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Space restrictors not working

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  09:53:24  5 March 2013
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te47
Senior Resident
 

 
On forum: 06/03/2010
 

Message edited by:
te47
03/05/2013 9:56:07
Messages: 415

---QUOTATION---
You probably forgot a comma in the list: a,b,c,d,e f <== should end "e,f"

There's always a comma separating each entry in the table.

But it still would not work. You'd have to check the obj:clsid() to see if it matches the fire's corresponding clsid in the same way it is checked for clsid.zone_bfuzz_s and the other anomaly types.

Use a small radius to start, maybe the size of the barrel, and experiment. Otherwise you will have a problem getting them to sit by the fire "anomaly".
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It was a missing comma that caused the crash. Thanks.

I've added campfire entries in all the same places as zone_bfuzz_s in anomaly_evader.script and anomaly_holder.script, but it has no effect. I've tried using "zone_kampfire", "zone_flame_small", and "campfire", but NPCs keep walking through the flames regardless. What exactly do you mean when you say I should check the obj:clsid() to see if it matches the fire's corresponding clsid?
  21:44:13  5 March 2013
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
 

Message edited by:
Bangalore
03/05/2013 22:26:26
Messages: 1158

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assuming you don't have the issue with the ai-map node placement mentioned by Vintar. (I would have expected the lack of node there would actually fix your problem, but maybe not.)
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Under all vanilla campfires with a gulag have ai nodes, because of the kamp waypoints in the center of fire zones.
If i cut out the ai map under the campfires, the kamp waypoint will be invalid (gets a negative vertex in all.spawn), and the camp behaviour will be ruined, you'll see very weird things from npc's around campfires: they will stand and freeze in one straight line, and all of them staring to the horizont.

You can cut out the ai nodes under campfires, and move out the position of the kamp waypoint from campfire above ai map, but in this case one npc will surely sit straight into the campfire.
  15:30:31  9 March 2013
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NatVac
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On forum: 06/15/2007
Messages: 4286

---QUOTATION---
What exactly do you mean when you say I should check the obj:clsid() to see if it matches the fire's corresponding clsid?
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I meant exactly what I said, te47. You are likely just changing the tables, but you need to change the script's logical tests like the one in anomaly_holder.script's enumerate_anoms() function so that it checks for fires.

You probably would be well served to learn some programming concepts and maybe learn the Lua language, then study the SDK wiki stuff in depth. Start with the sticky in this forum about modding STALKER.

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My main Lua resources: http://www.lua.org/ and http://lua-users.org/

Visit the Wiki:
"S.T.A.L.K.E.R. MOD portal - Mod Wiki"
http://sdk.stalker-game.com/en/index.php/S.T.A.L.K.E.R.:_Shadow_of_Chernobyl_MOD_portal
http://sdk.stalker-game.com/en/index.php/Category:Articles
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¯¯¯¯¯¯¯¯¯¯
Bangalore, thanks for the enlightenment! So the node needs to be there to anchor the camp center. The devs could have used something different to mark the center of a camp than a place where NPCs can walk, but that would have added to their effort.

>> they will stand and freeze in one straight line

And I'll bet the log showed "Scheduler tried to update some doofus npc" for each one.
 
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