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Some questions about task creating

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  14:22:40  21 January 2013
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
Because you are adding th location where you spawn your guy but he has no logic aand walks away. You must add map spot to his id.
---END QUOTATION---



Sure he has a logic and he don`t walk away. And i spawn my npc at the location they red marked on the screen i posted before.

How i can add a map spot to his id ?
  00:41:13  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---
Because you are adding th location where you spawn your guy but he has no logic aand walks away. You must add map spot to his id.

Sure he has a logic and he don`t walk away. And i spawn my npc at the location they red marked on the screen i posted before.

How i can add a map spot to his id ?
---END QUOTATION---



But i already told you how in my very first response to this thread...
  11:54:01  23 January 2013
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---

But i already told you how in my very first response to this thread...
---END QUOTATION---



Yes but i told that this not work for me.

When i do it so, like in your first post then the mapspot is over the actor and not over the spawned npc. When i add not mapspot with a script and add a mapspot in tasks_escape then the the spot is like in the screenshot that i post before.
  20:33:50  23 January 2013
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ThunderFreak
Senior Resident
 

 
On forum: 08/07/2009
 

Message edited by:
ThunderFreak
01/23/2013 20:34:10
Messages: 685
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.
  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.
  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.
  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)
  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>
  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?
  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 !
 
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