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Of smart terrains, space restrictors and gulags

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  23:40:12  25 September 2011
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
 

Message edited by:
exostalker
09/26/2011 0:23:41
Messages: 1267
Thanks, that explains a lot!

EDIT:

So I have added this new space restrictor, and it's type is 2.
Coordinates are right.

But NPC's still go in it like there is no restrictor there, or it doesn't work. I tried box, I tried sphere... nothing...

Here is an example:

[110001]
; cse_abstract properties
section_name = space_restrictor
name = exo_rostok_merc_space
position = -89.49577331543,3.0307149887085,122.55830383301
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 1421
distance = 0
level_vertex_id = 46511
object_flags = 0xffffff3e

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0 ffset = 0,0,0
shape0:radius = 3.64168655872345

; cse_alife_space_restrictor properties
restrictor_type = 2

Anyone know why isn't it working?
  09:04:58  26 September 2011
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
Messages: 1267
Tried to copy other space restrictor from other alife place, still the same thing. I can't see what is wrong...
  20:39:30  26 September 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
Ah this is why i love working in sdk, you just spawn a space restrictor and thats that
  15:02:44  27 September 2011
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
Messages: 1267
Yeah but I'm not willing to wait 48 hours for it to render the map...
  18:27:50  27 September 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349

---QUOTATION---
Yeah but I'm not willing to wait 48 hours for it to render the map...
---END QUOTATION---


eh, just for space restrictor?...
  18:52:14  27 September 2011
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
Messages: 1267
Yeah. From what I heard even if you put in little things in SDK, you will still have to recompile the map.
  21:16:42  27 September 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
Well i'm not an expert in sdk yet but as far as i know if you dont touch geometry or aimap then you just make game which takes less than a minute. Problem in your case is that if you edited spawn with acdc then those changes will be lost when you build a new spawn.
  21:30:58  14 November 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
11/14/2011 21:31:36
Messages: 421
Hello,

I add st and mutant in the marsh level map with no problem, but i don't understand the respawn system.

I add respawn in my alife_marsh.ltx, but dog don't respawn.

Can you help me, plesae?

My files:
alife_marsh.ltx:

---QUOTATION---

[11098]
; cse_abstract properties
section_name = smart_terrain
name = marsh_dogs_cemetery
position = 335.759,7.8373,-75.78197
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 3528
distance = 16.7999992370605
level_vertex_id = 352850
object_flags = 0xffffff3e
custom_data = <<END
[smart_terrain]
type = marsh_dogs_cemetery
capacity = 4
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0 ffset = 0,0,0
shape0:radius = 3.48219966888428

; cse_alife_space_restrictor properties
restrictor_type = 3

; se_smart_terrain properties


[11099]
; cse_abstract properties
section_name = dog_weak
name = marsh_dogs_cemetery_0001
position = 329.23403930664,7.693202495575,-85.953392028809
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 3533
distance = 18.1999988555908
level_vertex_id = 349146
object_flags = 0xffffffbf
custom_data = <<END
[smart_terrains]
marsh_dogs_cemetery = true
END

; cse_visual properties
visual_name = monsters\dog\dog_white

; cse_alife_creature_abstract properties
g_team = 0
g_squad = 1
g_group = 14
health = 1
dynamic_out_restrictions =
dynamic_in_restrictions =

upd:health = 1
upd:timestamp = 0
upd:creature_flags = 0
upd osition = 329.23403930664,7.693202495575,-85.953392028809
upd _model = 0
upd _torso = -0.00269026355817914,-0.0192443951964378,0
upd:g_team = 0
upd:g_squad = 1
upd:g_group = 14

; cse_alife_monster_abstract properties

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

; cse_ph_skeleton properties

; cse_alife_monster_base properties

; se_monster properties

[11100]
; cse_abstract properties
section_name = dog_weak
name = marsh_dogs_cemetery_0002
position = 339.46734619141,7.6898627281189,-64.916900634
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 3528
distance = 18.1999988555908
level_vertex_id = 355842
object_flags = 0xffffffbf
custom_data = <<END
[smart_terrains]
marsh_dogs_cemetery = true
END

; cse_visual properties
visual_name = monsters\dog\dog_red

; cse_alife_creature_abstract properties
g_team = 0
g_squad = 1
g_group = 14
health = 1
dynamic_out_restrictions =
dynamic_in_restrictions =

upd:health = 1
upd:timestamp = 0
upd:creature_flags = 0
upd osition = 339.46734619141,7.6898627281189,-64.916900634
upd _model = 0
upd _torso = -0.00269026355817914,-0.0192443951964378,0
upd:g_team = 0
upd:g_squad = 1
upd:g_group = 14

; cse_alife_monster_abstract properties

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

; cse_ph_skeleton properties

; cse_alife_monster_base properties

; se_monster properties

[111113]
; cse_abstract properties
section_name = respawn
name = marsh_dogs_cemetery_respawn
position = 339.46734619141,7.6898627281189,-64.916900634
direction = -0.0328151993453503,-0.00691708410158753,-0.207787200808525

; cse_alife_object properties
game_vertex_id = 3528
distance = 16.7999992370605
level_vertex_id = 355842
object_flags = 0xffffff3e
custom_data = <<END
[respawn]
respawn_section = dog_weak, dog_normal
;max_count = 10
;min_count = 3
max_spawn = 5
idle_spawn = often
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_respawn properties

---END QUOTATION---



way_marsh.ltx:

---QUOTATION---

[marsh_dogs_cemetery_path1]
points = p0
p0:name = wp00
p0 osition = 335.759,7.8373,-75.78197
p0:game_vertex_id = 3528
p0:level_vertex_id = 352850

[marsh_dogs_cemetery_path2]
points = p0
p0:name = wp00
p0 osition = 335.759,7.8373,-75.78197
p0:game_vertex_id = 3528
p0:level_vertex_id = 352850

---END QUOTATION---



I add good function to call my logic in the gulag_marsh.script and .ltx

More, i didn't modify the se_respawn.script, and i have it:

---QUOTATION---

dog_weak = 53, dog_normal = 126, dog_strong = 130,

---END QUOTATION---



What is the value in the se_respawn.script?
Is it the max number of mutant in the game?

Should I increase these values?

And another question: what is the link between the st and the respawn?
How the respawn (in the alife_marsh.ltx files) know that my dog is for my st?
Is it the name of the respawn?

I search in vanilla files, but i didn't found a link.
  11:18:14  17 November 2011
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1159

---QUOTATION---
Hello,

I add st and mutant in the marsh level map with no problem, but i don't understand the respawn system.

I add respawn in my alife_marsh.ltx, but dog don't respawn.

Can you help me, plesae?

I add good function to call my logic in the gulag_marsh.script and .ltx

More, i didn't modify the se_respawn.script, and i have it:

dog_weak = 53, dog_normal = 126, dog_strong = 130,

What is the value in the se_respawn.script?
Is it the max number of mutant in the game?

Should I increase these values?

And another question: what is the link between the st and the respawn?
How the respawn (in the alife_marsh.ltx files) know that my dog is for my st?
Is it the name of the respawn?

I search in vanilla files, but i didn't found a link.
---END QUOTATION---



There is no direct link between a smart terrain and a respawn.
Smart terrain offers jobs to the games world, and if there is any free job at a smart terrain, the respawn produces the predefined type npc/mutants to occupy this job.

Gannebamm had a better understanding of respawn/smartie system in ShOC, so i quotate some post from him:

"SHOC´s spawners only spawn there npcs/mutants if there is any job for them in the zone (so in any level). The job itself is blocked after that so no other npc could enter it." "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."

See more info about respawn in this link (its russian, google translate it):
http://stalkerin.gameru.net/wiki/index.php/SoC._Respawn

A typical respawn, and its explanation:

[respawn]
respawn_section = esc_urody_respawn_1, 12, esc_urody_respawn_2, 9
max_count = 8
min_count = 4
max_spawn = 2
idle_spawn = medium
conditions = 100

Where:
respawn_section = id spawn-sections of the file spawn_section.ltx. The numbers after the decimal point, mean ratio of one section to another. If you plan to an equal number of spawn from each section, the numbers do not need to raise.

max_count = Number of spawn requests for a period of time, while HS is on the scene. When moving to another location, the counter is reset max_count. (Not necessarily set)

min_count = minimum number of NPCs to spawn an emergency. (not necessarily to set)

max_spawn = Number of NPCs per spawn cycle.

idle_spawn = type of spawn. Three known types of medium, often, seldom. Usually, the medium type used.

conditions = spawn condition. You can set the test conditions (infoportion), where the spawn will occur only when the condition met. Number indicates the total percentage of completion spawn. For example:

conditions = {+ infoportion} 100, 0 where the spawn will happen to one hundred percent chance, only if the actor have the set infoportion.

Look into
- general_lager.ltx
- general_lair.ltx
- smart_terrain_presets.ltx
  11:54:34  17 November 2011
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
Messages: 1902
You can also do what OL did with the events script. You spawn mutants by a call that is time related (in OL is after the AMK blowout). Just make sections with custom data logic that have a mob_home or mob_walker with an appropriate existing waypoint assigned.
 
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