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[REQ] Detector = ARTEFACT Mini Mod

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  22:34:06  30 August 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
08/30/2012 22:37:03
Messages: 1430

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Hmm you mean like in CS/COP, where you can hold one in the hands? I misunderstood your first post then...
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Huh? no i dont mean.


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You still off the point ExoStalker. Shadow is looking for a "simple" thing which turns out to be really complicated. It is not about the detector showing in your hand.

Some mods require from you to place the detector on the belt in order to start detecting anomalies. In this cases the icons of the detectors do not add to the line at the bottom of the HUD showing the artefacts you have on the belt. In the personal inventory UI arts and devices are stacked together OK in the "belt", but the ingame HUD shows only artefacts.

Shadow is currently implementing detectors that work only when put on the belt. The problem is to make their icons appear on the game HUD by the side of the equipped artefact icons. It sounds simple, but it isn't. I've a vague idea of some russian mod doing it, but can't pinpoint which
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yes this is what i mean, thank you for explaining it simply Zagar.


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The russian BioRadar mod has the device show up on the belt next to the artifacts.

The BioRadar itself is an artifact, and the scripts handle it's behavior as a device, I think.

Search the AMK forums.
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OGSE has this bioradar. the bioradar is class = ARTEFACT which is why it's icon shows on the HUD. the bioradar is is not a detector. in OGSE the vanilla detector's icons do not show on the HUD, even when attached to the belt.


---QUOTATION---
The mod I posted has detectors shown on the HUD once they are on the belt. Just on the other side of the screen, artifacts are in the left and detector icons are in the right near health.
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thats correct, it does, which i meantioned in my last post about your mod. and that is what im looking for. however, your mod is very complicated and that one simple feature is buried under huge stacks of complex scripts.

maybe an elite scripter will be able to find just that code and extract it and use it as a starting point for what im after, but im am not that scripter.

again, this is why im asking the community if there is any scripter out there who is willing / able to make this simple request for me.

thank you all again, shadow.
  01:45:08  31 August 2012
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
 

Message edited by:
MrSeyker
08/31/2012 1:46:22
Messages: 433
I still think you should be taking a look at the stand-alone bioradar. It's got like six scripts in total, and you are only intrested in one to check your belt for attached items.

The default detector operates from your backpack.

You make a fake detector as an artifact class.

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

Then have a script to check if a fake detector is attached to the belt in order to use alife():create to spawn the matching real detector.

If the fake detector is removed, just destroy the real thing again.
  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?????
  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.
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Just spawn with the fake detector, then this is not an issue.
  04:32:48  31 August 2012
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 433

---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.
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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).
  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).
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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
  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
  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.
  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?....
  23:26:29  2 September 2012
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ZaGaR
Skaarj Hybrid - NaPali survivor
(Resident)

 

 
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.
 
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