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Some questions about task creating

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  14:37:01  29 January 2013
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
How's the status? Could you manage to get it working?
---END QUOTATION---



unfortunately not

But I think I can live with it, that the "mapspot" is to see on the map but can`t selcet in the "task section" of the pda. I add a "remove mapspot" function after the task is complete. So it's fine.

The only way to add objective markers to pda, is to spawn the npc with all.spawn. Like Vintar said
  20:58:41  28 January 2013
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ThunderFreak
Senior Resident
 

 
On forum: 08/07/2009
Messages: 685
How's the status? Could you manage to get it working?
  22:54:26  25 January 2013
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
You need to use story ids to add "buttons" or objective markers to the pda.
---END QUOTATION---



Okay and this, i can only do when i spawn my npc with the all.spwan, right ?
Or can i write a story id in the game_story_id.ltx ?
  22:48:51  25 January 2013
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Vintar
a bit of this and a lot of that
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On forum: 08/08/2008
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You need to use story ids to add "buttons" or objective markers to the pda.
  11:57:32  25 January 2013
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
Did you remove this line (shown in bold)?

<objective>
<text>Meet the courier and take the document</text>
<map_location_type hint="esc_sids_courier">green_location</map_location_type>
<object_story_id>esc_sids_courier</object_story_id>
<infoportion_complete>esc_sids_courier_meet</infoportion_complete>
</objective>
---END QUOTATION---



Yes i do it, but thats not the solotion for my problem.

I use your script function Thunderfreak, and remove this lines in the tasks_escape.xml. The spot for my npc is to see on the map.

Here is a screen:
http://s14.directupload.net/file/d/3146/2o9sybe2_jpg.htm



@davideverett
No i have stop the work on my Clear Sky mod for the moment. because i must start to translate all written textfiles from the mod from german to english. I have found no helper to do this for me. And this translation need a long time, because it is so many written text in the mod and my english is not the best. So i take more time for a good translation
When i translate the exsisting textfiles to english, then i start to finish the mod. And then i will write all future textfiles in german and english.

This questions for shoc are only for a little shoc project i have start.
My mod for Clear Sky is not dead !
  23:06:07  24 January 2013
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nashathedog
Senior Resident
 

 
On forum: 01/31/2011
Messages: 8278
@ The Xenus, Seeing your work here I'm wondering does this mean the Moddb Clear sky mod you where promoting has been replaced with a SHOC one?
  21:41:11  24 January 2013
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ThunderFreak
Senior Resident
 

 
On forum: 08/07/2009
 

Message edited by:
ThunderFreak
01/24/2013 21:41:30
Messages: 685
Did you remove this line (shown in bold)?

<objective>
<text>Meet the courier and take the document</text>
<map_location_type hint="esc_sids_courier">green_location</map_location_type>
<object_story_id>esc_sids_courier</object_story_id>
<infoportion_complete>esc_sids_courier_meet</infoportion_complete>
</objective>
  17:03:55  24 January 2013
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144
I spawned the NPC with a script, so this npc hasn`t an story id. The script function, they Vintar posted works not for me. But Thunder freak give me the right script function. The problem is that the spot is to see on the map, but i can use it in following of an mission.

I try to explain this:
In vanilla ShoC you can after you take a mission, to your pda and select the target. The Mapview goes to the selected target and you see the "questspot" from this target.

With the function they Thunder Freak posted is a spot to see, but i can`t switch to this target like in vanilla.

I hope you understand what i try to say.
(Sorry my english is terrible)
  07:46:39  24 January 2013
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
 

Message edited by:
Alundaio
01/24/2013 7:56:06
Messages: 2230

---QUOTATION---
level_tasks.add_location(esc_sids_courier, "green_location", "esc_sids_courier"
---END QUOTATION---



level_tasks.add_location(story id number,map_spot,hint)

Is esc_sids_courier in the first parameter a variable that holds the NPCs story id? It must be a number.

If you don't have a story id defined for the NPC you have no choice but to do it the way it has already been suggested, which is like this:


local se_obj = alife():create("esc_sids_courier",vector():set(27.173040390015,1.1927669048309,24.741792678833),306643,90)
level.map_add_object_spot_ser(se_obj.id, "green_location", "esc_sids_courier")



If it is following the actor then you are missing the step of using the NPCs id.
  22:54:49  23 January 2013
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349

---QUOTATION---
Additionally to Vintar's first answer to your question, I would suggest to use this map spot function
level.map_add_object_spot_ser(spawn_id,"esc_sids_couri er","green_location")

instead of the function you are using.
---END QUOTATION---



It makes no difference, he is clearly doing something wrong, the code in my first post will work.
 
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