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STALKER sound project

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  13:19:25  29 March 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072

---QUOTATION---
Perhaps even easier, edit escape_dialog.script, in particular the function give_weapon_to_actor (trader, actor) section. Here is where you define the items Wolf gives you for the first mission. It isn't save-game compatible, but you only need the name of the item plus the relevant code (which is in there already, you can copy and paste to get more lines). You could give Marked One every weapon in the game quite easily this way, and all at once. If you need to move around, just temporarily boost the carry weight to an insanely high amount.

Can you not just add them all to your starting kit in the gameplay folder for SHOC then? I do that in COP with the weight adjustment when I am adding new guns to check it is all working. I know it works with Troops of Doom but does it not with vanilla?
---END QUOTATION---



Eh, I think that with SOC you have to use the all.spawn for your starting kit. At least, back in 2010 when I was meddling with all.spawn work that's the way I did it.
  11:29:57  29 March 2012
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
 

Message edited by:
Lijenstina
03/29/2012 12:38:13
Messages: 1902
Why do change the trader files when you can just by adding one line in the db.script that links a function in a script, spawn all/needed weapons on game start /load? Then just comment out the line in the db.script when is not needed and reload the same save and everything returns back to normal.

No log seems that a ltx value - entry is wrong.

The copy - paste "trick" doesn't do anything - it will just paste whatever was in the clipboard - usually a previous crash not the one that resulted in the no log ctd. If you use 1.0004 or 1.006 there is a logger on the stalkerin site - that should make a backup log - haven't tested it. However that could help only in some cases - additional debug is needed.


EDIT:
There you go. Now there is no excuses for not using this

This is the spawner for pure vanilla.

info_portions.xml goes into config\gameplay
http://pastebin.com/WFxvtxJN

db.script and spawn_start_weapons.script goes into scripts
http://pastebin.com/gTjXUNCA
http://pastebin.com/m1kTLTHz

Tested it works. The infoportion is for making sure that the weapons spawn only once not on every level load.
  08:34:11  29 March 2012
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
 

Message edited by:
Darius6
03/29/2012 9:01:46
Messages: 2131

---QUOTATION---


@Darius, If you still want someone to put the guns in Sid's trader file give me the vanilla file and I will do it for you. I presume you will just want every vanilla weapon made available.
---END QUOTATION---



Well, I've checked the files and believe I can do this myself pretty easily too. Only thing I need some help with is setting up the "economy" for Sid, meaning that I want him to sell every weapon really cheap. It's been a while since I've edited the trader files, so could someone remind me, what the different values should be (the probability of having an item and the percentage of the sell price?)

EDIT: Nevermind, found the info on the values.

EDIT 2: Oh crap, this is frustrating. Getting the no log ctd at startup, when starting the game. Guessing I've probably screwed up a weapon file somewhere. Only clue I have with this is, that it's something that is in Rostok too (since earlier, I was getting the logless ctd when entering Rostok). So I guess I'll have to try to pinpoint the culprit by enabling/disabling every single weapon, one by one, from the trader files. Damn. This might take a while. And since the issue is without a log, I can't be 100% that it even has anything to do with the weapons...

And before you ask, yes, I DID try the paste trick on the empty log, no dice.
  03:48:28  29 March 2012
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8220

---QUOTATION---
Perhaps even easier, edit escape_dialog.script, in particular the function give_weapon_to_actor (trader, actor) section. Here is where you define the items Wolf gives you for the first mission. It isn't save-game compatible, but you only need the name of the item plus the relevant code (which is in there already, you can copy and paste to get more lines). You could give Marked One every weapon in the game quite easily this way, and all at once. If you need to move around, just temporarily boost the carry weight to an insanely high amount.
---END QUOTATION---



Can you not just add them all to your starting kit in the gameplay folder for SHOC then? I do that in COP with the weight adjustment when I am adding new guns to check it is all working. I know it works with Troops of Doom but does it not with vanilla?

@Darius, If you still want someone to put the guns in Sid's trader file give me the vanilla file and I will do it for you. I presume you will just want every vanilla weapon made available.
  02:21:15  29 March 2012
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
 

Message edited by:
Lijenstina
03/29/2012 2:23:43
Messages: 1902
A quick and dirty way to do it is to add a spawn function to the db.script.
This will spawn the weapons on level load / game start.

http://stalkerin.gameru.net/wiki/index.php?title=%D0%A1%D0%BF%D0%B0%D0%B2%D0%BD_%D0%BE%D0%B1%D1%8C%D0%B5%D0%BA%D1%82%D0%BE%D0%B2_%D1%87%D0%B5%D1%80%D0%B5%D0%B7_db.script

Just add lines with the sections you want to test. When finished just comment it out.
You can call a separate script or just add the spawning lines in the add_actor function directly.
  21:36:03  28 March 2012
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Kaidonni
First the Zone, then the world!
(Resident)

 

 
On forum: 08/30/2008
Messages: 1072
Perhaps even easier, edit escape_dialog.script, in particular the function give_weapon_to_actor (trader, actor) section. Here is where you define the items Wolf gives you for the first mission. It isn't save-game compatible, but you only need the name of the item plus the relevant code (which is in there already, you can copy and paste to get more lines). You could give Marked One every weapon in the game quite easily this way, and all at once. If you need to move around, just temporarily boost the carry weight to an insanely high amount.
  21:28:51  28 March 2012
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Darius6
The sound guy...
(Resident)

 

 
On forum: 04/05/2007
Messages: 2131
Ok, back again (pun intended). Surgery went fine, getting better day by day.
Anyway, I wanted to ask you guys for a favor:

Would someone be willing to make me trader files, which would make Sid sell absolutely every weapon there is right from the start? And also sell them dirt cheap? That would significantly speed up my testing process.

Of course I could use a spawn mod, but I try to keep my gamedata as "pure" as I can, so I can keep track of my edited files.

Not to sound too cocky, but I probably could do this myself too, but concentrating on the current sound sync and editing, I wouldn't really want to stray from my main goal. And from experience, my selfmade trader file edits have usually worked out really weird...

So, if anyone would be willing to help me out, that would be much appreciated.
  14:02:49  18 March 2012
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075
Good luck with the surgery, man - I know how that ~ish goes
  04:54:59  17 March 2012
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567
Hope the surgery goes well!
  23:13:57  15 March 2012
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NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4288
I hope your back surgery goes well, Darius6.

We can work something out about the weapon files. There aren't that many in the ZRP that I recall, so it would be mainly a vanilla replacement. I could include a ZRP adapter set to accommodate this project, or provide you with ZRP-compatible files as needed.
 
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