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[REQ] Detector = ARTEFACT Mini Mod

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  13:26:31  20 October 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
soooo............ ...i take it that noone with any actual scripting skills thinks that this idea is worth any time then

maybe it's my own fault, i think my thread title may have been a bit misleading. i think i should've called this thread:

[REQ] Artefact Belt-Icon Shows on HUD mini mod
  03:01:03  3 September 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
I mean there are only a few scripts in the mod, bro. I saw that one is specific to place detector icons on the hud.

That gives me another idea. It is not neccessary to have the detectors forced into artifacts. We just need a script that, when finds any detectors in the belt slots, posts their icons in the hud. It is simpler than having fakes and the relative complications.
---END QUOTATION---



true, that would work also. now, where is a scripter who also thinks this is worth making??????
  23:26:29  2 September 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
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On forum: 07/24/2007
Messages: 647
I mean there are only a few scripts in the mod, bro. I saw that one is specific to place detector icons on the hud.

That gives me another idea. It is not neccessary to have the detectors forced into artifacts. We just need a script that, when finds any detectors in the belt slots, posts their icons in the hud. It is simpler than having fakes and the relative complications.
  03:37:05  2 September 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
As MrSeyker says, only a small part of these russian mods of various detectors deals with the display of the detector's icons in the HUD. One solution, for those who know scripting, is to find how the UI script is linked to the script (or scripts) dealing with the belt. I hope someone can rip this bit out of it.
---END QUOTATION---


yes agreed, hope a scripter will be able to help us with this mod idea.


---QUOTATION---
Detector mod scripts are ~5.
---END QUOTATION---


are what?....
  15:46:51  31 August 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
On forum: 07/24/2007
Messages: 647
As MrSeyker says, only a small part of these russian mods of various detectors deals with the display of the detector's icons in the HUD. One solution, for those who know scripting, is to find how the UI script is linked to the script (or scripts) dealing with the belt. I hope someone can rip this bit out of it. Detector mod scripts are ~5.
  07:09:39  31 August 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
08/31/2012 7:10:25
Messages: 1430
PS - for some background info on this topic, its discussed from this page onwards in the Reb 1.2 thread:
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr&thm_id=21537&page=4&sec_id=16
  06:34:45  31 August 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
If you're editing the all.spawn, sure.

I'm prone not to touch the all.spawn if possible and do shit by script even if is less efficient (though I'm slowly changing this approach).
---END QUOTATION---



True, for a mini-mod your way is smart. i was just thinking bout when i integrate it into reb.

now, i just need a scripter willing to give this a go
  04:32:48  31 August 2012
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438

---QUOTATION---
Use alife():release on first load to delete any functional detector you spawn with.

Just spawn with the fake detector, then this is not an issue.
---END QUOTATION---



If you're editing the all.spawn, sure.

I'm prone not to touch the all.spawn if possible and do shit by script even if is less efficient (though I'm slowly changing this approach).
  03:10:14  31 August 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
Use alife():release on first load to delete any functional detector you spawn with.
---END QUOTATION---



Just spawn with the fake detector, then this is not an issue.
  03:05:50  31 August 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
08/31/2012 6:39:07
Messages: 1430
below is what im thinking as a possible solution. you can see the extend of my scripting skills, but it should give you the idea. For the sake of brevity, I've only noted the key changes for each file.
_______________________________________________________________________
items.ltx

[detector_simple]:identity_immunities
class				= D_SIMDET
belt				= false


_______________________________________________________________________
artefacts.ltx

[af_detector_simple]:af_base
class				= ARTEFACT
lights_enabled = false

visual				= equipments\item_datchik1.ogf
description			= enc_equipment_devic_detect1
inv_name			= Detect1
inv_name_short		= Detect1
inv_grid_width		= 1
inv_grid_height		= 1
inv_grid_x			= 9
inv_grid_y			= 14

belt				= true
default_to_ruck		= false

health_restore_speed	= 0.0			
radiation_restore_speed	= 0.0
satiety_restore_speed	= 0.0
power_restore_speed		= 0.0
bleeding_restore_speed	= 0.0

hit_absorbation_sect	= af_detector_simple_absorbation

[af_detector_simple_absorbation]
burn_immunity 			= 1.0	
strike_immunity			= 1.0
shock_immunity 			= 1.0
wound_immunity 			= 1.0		
radiation_immunity 		= 1.0
telepatic_immunity 		= 1.0
chemical_burn_immunity 	= 1.0
explosion_immunity 		= 1.0
fire_wound_immunity 	= 1.0


_______________________________________________________________________
detector.script

if af_detector_simple is attached then detector_simple is created
if af_detector_simple is detached then detector_simple is destroyed
end


_______________________________________________________________________
Simple right?????
 
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