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add Stalker Map Pack to FreePlayStart

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  22:53:40  14 June 2011
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

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Waouh! Impressive!


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Yeah, its only a minor list, compared to the real deal. Standard particle.xr is 1.357mb, mine is like 2.3 and i have over 1350 particles more ^^
  19:54:36  17 June 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Is there anybody to answer me about NS all.spawn and acdc?



Know, i continue to add level_changer and to correct texture.
I search mutant spawn...

And i have a question about anomalies spawn by script:

in script files, coordinates are randomly generated? Or a list of point is necessary map by map?
  01:39:21  18 June 2011
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LoNer1
Настоящий Cталкер, Русская Версия
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On forum: 10/23/2009
 

Message edited by:
LoNer1
06/18/2011 1:48:20
Messages: 1890
Hey, this may be totally noobish and look completely stupid, but i re-did the global map, with the other 20 maps, and this is the outcome:

Original:
http://media.moddb.com/images/members/1/366/365208/ui_global_map_org.jpg

Edit:
http://media.moddb.com/images/members/1/366/365208/ui_global_map.jpg

Side By Side:
http://media.moddb.com/images/members/1/366/365208/sidebyside.jpg

i redid the texture totally, i placed all maps again in the map, and edit some parts, made it greenish, and a bit over bright ^^
  12:50:15  18 June 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421


I like it!
  18:54:43  18 June 2011
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

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I like it!
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Thanks man!

Really makes it enjoyable doing this

Here is the updated version:

http://media.moddb.com/images/members/1/366/365208/ui_global_map.1.jpg

Original for comparison:

http://media.moddb.com/images/members/1/366/365208/ui_global_map_org.jpg
  19:33:38  18 June 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Thank

Loner1
One question: if i want to use it, i don't lose quality when i'll save it in .dds format?

Question for scripter:
Today, i make my first spawn by script in escape vanilla level ( a dolg sniper in the factory near the broken bridge). (I'm so happy, i recall that i'm a beginner! )

Right now, i'll test spawn in smp-fps (Mercenaries sniper in dead city).

And after, i'll spawn mutant by script.

But, what about respawn??? Is it possible to make it by script?

Because after battle or cleaning, one level will be empty.
And it isn't fun for player.

Off topic: i write all my questions here. I hope that isn't a problem.

Thk for answers.

Borovos
  19:41:18  18 June 2011
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
Thank

Loner1
One question: if i want to use it, i don't lose quality when i'll save it in .dds format?
---END QUOTATION---



Dont, when i am done with my .dds, i will send it to you, dont convert jpg to dds, jpg is bad quality.
  12:55:39  19 June 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
 

Message edited by:
Muad'Dib
06/20/2011 2:42:22
Messages: 421
Loner1,
Okay

Hello scripter, i have a question for you:
I want to create a ambush in deadcity.

I use this data source:
http://www.amk-team.ru/forum/index.php?showtopic=5734

I spawn 12 mercenaries (6 as sniper and 3 with rpg7 on roof, and 3 in building to block stairs acces) without problem.

But, i don't understand logic.

If mercenarie are friend, they don't move. So good.

But, if they are enemy with actor, they leave their position and walk in the map, as if they search actor.
So it's a big problem for a ambush!

In spawn_section.ltx, i defined it for all npc:

[killer_sniper_spawn]: stalker
Spawn $ = "respawn\killer_sniper_spawn»
character_profile = killer_sniper
spec_rank = regular
community = killer
custom_data = scripts\sniper_addon\sniper_addon_friend_logic.ltx
or
scripts\sniper_addon\sniper_addon_enemy_logic.ltx

In xr_conditions.script:

function is_sniper_enemy(enemy, object)
return enemy:id() ~= db.actor:id()
end


In sniper_addon_friend_logic.ltx, i have it:

; SNIPER ADDON
; Spot (Shooter)
[logic]
active = remark@search

[remark@fire]
combat_ignore_cond = {!is_sniper_enemy}
radius = 0
anim = hide
on_info = {=health_le(0.5)} remark@search
wounded = wounded@work
sniper = true

[remark@search]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = false
anim = hide
target = actor
on_info = {=see_enemy} remark@fire
wounded = wounded@work
[smart_terrains]
none = true
[wounded@work]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false

And, in sniper_addon_enemy_loigc.ltx, i have it:

; ADDON SNIPER
; Spot (Shooter)
[logic]
active = remark@search

[remark@fire]
combat_ignore_cond = {!is_enemy_actor}
radius = 0
anim = hide
on_info = {=health_le(0.5)} remark@search
wounded = wounded@work
sniper = true
[smart_terrains]
none = true
[remark@search]
combat_ignore_cond = true
combat_ignore_keep_when_attacked = false
anim = hide
target = actor
on_info = {=see_actor} remark@fire
wounded = wounded@work

[wounded@work]
hp_state = 0|wounded_heavy@help_heavy
hp_state_see = 0|wounded_heavy@help_heavy
hp_victim = 0|nil
hp_fight = 0|false
hp_cover = 0|false

Please, can you help me to understand it?

EDIT:

I solve the problem! A stupid error in link for custom_data and logic!
And i add "no_move = true" in logic.

But now, i have a very big problem!
Npc can pass through wall, roof and floor in deadcity!

Is it a problem with AImap and level compilation? Or the absence of space restrictor?
  01:53:11  25 June 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 421
Hello,

I continue with npc spawn by script.
Now, i can spawn trader or sniper, and add patrol.
Good.

So i continue to test it in vanilla and search other logic.
Understand the wiki and all logic is hard, i'm not a scripter.


About one other big part of this work:
To add anomalies in empty map, i have a idea.
Maybe, i can use amk_anoms.script, with NS DMX and TT2 config/scripts/amk/anoms/anom.ltx files.

But i don't understand how to start this script in my smp-fps mod!
I found many amk_***.script files with "amk_anoms" references!?
I search and test it since many hours with no succes.

Have you one idea? Please, can you help me?
I don't want that you write a script "ready to use" for me, i only want indication to continue in this way.

Use this script will be so simply that create anomalies with all.spawn.

Best regards
Borovos.
  12:59:44  25 June 2011
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exostalker
Novice fashion designer since 2008
(Resident)

 

 
On forum: 08/10/2009
Messages: 1267
Can anybody give me a working version of acdc which can decompile all.spawn from stalker map pack?
 
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