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mutant camp capactity?

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  12:45:29  18 November 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Are you not using any custom logic?
---END QUOTATION---



I just want to know about the general setting that controls all smart terrains
  13:13:17  18 November 2012
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
 

Message edited by:
Alundaio
11/18/2012 13:29:40
Messages: 2230
There are default values in the mob_*.scripts for home radius. There is no general setting in the m_*.ltx configs for such a thing. That is controlled with schemes.
  13:33:11  18 November 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Like I said, there are default values in the mob_*.scripts for home radius. There is no general setting in the m_*.ltx configs for such a thing. That is controlled with schemes.
---END QUOTATION---



right, so are you saying that this can be custom defined in gulag_levelname.ltx, but if its not, then it is generally controlled by the line
storage.home_max_radius		= utils.cfg_get_number(ini, section, "home_max_radius",		npc, false) --, 40)

in mob_home.script? if so how can this be increased???

cheers.
  13:43:51  18 November 2012
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
 

Message edited by:
Alundaio
11/18/2012 13:47:08
Messages: 2230
Yeah if it isn't listed in their logic then it's default:


storage.home_max_radius		= utils.cfg_get_number(ini, section, "home_max_radius",		npc, false) --, 40



Just increase the 40 after removing the comment line. I think a couple other monster schemes use home_max_radius also, like mob_camp. You'll need to change it there also.

EDIT: Actually the default values should be at the top of the script. Those are used if storage.home_max_radius is nil.
  17:38:04  18 November 2012
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Muad'Dib
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On forum: 01/24/2011
Messages: 421
You need to increase the home radius in the all.spawn (way_XXXX.ltx files) for each smarties.
  20:29:25  18 November 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
@Alundaio ok i'll give that a go.

Borovos91 what is this home radius? i cant find it in the all.spawn???
  08:50:43  19 November 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
11/19/2012 8:55:06
Messages: 1430

---QUOTATION---
Yeah if it isn't listed in their logic then it's default:


storage.home_max_radius		= utils.cfg_get_number(ini, section, "home_max_radius",		npc, false) --, 40



Just increase the 40 after removing the comment line. I think a couple other monster schemes use home_max_radius also, like mob_camp. You'll need to change it there also.

EDIT: Actually the default values should be at the top of the script. Those are used if storage.home_max_radius is nil.
---END QUOTATION---



yeah ok, so i set this in mob_camp.script:
storage.home_min_radius		= utils.cfg_get_number(ini, section, "home_min_radius",		npc, false, 30)
storage.home_max_radius		= utils.cfg_get_number(ini, section, "home_max_radius",		npc, false, 80)

and this in mob_home.script:
local def_min_radius = 20
local def_max_radius = 80 --40


storage.home_min_radius		= utils.cfg_get_number(ini, section, "home_min_radius",		npc, false, 20)
storage.home_max_radius		= utils.cfg_get_number(ini, section, "home_max_radius",		npc, false, 80)

Which is double the max value, with the min value still the same. and from my initial testing it seams to be working really well. monsters will now chase me much further than they used to before turning around and running home. which is very cool. i still have more testing and tweaking to do, as im not a hundy how this is going to effect the whole game world overall yet. and im still not entirely sure on the exact difference between all these values.

but cheers man, it seems that is the settings that i was looking for.

regards, shadow.

EDIT: like what is the diff between mob_home and mob_camp???
  09:48:20  19 November 2012
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
Messages: 2230
mob_camp is a scheme that follows path points and switches a monster between 3 states. This is most likely used the most by gulag and what you witnessed in your test. When in alife state they are in the hands of hard coded actions like combat and will be taken back over by the scheme to return to the home point if they exceed the radius. Otherwise moves them from one point to another every 10 seconds.

I'm not sure what mob_home does looks like it just sets there home to either a path point or a smart terrain. Does nothing other than that from what I can tell. I would have to see how it's used in the gulag to tell you.
  20:44:03  19 November 2012
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Muad'Dib
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On forum: 01/24/2011
 

Message edited by:
Muad'Dib
11/19/2012 20:45:32
Messages: 421

---QUOTATION---
@Alundaio ok i'll give that a go.

Borovos91 what is this home radius? i cant find it in the all.spawn???
---END QUOTATION---



A example is more clear:

The smart terrain spawn in alife_l01_escape.ltx

[279]
; cse_abstract properties
section_name = smart_terrain
name = esc_boars_dogs
position = -81.2389907836914,-0.301288485527039,6.27954626083374
direction = 0.324988633394241,-1.57595896720886,0.653765261173248

; cse_alife_object properties
game_vertex_id = 79
distance = 25.1999988555908
level_vertex_id = 186671
object_flags = 0xffffff3e
custom_data = <<END
[smart_terrain]
type = esc_boars_dogs
capacity = 7
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0 ffset = 0,0,0
shape0:radius = 6.43780088424683

; cse_alife_space_restrictor properties
restrictor_type = 3

; se_smart_terrain properties


The smart_terrain call this job in gulag_escape.script

if type == "esc_boars_dogs" then
t = { section = "logic@esc_boars_dogs_old",
idle = 0,
prior = 5, state = {0},
online = false,
in_rest = "", out_rest = ""
}
table.insert(sj, t)
t = { section = "logic@esc_boars_dogs_old",
idle = 0,
prior = 5, state = {0},
online = false,
in_rest = "", out_rest = ""
}
table.insert(sj, t)
t = { section = "logic@esc_boars_dogs_old",
idle = 0,
prior = 5, state = {0},
online = false,
in_rest = "", out_rest = ""
}
table.insert(sj, t)
t = { section = "logic@esc_boars_dogs_old",
idle = 0,
prior = 5, state = {0},
online = false,
in_rest = "", out_rest = ""
}
table.insert(sj, t)
t = { section = "logic@esc_boars_dogs_old",
idle = 0,
prior = 5, state = {0},
online = false,
in_rest = "", out_rest = ""
}
table.insert(sj, t)
t = { section = "logic@esc_boars_dogs_old",
idle = 0,
prior = 5, state = {0},
online = false,
in_rest = "", out_rest = ""
}
table.insert(sj, t)
t = { section = "logic@esc_boars_dogs_old",
idle = 0,
prior = 5, state = {0},
online = false,
in_rest = "", out_rest = ""
}
table.insert(sj, t)
t = { section = "logic@esc_boars_dogs_old",
idle = 0,
prior = 5, state = {0},
online = false,
in_rest = "", out_rest = ""
}
table.insert(sj, t)
t = { section = "logic@esc_boars_dogs_old",
idle = 0,
prior = 5, state = {0},
online = false,
in_rest = "", out_rest = ""
}
table.insert(sj, t)
t = { section = "logic@esc_boars_dogs_old",
idle = 0,
prior = 5, state = {0},
online = false,
in_rest = "", out_rest = ""
}
table.insert(sj, t)

t = { section = "logic@esc_boars_dogs",
idle = 0,
prior = 5, state = {1},
online = true,
in_rest = "", out_rest = ""
}
table.insert(sj, t)
t = { section = "logic@esc_boars_dogs",
idle = 0,
prior = 5, state = {1},
online = true,
in_rest = "", out_rest = ""
}
table.insert(sj, t)
t = { section = "logic@esc_boars_dogs",
idle = 0,
prior = 5, state = {1},
online = true,
in_rest = "", out_rest = ""
}
table.insert(sj, t)
t = { section = "logic@esc_boars_dogs",
idle = 0,
prior = 5, state = {1},
online = true,
in_rest = "", out_rest = ""
}
table.insert(sj, t)
t = { section = "logic@esc_boars_dogs",
idle = 0,
prior = 5, state = {1},
online = true,
in_rest = "", out_rest = ""
}
table.insert(sj, t)
t = { section = "logic@esc_boars_dogs",
idle = 0,
prior = 5, state = {1},
online = true,
in_rest = "", out_rest = ""
}
table.insert(sj, t)
t = { section = "logic@esc_boars_dogs",
idle = 0,
prior = 5, state = {1},
online = true,
in_rest = "", out_rest = ""
}
table.insert(sj, t)
t = { section = "logic@esc_boars_dogs",
idle = 0,
prior = 5, state = {1},
online = true,
in_rest = "", out_rest = ""
}
table.insert(sj, t)
t = { section = "logic@esc_boars_dogs",
idle = 0,
prior = 5, state = {1},
online = true,
in_rest = "", out_rest = ""
}
table.insert(sj, t)
t = { section = "logic@esc_boars_dogs",
idle = 0,
prior = 5, state = {1},
online = true,
in_rest = "", out_rest = ""
}
table.insert(sj, t)

end


The job is in gulag_escape.ltx like this (you need to change home_min_radius and home_max_radius values):
;------------------------------
;-----Boars Dogs rush ---------
;------------------------------

[logic@esc_boars_dogs]
active = mob_home@esc_boars_dogs

[mob_home@esc_boars_dogs]
path_home = home_point
home_min_radius = 45
home_max_radius = 70


[logic@esc_boars_dogs_old]
active = mob_home@esc_boars_dogs_2

[mob_home@esc_boars_dogs_2]
path_home = home_2
home_min_radius = 15
home_max_radius = 20


And sorry, in way_l01_escape.ltx, it contain only the job coordinate:
[esc_boars_dogs_home_2]
points = p0
p0:name = name00
p0 osition = -72.0004959106445,-3.12399291992188,33.5233917236328
p0:game_vertex_id = 79
p0:level_vertex_id = 200067


[esc_boars_dogs_home_point]
points = p0
p0:name = wp00
p0 osition = -129.139038085938,-4.33664035797119,-22.1068153381348
p0:game_vertex_id = 71
p0:level_vertex_id = 123305
  01:37:43  20 November 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
11/20/2012 1:39:23
Messages: 1430
no wonder i couldn't find that in all.spawn, its the same one in the gulag ltx that you were talking about.

yeah, so thats only if a particular ST or char has a custom logic assigned that includes a home radius. however, most dont, so the other method is more general, which is what i was after.

cheers anyway tho.
 
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