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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: 2822
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: 2822
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: 2822

---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.
 
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