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Major smart terrain problem

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  04:14:48  17 March 2013
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te47
Senior Resident
 

 
On forum: 06/03/2010
 

Message edited by:
te47
03/17/2013 4:18:40
Messages: 415
Major smart terrain problem

I added a new map to my mod not long ago, populated it with anomalies, and set up my first perfect smart terrain and respawner setup in the SDK's level editor. I use the Smartterrain and Waypoint Tools by dez0wave for testing, to make sure any new smart terrains are working properly. My first one (for bloodsuckers) is fully functional, constantly both "available" and "working" .

However, every smart terrain I've attempted to create in the new map since that first one isn't working properly, even though I'm fairly certain I've been setting them up exactly the same way as the first (and even directly copying the first one's entities). I've tried dozens of different things, but nothing seems to help.

The problem is this: Whenever there are no mutants attached to the newer smart terrains, they become grayed out, and are "available" but not "working" . When their respawners activate, the smart terrain temporarily works, except that many of the mutants that spawn don't get attached to the smart terrain, and head off toward the map's exit graph point instead. Once the mutants that do get attached are killed, it goes back to not "working" , and the casualty list resets to zero.

I can't figure out why my first one is working perfectly, and no newer ones are. I'm doing it all exactly the same way. Does anyone know what might be causing this, or things I can try that might fix it?
  11:22:05  19 March 2013
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
1) Did you add to your smart terrain the line :

respawn = my_respawn_name

?

2) maybe you need to tweak your smart terrain presets

3) check maybe if you have inadvertently excluded the respawns somehow by being too specific with predicate in the gulag script (assuming its not general lair)
  02:23:10  23 March 2013
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te47
Senior Resident
 

 
On forum: 06/03/2010
 

Message edited by:
te47
03/23/2013 2:25:08
Messages: 415
1) Adding that line to the smart terrain seems to have helped, but hasn't solved the problem. The debug tool is telling me the exact same things (broken unless there are mutants attached), but now exactly the right amount of mutants spawn and join the smart terrain each time. I would call this a victory and move on, except that it also spawns the correct number of mutants again, and the redundant ones head off for the map exit. So if it's supposed to spawn six snorks, it'll spawn twelve snorks. Six will do exactly what they're supposed to, and the extra six will walk off into the distance. So basically, it's still very messed up.

2) What kind of smart terrain preset tweaks...?

3) Actually, I have been making these "general lair". I've been trying to base my smart terrains as closely as possible on the ones in the vanilla game (except with manual respawners attached, to force them to restock).
  00:34:05  9 April 2013
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
 

Message edited by:
NatVac
04/09/2013 4:00:20
Messages: 4286
Respawners (suppliers) are not directly linked to smart terrains (consumers). If a smart terrain elsewhere is lacking TSEoaHSSes*, the TSEoaHSS respawner will supply it.

The only way you can stop that is to make a custom TSEoaHSS, a respawner that supplies only custom TSEoaHSSes, and a smart terrain that will only allow custom TSEoaHSSes.

(I'm talking about respawners for a smart terrain, not respawners to fill inventory boxes attached to smart terrains.)

Edit: Everything's a pejorative these days. *TSEoaHSS: Any entity corresponding to the software equivalent of a high-sugar snack. (That's what the original word originally meant.)
  02:19:11  9 April 2013
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insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
Messages: 1070

---QUOTATION---
The only way you can stop that is to make a custom twonkie, a respawner that supplies only custom twonkies, and a smart terrain that will only allow custom twonkies.
---END QUOTATION---



Wow... just... wow.
  04:09:46  26 April 2013
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insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
Messages: 1070

---QUOTATION---
Respawners (suppliers) are not directly linked to smart terrains (consumers). If a smart terrain elsewhere is lacking TSEoaHSSes*, the TSEoaHSS respawner will supply it.

The only way you can stop that is to make a custom TSEoaHSS, a respawner that supplies only custom TSEoaHSSes, and a smart terrain that will only allow custom TSEoaHSSes.

(I'm talking about respawners for a smart terrain, not respawners to fill inventory boxes attached to smart terrains.)

Edit: Everything's a pejorative these days. *TSEoaHSS: Any entity corresponding to the software equivalent of a high-sugar snack. (That's what the original word originally meant.)
---END QUOTATION---




Omg, the twonkies were updated... now it's the TSEoaHSSes.

Please, mister admin... do not edit this post.

Thanks in advance...
 
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