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Of smart terrains, space restrictors and gulags

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  20:00:15  26 January 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
I`m really not sure on this, I know nothing about respawn.

Only thing I know is that the original planned final battle where you meet all the old storyline characters such as "wolf" and "fox" etc, they are all clones and not the original, so maybe this says something, although its probably because they might still be "alive" I really dunno, thats one for the scripting geniuses
  17:51:07  26 January 2011
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
Messages: 1077

---QUOTATION---
"Will they respawn?"
-> Yup they will still spawn at the same time as long as the capacity allows, because you "reserve" (predicate) the job for them so no-one else will take it.
---END QUOTATION---


addition:
If the guys you respawn will meet the same predicate condition as the first ones!
eg. if you predicate the job for the character name wolve, you will get it used again if you spawn a new character with the same character name (wolve).
Im not shure if it is allowed to respawn guys with the same story ID, if you use storyID as condition. Vintar?
  15:23:37  26 January 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
You can add this to their logic :

combat_ignore_cond = {+escape_bridge_pass_fire} (I think its called that)

To assign an NPC to a specific job you will use "predicate" check smart terrain tutorial for this. They will have to have a unique name or story id or something to get them with.

Yup they will still spawn at the same time as long as the capacity allows, because you "reserve" (predicate) the job for them so no-one else will take it.
  15:15:41  26 January 2011
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
 

Message edited by:
Kaidonni
01/26/2011 15:17:06
Messages: 1072
Strange...the one NPC attacks me on sight, the other two ignore me even if I approach them on the railroad and haven't paid the bridge toll (maybe I need to extend the kill zone restrictor? Only, I haven't got the SDK, can't mess around with the compatibility toolkit, so messing with the size of the kill zone will confuse me no end...).

Perhaps the solution is to make one of them have the necessary logic for the toll? Then if I try to pass them, then they'll shoot...

EDIT: By making the new jobs exclusive...will these NPCs still respawn the same?
  15:14:04  26 January 2011
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
 

Message edited by:
gannebamm
01/26/2011 15:14:51
Messages: 1077

---QUOTATION---

I think what happens in these instances is that NPCs are spawned onto different maps, and the engine assigns them to that ST if it's the only one with available slots . . . they just haven't arrived yet, so the ST keeps those slots open, and everyone else there just stands around. Not sure on this, though

If that is the case, you might be able to get around it by creating a new faction type that's used only for that ST. Change all the NPCs spawning there to that faction, set the ST to only accept this new faction, and throw in a respawn point (how I got around the issue at the blokpost).
---END QUOTATION---


This is very likely. 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.
To get rid of this there are two chances:
1. higher the capacity
- - It´s not the good way, since other npc are "attracted/bound" to the smart which travel to it, but wont find a real job there. This will result in weird npc behaviour at the smart terrain. Otherwise its quite cool to see many npcs travelling to the same smartie. stalker aliVe had done this with some smarts, but also opened them up for more communities (factions) which mostly are hostile to each other ( so mostly will highly reduce the npcs which actually will do a job at the smart site) [multi-gulag feature and advanced smartterrains, aliVe 1.4]
2. make youre new jobs exclusive to your new npcs
- - How to do this? Look into the logic wiki section and/or look into wolves job. With this way you wont get more npcs at the smart as it actually had jobs to offer.

gbamm
  14:45:01  26 January 2011
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
Just to throw this out, too - I've found with some ST that you need to have the capacity sometimes 2 or 3 higher than the actual number of NPCs you intend to assign there.

I had a similar issue at the bandit_fabrika and blokpost ST, and ended up with a few NPCs that just stood around the St point like they had nothing to do - even though there were additional patrols and kamper logics for them.


I think what happens in these instances is that NPCs are spawned onto different maps, and the engine assigns them to that ST if it's the only one with available slots . . . they just haven't arrived yet, so the ST keeps those slots open, and everyone else there just stands around. Not sure on this, though

If that is the case, you might be able to get around it by creating a new faction type that's used only for that ST. Change all the NPCs spawning there to that faction, set the ST to only accept this new faction, and throw in a respawn point (how I got around the issue at the blokpost).
  14:40:55  26 January 2011
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crucifist
(Senior)
 
On forum: 12/14/2009
 

Message edited by:
crucifist
01/26/2011 14:41:36
Messages: 105

---QUOTATION---
Yeah if you spawn too close to them they might stop what theyre doing and focus on you.

EDIT: and I`ll say it again : its easier in SDK
---END QUOTATION---



With the SK, you can create smart terrain, gulag and logics bound to it? I don't know how works the SDK, but it is a multi-SDK, doesn't it?
  14:32:02  26 January 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
 

Message edited by:
Vintar
01/26/2011 14:38:51
Messages: 6349
Yeah if you spawn too close to them they might stop what theyre doing and focus on you.

EDIT: and I`ll say it again : its easier in SDK
  14:25:52  26 January 2011
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
Ah, yes, because I copied and pasted the basic waypoint structure from the Blockpost patrol, and deleted some of the waypoints before I put in the new co-ordinates, I ended up deleting the final waypoint which references 0x2...which is why they don't stop and look. Ouch. Ah, it also demonstrates how to get NPCs to look in the middle of a patrol, and not just at the beginning and ending (I was wondering how to get NPCs to stop in the very middle of a patrol and look somewhere, it must be the flags...lol).

However, as for the squads and groups thing, there isn't any of that for the Blockpost patrol in gulag_escape.script...unless my third guy is behind the hill and still tagging along? Gonna test that now, just in case I only need to tweak their spawning positions. I spawn them virtually on top of the first waypoint...no wonder - since I spawn the actor nearby for convenience in testing - they appear to not follow their path in the beginning (however, previously, they didn't follow their path at all).
  13:58:40  26 January 2011
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
 

Message edited by:
Vintar
01/26/2011 14:06:52
Messages: 6349
here where you had this in the look_path :
p1:name = wp01|a=guard
p1:flags = 0x2


Theres no mention of flag 0x2 in any path_walk, but I dunno if this is a problem.

EDIT: also dunno if it will matter but usually there will be :

squad = squad, groups = groups[1],

included when doing table.insert(sj, t)
 
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