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Smart Terrain & Way - Patrol points Debug Tool Discussion

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  15:10:13  18 May 2008
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
 

Message edited by:
dezodor
05/18/2008 15:11:00
Messages: 3803
Smart Terrain & Way - Patrol points Debug Tool Discussion

*******************************************************************************
Smart Terrain & Way - Patrol points Debug Tool by dez0wave
*******************************************************************************

-------------------------------------------------------------------------------
General Information
-------------------------------------------------------------------------------
Type: Tool for Smart-terrains and way-patrol points in S.T.A.L.K.E.R.
-------------------------------------------------------------------------------
Release Notes
-------------------------------------------------------------------------------

Smart terrain debug tool

This is a simple script which marks all the smart terrains on the pda map along with some useful informations about each smart terrain. If a certain smart terrain change it will be updated on the map.

http://i224.photobucket.com/albums/dd86/pepe_84/dSmart1.jpg
http://i224.photobucket.com/albums/dd86/pepe_84/dSmart2.jpg

So each smart terrain will give you info about:

- smart terrain name
- if smart terrain is available
- if smart terrain is working
- smart terrain level (map)
- smart terrain state
- how many npcs/mutans smart terrain can handle (guantity)
- ho many npcs/mutans are inside (are working for) smart terrain (comed)
- smart terrain npc/mutans casualities
- smart terrain community (comm) - if not given then community is controlled by
gulag_*.script
- conditions (infoportions) needed for smart terrain to work (cond)
- cond (second line) gives you information what infoportions you have already.
For instance esc_stone_lager smart terrain is not working because of
infoportions:


cond = { esc_serious_talk -esc_find_doctor_start}
cond = {F AND T}



So you need esc_serious_talk infoportion and you cannot have
esc_find_doctor_start infoportion. If you meet those conditions then smart terrain will be working. Second line cond give you info that you meet one of needed infoportions (you don't have esc_find_doctor_start infoportion) but you don't meet first condition (you don't have esc_serious_talk) thus smart terrain is not working (cond = false because false and true = false)

"Save current position" and "patrol reader" tool

http://i224.photobucket.com/albums/dd86/pepe_84/SavePos.jpg
http://i224.photobucket.com/albums/dd86/pepe_84/pReader1.jpg
http://i224.photobucket.com/albums/dd86/pepe_84/pReader2.jpg
http://i224.photobucket.com/albums/dd86/pepe_84/pReader3.jpg

Originaly it was done for patrol purposes (waypoints) but also can be used for
saving current actor position. Load your saved game, press ESCAPE to go to main
menu and then:

- press Z to open window to save your current position; you have to fill name of the position (it helps if you want to collect more than one position)
- press X to open patrol window (to save waypoint position)

If you want to build waypoints (patrols) then collect all the waypoints and then use PointsReader application, load log file with waypoints

http://i224.photobucket.com/albums/dd86/pepe_84/pReader4.jpg
http://i224.photobucket.com/albums/dd86/pepe_84/pReader5.jpg

-------------------------------------------------------------------------------
Install Notes
-------------------------------------------------------------------------------
1. Just copy to the gamedata
2. and launch game
3. check pda map for the smart terrains
5. or use the commands described above for ways
4. and you will see the results

-------------------------------------------------------------------------------
DISCUSSION THREAD
-------------------------------------------------------------------------------
  15:11:48  18 May 2008
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
Messages: 3803
ok i opened this thread, since the discussion was at the mod download section, pls moderators, move the posts here from that topic
  15:31:04  18 May 2008
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2832
Sounds like a great tool
So, where's the download link?
  15:35:28  18 May 2008
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051
so is it possible to create brand new smart terrains with this
  15:35:47  18 May 2008
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
 

Message edited by:
Kanyhalos
05/18/2008 15:40:45
Messages: 6527

---QUOTATION---
Sounds like a great tool
So, where's the download link?
---END QUOTATION---



https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=1&thm_id=14601&sec_id=17


---QUOTATION---
so is it possible to create brand new smart terrains with this
---END QUOTATION---



No. You need to do it in all.spawn with acdc.

Smart terrain debug tool

This is a simple script which marks all the smart terrains on the pda map along with some useful informations about each smart terrain. If a certain smart terrain change it will be updated on the map.


  15:42:44  18 May 2008
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
 

Message edited by:
notanumber
05/18/2008 15:46:01
Messages: 2832
Cool. I must admit that I haven't tried it yet but I need to ask: is there a way to hide these spots again? I was thinking about adding a toggle-smart-terrain-spots functionality to main menu "key catcher".

EDIT: I have another request/suggestion. Could you include a version number or something like that? Unless off course you are certain that you will never make a new version
  15:45:44  18 May 2008
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
Messages: 6527

---QUOTATION---
Cool. I must admit that I haven't tried it yet but I need to ask: is there a way to hide these spots again? I was thinking about adding a toggle-smart-terrain-spots functionality to main menu "key catcher".
---END QUOTATION---



I did not try it yet, but everything can be enabled / disabled like I did in olp_mod.script

e.g.

nandersen = false

if nandersen then
bla bla bla
  15:48:29  18 May 2008
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2832

---QUOTATION---
I did not try it yet, but everything can be enabled / disabled like I did in olp_mod.script
---END QUOTATION---


I meant without restarting the game or reloading a savegame. Simply call a function to remove only the smart terrain marks from PDA map.
  15:51:29  18 May 2008
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FreeKiller
Senior Resident
 

 
On forum: 10/24/2007
Messages: 613

---QUOTATION---
I did not try it yet, but everything can be enabled / disabled like I did in olp_mod.script
I meant without restarting the game or reloading a savegame. Simply call a function to remove only the smart terrain marks from PDA map.
---END QUOTATION---



i think this is a tool for create new smart terrains,once they are done,why you need see the smart terrains on screen?,just don´t use in your mod
  15:55:31  18 May 2008
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Kanyhalos
Level ?? Demon (Boss)
(Resident)

 

 
On forum: 01/26/2007
Messages: 6527

---QUOTATION---
I did not try it yet, but everything can be enabled / disabled like I did in olp_mod.script
I meant without restarting the game or reloading a savegame. Simply call a function to remove only the smart terrain marks from PDA map.

i think this is a tool for create new smart terrains,once they are done,why you need see the smart terrains on screen?,just don´t use in your mod
---END QUOTATION---



barin
it's not a mod, it is a debug tool and it's main purpose is to help you with certain things, so don't use those files in finall release of your mods or at least block those scripts.
  16:10:10  18 May 2008
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2832
Now I have tried it.

I noticed that for the Crazy Stalker's hut it shows no info on mouse hover, is it soúpposed to do like this? I did this in OL2.0 so I don't know if it would be the same in vanilla...
  17:31:35  18 May 2008
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dezodor
level designer
(Resident)

 

 
On forum: 04/08/2007
Messages: 3803
this helps you to detect the placed smart terrains on each level. you will see almost 30-40 on escape, or at least 20 not used ones, like zombie smarties, or any other locked ones.

if you move the mouse on one, it will display the properties, such as if its used or not, if used, what triggers it, or what removes it from the used smarties, how many npcs use it, if no one use it, why not, etc... and then you can fix it, or just enable it or anything.

the second tool is a way tool that will save the waypoints to the log file, and you can edit them, or fix them easily.

when barin will be here, he can tell more
  17:31:50  18 May 2008
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A_LONE_HOBO
-
(Resident)

 

 
On forum: 05/10/2007
Messages: 600
this is amazing thankyou s much at least now i can easily find out which smart terrain is which!



also does the patrol maker thingy actualy work like it says?

as in you get a few points and use a program to link them and then give units this smart terrain and they will patrol it?

if so . . .wow!
  18:37:47  18 May 2008
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2832

---QUOTATION---
this helps you to detect the placed smart terrains on each level. you will see almost 30-40 on escape, or at least 20 not used ones, like zombie smarties, or any other locked ones.
---END QUOTATION---


Thanks for a great tool. I'm planning to use it for debugging some quests. I wanted to be able to toggle the map spots to play normally most of the time.
Anyway, I added a toggle function. Not fully tested but if anybody wants to see how: http://zhat.dk/stalker/smart_debug.zip
  19:47:35  18 May 2008
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barin
scripter
(Resident)

 

 
On forum: 09/12/2007
Messages: 702
As i was said many times, this tool/script is for marking smart terrains on map. That is helpful if you are going to create new smart terrains or edit existing one. Nothing more, it won't create a smart for you ...
  20:19:38  18 May 2008
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A_LONE_HOBO
-
(Resident)

 

 
On forum: 05/10/2007
Messages: 600
so what is the patrol thing all about?
  20:32:37  18 May 2008
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FreeKiller
Senior Resident
 

 
On forum: 10/24/2007
 

Message edited by:
FreeKiller
05/18/2008 21:41:25
Messages: 613
some smart terrains don´t appears,ie,soldiers on bridge,maybe i wrong but i didn´t see their smart terrain,appears something about a bloodsucker!!!???

i´m using zrp and other things

and now i´m thinking,in the other bridge near rookie camp,appears only smart terrain about killers(mercs i guess),but sometimes under the bridge there are some stalkers,what smart terrain they use?

is there more smart terrains than the ones appearing on screen?

EDIT:sorry,i was wrong
  20:33:31  18 May 2008
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barin
scripter
(Resident)

 

 
On forum: 09/12/2007
Messages: 702

---QUOTATION---
so what is the patrol thing all about?
---END QUOTATION---



For creating patrols, you first collect waypoints and then use PatrolReader which will read waypoints from log file and create the whole patrols for you
  22:28:57  18 May 2008
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A_LONE_HOBO
-
(Resident)

 

 
On forum: 05/10/2007
Messages: 600

---QUOTATION---


For creating patrols, you first collect waypoints and then use PatrolReader which will read waypoints from log file and create the whole patrols for you
---END QUOTATION---



so how do i tell what units to use what patrol and when?
  01:16:17  21 October 2012
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Heinzfaust
Senior Resident
 

 
On forum: 04/07/2007
Messages: 201
Hi,

Sorry to dig up this old thread, but where exactly does the script save the location coordinates? does it create a log somewhere?

thx.
 
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