobok"
prob=30
elseif level.name()=="l10_radar" and obj.character_community and
obj:character_community()=="monolith" then
info="info_amk_recipt_controller_skalp"
prob=10
end
if not info then return end
local recipes=amk.load_table("amk_body_recipe"
-- Ïðîâåðèì íå ãåíåðèëñÿ ëè óæå ýòîò ðåöåïò
for k,v in pairs(recipes) do
if v==info then
return
end
end
-- Ñãåíåðèì ðåöåïò
if math.random(100)<=prob then
recipes[obj:id()]=info
amk.save_table("amk_body_recipe",recipes)
end
end



I managed to copy out a number of individual recipes from that script, which I'm working on tying to flash drives, you could probably just spawn the info on the actor.

--info_amk_recipt_souls - souls, lukash reward
--info_amk_recipt_tears_fire - fire tears
--info_amk_recipt_dikoobraz - snitch info
--info_amk_recipt_giant_small_brother - kol4
--info_amk_recipt_controller_skalp - controller scalp info
--info_amk_recipt_tears_electra - electra tears info
--info_amk_recipt_grandmother_glassbeards - 1st glassbeads info
--info_amk_recipt_dummy - dummy info
--info_amk_recipt_tears_chimaera - chimera tears info
--info_amk_recipt_pra_grandmother_glassbeards - 2nd glassbeads info
--info_amk_recipt_electra_dikoobraz - electro porcupine info
--info_amk_recipt_sopl_dikoobraz - acid porcupine info
--info_amk_recipt_almaz_kolobok - kol3 info
--info_amk_recipt_pancir - armor 3 info
--info_amk_recipt_simbion - simbion info
--info_amk_recipt_titan_kolobok - titan kol info
--info_amk_recipt_cheshya - armor 2 info
--info_amk_recipt_stone_dikoobraz - stone porcupine info
--info_amk_recipt_steel_kolobok - steel kolobok info
--info_amk_recipt_shkura - armor 1 info
  21:18:45  19 October 2012
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smarac
(Novice)
 
On forum: 10/18/2012
Messages: 2
Thanks for that stash info, as for recipes im not sure how to spawn info on player, i've done this but i guess thats not the proper syntax for adding info although thats what it looks like from your script

function motivator_binder:reload(section)
--memusage.collect_info(self.object, "reload_start"
info="info_amk_recipt_souls"
info="info_amk_recipt_tears_fire"
info="info_amk_recipt_stone_dikoobraz"
info="info_amk_recipt_giant_small_brother"
info="info_amk_recipt_dikoobraz"
info="info_amk_recipt_giant_small_brother"
info="info_amk_recipt_tears_electra"
info="info_amk_recipt_grandmother_glassbeards"
info="info_amk_recipt_dummy"
info="info_amk_recipt_tears_chimaera"
info="info_amk_recipt_pra_grandmother_glassbeards"
info="info_amk_recipt_electra_dikoobraz"
info="info_amk_recipt_sopl_dikoobraz"
info="info_amk_recipt_almaz_kolobok"
info="info_amk_recipt_pancir"
info="info_amk_recipt_simbion"
info="info_amk_recipt_titan_kolobok"
info="info_amk_recipt_cheshya"
info="info_amk_recipt_steel_kolobok"
info="info_amk_recipt_shkura"
object_binder.reload(self, section)
--printf("motivator_binder:reload(): self.object:name()='%s'", self.object:name())
--self.object:set_pda_callback(pda_callback)
--memusage.collect_info(self.object, "reload_end"
end
  21:03:48  4 January 2014
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belizarius
Strelok Holmes
(Resident)

 

 
On forum: 09/02/2009
Messages: 222
Hello.

I want to move the minimap from the bottom right corner, to the upper left. Can anyone give me some pointers as to how I can do this?

And maybe if I manage to move the minimap I'll have to move the 4 indicator bars (suit, health, stamina and radiaton) a bit to the right, to fill the empty space

Thank you.
  17:35:08  13 January 2014
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vengeance
(Novice)
 
On forum: 12/05/2010
Messages: 25
Hey there, i have this problem with the dynamic news system and blowouts, as those features seem to have stopped working at the start of June, ingame.

I posted a thread earlier on (https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=3&thm_id=22185&sec_id=16) But maybe somebody on the AMK Mod thread knows more on how to fix this?
 
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