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 ... 3 4 5 6 7 8 9 10 11 ... 13 | Next 10 events »| All Messages
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  14:38:45  6 February 2011
profilee-mailreply Message URLTo the Top
crucifist
(Senior)
 
On forum: 12/14/2009
Messages: 105
Actually I can't help you (I'm sure you have already guessed it ). I'm still stuck with my respawn problem.
  14:44:45  6 February 2011
profilee-mailreply Message URLTo the Top
Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
 

Message edited by:
Kaidonni
02/06/2011 14:54:47
Messages: 1072
That's okay, don't sweat it. Stalker is one of the worst games to mod when it clearly doesn't do what it says on the tin. I have a lot less time to mod now, and my patience has plummeted severely. I have big plans this year, and I was hoping for a balance between those plans, having a life, and modding Stalker. Clearly I'm going to waste my weeknights and weekends on a game with multiple personality disorder... I already feel less motivated to mod when I get home from work. I feel even less motivated to mod when I'm taking shots in the dark...and I don't want to lose my free time to shots in the dark. I'm already losing my Sunday to waiting for an answer as to why the shape means nothing, and therefore why the hell it is used in the first place. Unless I get some serious progress in on my mod, and unless the game engine starts co-operating alongside what documentation (or hearsay, as in the case of restrictors) says should happen, then I'm afraid I'm going to have to ditch modding. It's as if the game just doesn't want my stuff to work. It should work, but my version of the game has a mind of it's own. Heck, I've tried scripts out that work for other people (and I mean scripts that don't conflict with other things at all, because they are that small and unrelated...and this is actually as regards hotkeys and unbinding them, so the script commands wouldn't be affected by other things), and they haven't worked for me in the slightest. Nadda, zilch, nothing. Even using the same game version as the other people.
  14:56:13  6 February 2011
profilee-mailreply Message URLTo the Top
crucifist
(Senior)
 
On forum: 12/14/2009
 

Message edited by:
crucifist
02/06/2011 14:59:54
Messages: 105
Same problems for me. Each times I do something it doesn't work as it should. It takes me severals days to solve a problem (almost each time with help).

EDIT: As I don't know, do you have a working respawn section?
  14:59:37  6 February 2011
profilee-mailreply Message URLTo the Top
Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
I'm just fed up. My new NPCs at the start of the thread weren't working like they should have. Only two of the three accepted any jobs from the smartie (and it was an already existing one, with logic correctly added to it for these three new guys). The capacity was higher than needed. There were certainly enough jobs to hand out. But one of the guys was ALWAYS released from the smart, and no one else did his job. Why was this one guy so special?
  15:04:28  6 February 2011
profilee-mailreply Message URLTo the Top
crucifist
(Senior)
 
On forum: 12/14/2009
Messages: 105
I guess that the capacity must match the number of jobs created for ST (and for each states). That why I have reduced my smart terrain capacity to three. I have also added a third job. My smart terrain has only one state, and when my (unique, instead of three) NPC respawns he doesn't load a job and runs stupidly in the ST.
  15:30:03  6 February 2011
profilee-mailreply Message URLTo the Top
mnn
Senior Resident
 

 
On forum: 06/12/2009
 

Message edited by:
mnn
02/06/2011 15:32:57
Messages: 2694

---QUOTATION---
EDIT: Another question. I'm using GPS beacons as markers so I can figure out what my space restrictors might look like (the area they'd cover). How exactly do they (the space restrictors) work, though? Rather, how are the shapes figured out? I see some with just shape0, but some have multiple shapes, and with offsets. Is it safe to assume that each of these shapes is to be treated partially as a box in itself, and they all overlap to create one big space restrictor of a unique shape? I can imagine only having one big box being awkward, so having multiple 'mini-boxes' overlapping could allow the ability to choose what areas you want in the restrictor as a whole, without forcing you to include areas you don't want (where one shape would force you to include it or miss it out entirely). To that end, do the offsets then say at what point, from the original position of the restrictor as a whole, the mini restrictors are positioned? And then, from what position are the shapes measured? Is the position of a space restrictor the exact centre, or just a corner (and if it's the centre, are the shape values the length, width and height as a whole, or just halves?)
---END QUOTATION---


Space restrictor (as any other entity) has position. This position is origin for all shapes.

So when we have 1 sphere shape assigned to an space restrictor, with offset 0,0,0, it is centered on the "origin".

When we have 2 sphere shapes assigned to an SR, with offsets 0,0,0 and 5,0,5, the SR looks something like this:
http://img833.imageshack.us/img833/9131/spheres.png

When we have 2 box shapes assigned to an SR with offsets something like 0,0,0 and 5,0,2, the SR looks something like this:
http://img842.imageshack.us/img842/4634/boxesb.png

(note: the white flag is position of an SR - e.g. the "origin"

In decompiled all.spawn, then each sphere has defined a radius and each box has defined axis_x, axis_y, axis_z, which define dimensions of the given box shape.
  15:51:17  6 February 2011
profilee-mailreply Message URLTo the Top
Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
That's the thing...at the moment, shape and offset are beginning to mean nothing. My box was meant to be x60, y16 and z2. A thin one, yes, but also a very long one that covered the top of the railroad (so that if you passed the track itself, the military would fire on you). Except, despite having the proper position, it certainly doesn't extend x60. I've got the direction correct, checked it out in ZRP. It just doesn't want to use my box...
  15:54:11  6 February 2011
profilee-mailreply Message URLTo the Top
mnn
Senior Resident
 

 
On forum: 06/12/2009
Messages: 2694
I hope you've written axes in this format:
shape0:axis_x = x,0,0
shape0:axis_y = 0,y,0
shape0:axis_z = 0,0,z

  16:02:44  6 February 2011
profilee-mailreply Message URLTo the Top
Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
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...
  16:17:06  6 February 2011
profilee-mailreply Message URLTo the Top
mnn
Senior Resident
 

 
On forum: 06/12/2009
 

Message edited by:
mnn
02/06/2011 16:17:17
Messages: 2694
If this is what you want, you can use my coordinates:
http://img684.imageshack.us/img684/4176/railroadsr1.jpg
http://img192.imageshack.us/img192/1832/railroadsr2.jpg

position = 53.7927894592285,13.3181047439575,147.33268737793
direction = -0.0275070052593946,-0.0351786464452744,0.0252429619431496

; cse_shape properties
shapes = shape0
shape0:type = box
shape0:axis_x = 228.296417236328,0,0
shape0:axis_y = 0,26.0146045684814,0
shape0:axis_z = 0,0,15.9573993682861
shape0:offset = 0,0,0

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...
 
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 © 1995-2022 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.