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Of smart terrains, space restrictors and gulags

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  23:16:19  6 February 2011
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
"commander = true" comes from the blokpost patrol logic, so I guess it must be.

That said, I must be missing something to do with the dialogue, then. Not sure where. But apart from that, the guys still open fire when I've bribed them...
  23:31:15  6 February 2011
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crucifist
(Senior)
 
On forum: 12/14/2009
 

Message edited by:
crucifist
02/06/2011 23:31:36
Messages: 105
My respawn finally works, but I don't know why ...

I have deleted "hard spawn" in the alife_generators.ltx" file. To fill my ST I only use the respawn section. The spawn is generated entering the map after 2 or 3 days. If it can helps someone ...:


[9091]
; cse_abstract properties
section_name = smart_terrain
name = smart_generators_village
position = -110.64280700684,37.96125793457,-490.61651611328
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 2981
distance = 10.3999977111816
level_vertex_id = 198275
object_flags = 0xffffffbe
offline = false
custom_data = <<END
[smart_terrain]
type = smart_generators_village
capacity = 3
;squad = 3
groups = 1
communities = stalker
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 1.64799988269806

; cse_alife_space_restrictor properties
restrictor_type = 0

; se_smart_terrain properties



[9092]
; cse_abstract properties
section_name = respawn
name = village_stalker_respawn_1
position = -119.88652038574,37.427352905273,-480.15625
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 2966
distance = 16.7999992370605
level_vertex_id = 191156
object_flags = 0xffffff3e
custom_data = <<END
[respawn]
respawn_section = village_stalker_respawn_1,village_stalker_respawn_2,village_stalker_respawn_3
;max_count = 3
;min_count = 3
max_spawn = 2
idle_spawn = often
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 1

; cse_alife_space_restrictor properties
restrictor_type = 0

; se_respawn properties



spawn_sections.ltx:

[village_stalker_respawn_1]:stalker
$spawn 				= "respawn\village_stalker_respawn_1"
character_profile	= sim_stalker_master
spec_rank = master
community = stalker

[village_stalker_respawn_2]:stalker
$spawn 				= "respawn\village_stalker_respawn_2"
character_profile	= sim_stalker_veteran
spec_rank = veteran
community = stalker

[village_stalker_respawn_3]:stalker
$spawn 				= "respawn\village_stalker_respawn_3"
character_profile	= sim_stalker_novice
spec_rank = novice
community = stalker

  23:41:00  6 February 2011
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mnn
Senior Resident
 

 
On forum: 06/12/2009
Messages: 2694

---QUOTATION---
That said, I must be missing something to do with the dialogue, then. Not sure where. But apart from that, the guys still open fire when I've bribed them...
---END QUOTATION---


Post dialog on pastebin.com, and the link here...
  00:45:55  8 February 2011
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gannebamm
has abondened XRay and uses Unity3D now
(Resident)

 

 
On forum: 05/02/2007
Messages: 1077

---QUOTATION---

I have deleted "hard spawn" in the alife_generators.ltx" file. To fill my ST I only use the respawn section. The spawn is generated entering the map after 2 or 3 days. If it can helps someone ...:

---END QUOTATION---


You have deleted what?
  14:30:06  8 February 2011
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crucifist
(Senior)
 
On forum: 12/14/2009
 

Message edited by:
crucifist
02/08/2011 18:00:40
Messages: 105
I have deleted the stalker sections (bound to my ST) from alife_generators.ltx. I'm sure that it doesn't depend of it, but I don't find what is wrong. I try to make a second respawn section, but with bloodsuckers. It doesn't work at all. The smart terrain is offline and bloodsuckers don't spawn.

Strange ....

EDIT: If you want to see my files:

alife_generators.ltx:


[9092]
; cse_abstract properties
section_name = smart_terrain
name = smart_generators_antenna
position = 17.001342773438,34.851463317871,-258.14599609375
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 3077
distance = 10.3999977111816
level_vertex_id = 332934
object_flags = 0xffffffbe
offline = false
custom_data = <<END
[smart_terrain]
type = smart_generators_antenna
capacity = 3
;squad = 3
;groups = 1
communities = bloodsucker
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 1.64799988269806

; cse_alife_space_restrictor properties
restrictor_type = 0

; se_smart_terrain properties

[9094]
; cse_abstract properties
section_name = respawn
name = antenna_blood_respawn_1
position = -116.88652038574,37.427352905273,-480.15625
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 2966
distance = 16.7999992370605
level_vertex_id = 191156
object_flags = 0xffffff3e
custom_data = <<END
[respawn]
respawn_section = bloodsucker_weak, bloodsucker_normal
;max_count = 3
;min_count = 3
max_spawn = 3
idle_spawn = often
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 1

; cse_alife_space_restrictor properties
restrictor_type = 0

; se_respawn properties



way_generators.ltx:



[smart_generators_antenna_path_blood1]
points = p0
p0:name = wp00
p0:position = 18.001342773438,34.851463317871,-258.14599609375
p0:game_vertex_id = 3077
p0:level_vertex_id = 332934

[smart_generators_antenna_path_blood2]
points = p0
p0:name = wp00
p0:position = 19.001342773438,34.851463317871,-259.14599609375
p0:game_vertex_id = 3077
p0:level_vertex_id = 332934

[smart_generators_antenna_path_blood3]
points = p0
p0:name = wp00
p0:position = 20.001342773438,34.851463317871,-257.14599609375
p0:game_vertex_id = 3077
p0:level_vertex_id = 332934




gulag_generators.script:

local t = {}
function load_job(sj, gname, type, squad, groups)

	if type == "smart_generators_antenna" then
		get_console():execute("antenna1")
		t = {section = "logic@smart_generators_antenna1",
		idle = 0, timeout = 0, prior = 100, state = {0},squad = squad,
		group = groups[1], position_threshold = 100, online = true, in_rest = "",
		out_rest = "", predicate = function(obj_info) return obj_info.rank >= 900 end}
		get_console():execute("table_insert")
		table.insert(sj, t)
		
		t = {section = "logic@smart_generators_antenna2",
		idle = 0, timeout = 0, prior = 100, state = {0},squad = squad,
		group = groups[1], position_threshold = 100, online = true, in_rest = "",
		out_rest = "", predicate = function(obj_info) return obj_info.rank >= 900 end}
		get_console():execute("table_insert")
		table.insert(sj, t)
		
		t = {section = "logic@smart_generators_antenna3",
		idle = 0, timeout = 0, prior = 100, state = {0},squad = squad,
		group = groups[1], position_threshold = 100, online = true, in_rest = "",
		out_rest = "", predicate = function(obj_info) return obj_info.rank >= 900 end}
		get_console():execute("table_insert")
		table.insert(sj, t)
	end

end

function load_ltx(gname, type)
	return nil
end

function load_states(gname, type)

	if type == "smart_generators_antenna" then
	get_console():execute("check_antenna")
		return function(gulag)
			return 0  -
		end
	end
	
end

function checkMonster(npc_community, gulag_type)

	
if gulag_type == "smart_generators_antenna" then
		return npc_community == "bloodsucker"
	end	
	return false

end



gulag_generators.ltx:

[logic@smart_generators_antenna1]
active = mob_home@smart_generators_antenna1
 
[mob_home@smart_generators_antenna1]
path_home     = path_blood1

[logic@smart_generators_antenna2]
active = mob_home@smart_generators_antenna2
 
[mob_home@smart_generators_antenna2]
path_home     = path_blood2

[logic@smart_generators_antenna3]
active = mob_home@smart_generators_antenna3
 
[mob_home@smart_generators_antenna3]
path_home     = path_blood3



smart_terrains_presets.ltx


[l13_generators]
bloodsucker		= normal, weak, strong
giant			= normal, strong
pseudo_gigant	= normal, strong
cat 			= normal, strong




se_respawns.script:

bloodsucker_weak = 10, bloodsucker_normal = 50, bloodsucker_strong = 20



EDIT: works. I still don't know why ...
EDIT2: it remains another problem: for exemple, if my ST has a capacity of 5, only 4 NPCs will spawn. It's strange because all jobs/logics are written and don't seem to be wrong ...
  22:26:37  12 March 2011
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
 

Message edited by:
Kaidonni
03/12/2011 22:32:47
Messages: 1072
*Bump* Necroposting in my own thread...

I've decided to try some more modding again, as the siren call is irresistible...however, once again, I cannot figure out what is wrong with the bloody logic I am using. Excepting the issue with getting separate meet dialogue to work (something entirely different, I tried separate dialogue to the Bridge patrol and got CTDs, probably missed an xml file somewhere), I am still being shot at if I enter the kill zone I have set up AFTER bribing my new NPCs. That isn't supposed to happen, obviously. Here's a link to pastebin and the section that shoots first and doesn't ask questions: http://pastebin.com/Anv1kmRh

I doubt it'd be anything to do with xml editing, since that's to do with the dialogue. Unfortunately, as I said before, I'm missing something there, so I'm defaulting to the Bridge soldiers dialogue (meet_dialog if I am correct). Not that big a deal. What bothers me is I have the logic the same as the bridge soldier logic on the pass_fire part of the equation, and the ignoring of combat.
  23:59:09  12 March 2011
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mnn
Senior Resident
 

 
On forum: 06/12/2009
Messages: 2694
Kaidonni: What does the dialog look like?

From an outsider (me), it looks like that you switched info portions esc_railroad_pass_fire and esc_railroad_pass_on in the dialogue...
  00:57:53  13 March 2011
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
 

Message edited by:
Kaidonni
03/13/2011 1:03:08
Messages: 1072
Don't quite get what you're asking. Do you mean the file info_l01escape.xml? If so, my entry there is as follows:


  <!-- infoportions for railroad soldiers -->
  <info_portion id="esc_railroad_pass_on">
    <disable>esc_railroad_pass_off</disable>
  </info_portion>
  <info_portion id="esc_railroad_pass_off">
    <disable>esc_railroad_pass_on</disable>
  </info_portion>
  <info_portion id="esc_railroad_pass_fire"></info_portion>



It's identical to the bridge soldiers info portion, save for the naming. And here's dialogs_escape.xml...http://pastebin.com/EVknF2VE (because pre refuses to work for some reason...).
  14:44:10  13 March 2011
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
 

Message edited by:
Kaidonni
03/13/2011 14:51:01
Messages: 1072
Would I be correct in assuming that I *need* a unique dialogue for my new NPCs? It seems that it is the dialogue sets in the xml files that activate infoportions, and if I'm giving these guys the bridge dialogue, then it isn't activating the railroad pass, but the bridge pass...

EDIT: Whadya know? That's exactly what is happening. I just tested. Bribed my railroad guys, then ran to Kuznetsov and his bridge pals. Ran through the bridge no-go zone. They didn't fire on me. So, need to figure out exactly what I am missing, as using new dialogue causes a CTD. Dialogs_escape.xml is a bit confusing with all the phrase_id references...anyone know a bit about the file and it's structure they could tell me about so I have a better idea of how to mess with it? Thanks.
  18:21:42  13 March 2011
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
Messages: 1902
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.
 
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