ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
Of smart terrains, space restrictors and gulags

« Previous 10 events | 1 ... 5 6 7 8 9 10 11 12 13 | Next 10 events »| All Messages
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  00:46:13  14 March 2011
profilee-mailreply Message URLTo the Top
Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
Well, I'm seriously considering moving to COP, so...I've already got the SDK loaded up. Downloaded when I realised I didn't need to mess around with the compatibility toolkit.

Should make *EVERYTHING* much easier. No more asking for space restrictor co-ordinates, or deciding where to go to put an anomaly.
  02:24:18  14 March 2011
profilee-mailreply Message URLTo the Top
insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
Messages: 1070

---QUOTATION---
Is "commander = true" a valid statement?
I always thought there is only "leader = true"
---END QUOTATION---



'leader = ID number' is used For Follower scheme ONLY.

Example:


---QUOTATION---

[follower1]
leader = 9801;Actor as leader doesn't work.
distance = 2;5
stub_for_corpse = true
dont_change_job = false;true
on_signal = leader_dead | follower2
on_info = {=distance_to_obj_le(9801:1.9)} follower2
on_info2 = {+esc_cop_actor_enemy} %=killactor%
danger = test_danger_condition
combat_ignore_cond = {=fighting_dist_ge(10)}
meet = no_meet

etc, etc

---END QUOTATION---



Btw, in this case '9801' is a new Story ID for actor. This way it works ok. If we want we can call leader to... 'The pripyat hotel'.

Now imagine this, 10 follower bandits (drunk animation, no weapons, totally in 'combat_ignore') following a crow... or maybe a helicopter... a space restrictor... or the decoder... abc sleepbag.

Guess what, i'm not joking (this is serious...)
  02:41:16  14 March 2011
profilee-mailreply Message URLTo the Top
dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
Messages: 3803

---QUOTATION---


Guess what, i'm not joking (this is serious...)
---END QUOTATION---



my senses told me a video is coming soon
  02:48:06  14 March 2011
profilee-mailreply Message URLTo the Top
SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
Looking forward to this... I enjoy watching insanelazarez's videos.
  04:03:26  14 March 2011
profilee-mailreply Message URLTo the Top
Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
 

Message edited by:
Lijenstina
03/14/2011 4:05:41
Messages: 1902
Or you can make a new scheme that makes the npc follow the actor (actor is a prick like always)

http://www.xfire.com/video/42e6bc/
  02:12:05  15 March 2011
profilee-mailreply Message URLTo the Top
insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
Messages: 1070

---QUOTATION---


Guess what, i'm not joking (this is serious...)

my senses told me a video is coming soon
---END QUOTATION---



Speaking of the devil:

[link]http://www.youtube.com/watch?v=MlNDxdByMlY[/link]
  13:54:57  23 March 2011
profilee-mailreply Message URLTo the Top
NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302
For test purposes, one should create a new type of stalker to go with a smart terrain that only permits that type of stalker to occupy it. STALKER SoC has a broken respawn mechanism so that any vacancy is instantly "reserved", although it might take some time for the replacement stalker to arrive from a remote spawn location. So it looks like the respawn doesn't work.

>> 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")

It's OOP (object-oriented programming), crucifist, but it can be poo in English, too. It depends on the programmer.
__________

---QUOTATION---
Oh, I've figured out what's wrong. The esc P data from ZRP, that's what. I move a little in the direction I want my restrictor in, and gather the data. Only it's wrong. I regathered data just, and it was different to before. So the shape is working, the direction is screwed up... I thought I just had to move a little in the direction I wanted in ZRP before using esc P to gather the correct direction data, but apparently not...
---END QUOTATION---


The problem is not with the hammer, the problem is that it is not the right tool for the screws. Esc P in ZRP does not help you define shapes directly, it just gives you a position and a couple of forms of direction and tells you how those directions apply, to you (you look in a direction) and to objects that have an orientation (vodka bottles, rifles, electro anomalies, etc.). If you don't get that, maybe you should see the docs, like the psychiatrists and/or the optometrists.

Folks can look here for some additional details:

---QUOTATION---
"Direction parameter in the all.spawn"
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=17494&sec_id=16#264601
My ZRP thread post for level changer directions is on this page:
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=11786&sec_id=16&page=188#286997

---END QUOTATION---


The direction of an SR is separate from the shape or shapes associated with it, and at this moment I can't tell you if they are related at all without checking it. Their very definition implies otherwise.

Also, start with a single simple box for testing. I've found that moving quickly through a space restrictor may not trigger the space restrictor at all, but that seems to be a sampling interval issue. If you have a modded game where lots of stuff is happening, any checks performed by the game to see if you are in a particular SR might be delayed.

Speaking of the ZRP: 1.07 has a feature by which you can monitor real-time changes in a variable or function result by displaying the information on the HUD in-game. It's called Variable Watch, and you can enter the variable or function to watch while in the game already. So you can check to see when you are in or out of a space restrictor, or if a smart terrain is fully occupied.

The best advice is by mnn:

---QUOTATION---
And I strongly suggest getting SoC SDK and work within Level Editor. It's much better than fiddling around with correct coordinates, directions and stuff...
---END QUOTATION---


And by Lijenstina:

---QUOTATION---
Get the sdk 0.7 you have an dialog editor there. Makes life much easier.
Load the appropriate string file first then the dialog - and edit the hell out of them.
---END QUOTATION---


It sounds like you might have a solution with the CoP SDK, Kaidonni.
  03:35:25  24 March 2011
profilee-mailreply Message URLTo the Top
gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
Messages: 1077

---QUOTATION---

>> 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")

It's OOP (object-oriented programming), crucifist, but it can be poo in English, too. It depends on the programmer.
---END QUOTATION---


that one made my day
  14:34:28  25 September 2011
profilee-mailreply Message URLTo the Top
exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
 

Message edited by:
exostalker
09/25/2011 14:36:26
Messages: 1267
One question : what is the difference between those space restrictor types?

restrictor_type = 0

I haven't seen any difference between 0, 1, 2, 3 and 4...
  22:54:10  25 September 2011
profilee-mailreply Message URLTo the Top
insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
Messages: 1070

---QUOTATION---
One question : what is the difference between those space restrictor types?

restrictor_type = 0

I haven't seen any difference between 0, 1, 2, 3 and 4...
---END QUOTATION---



- Exo, if you want to assign a space restrictor just to keep the npc inside (assuming he spawns inside, right?)... you can use any type.

- But if you want to prevent the AI to penetrate the space, you need the type 2 (so you must be very carefull with it). Example, you have a new dude in the bar map outside of the voronin space. But... Now you need the guy to penetrate the space, right? Trust me, the guy is not going to enter at all (because it is type 2). So, you just need to recompile the all.spawn, and change it for... say type '0'. And now he has no limitations (and the duty soldiers, are still connected with it...)

- If you want the restrictor to call a function, a blowout, a helicopter support, a new timer, or a tip... use the type 3.

I don't know about types '1' and '4', sorry.
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2021 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.