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Checking if Nimble is in the village

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  17:25:10  29 October 2012
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ddraig
Senior Resident
 

 
On forum: 06/19/2012
 

Message edited by:
ddraig
10/29/2012 18:01:10
Messages: 158
Checking if Nimble is in the village

I assume there's a way to do this. I've tried searching through the gulag files for escape and looking at all references to shustryi. I believe I've found his logic script in gulag_escape.ltx but I'm having trouble figuring out which of the states is the one where he's safely in the village. I'd like to give a specific info portion once that happens which will start a quest I have planned for him.

I've found this:


[sleeper4@esc_lager]
path_main = sleep4
meet = meet@friend
danger = danger_condition@shustryi



Which I assume is his logic once he's in the village and is sleeping.

Would there be a way to add in something to his logic that turns on an info portion using this, or would I need to use the logic that puts him in this logic state to do that?

edit: Maybe I'm overthinking this and should just start a timer with the esc_shustryi_give_info info portion that only starts the specific quest if Nimble is still alive, and give a specific info portion is Nimble dies.

So I've modified his logic slightly.

http://pastebin.com/TdQijKky

I've added the on_death sections, so hopefully whenever he dies the info portion "esc_nimble_die" will be activated. Would this work like I hope?
  19:55:15  31 October 2012
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insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
Messages: 1070

---QUOTATION---
Checking if Nimble is in the village

I assume there's a way to do this. I've tried searching through the gulag files for escape and looking at all references to shustryi. I believe I've found his logic script in gulag_escape.ltx but I'm having trouble figuring out which of the states is the one where he's safely in the village. I'd like to give a specific info portion once that happens which will start a quest I have planned for him.

I've found this:


[sleeper4@esc_lager]
path_main = sleep4
meet = meet@friend
danger = danger_condition@shustryi



Which I assume is his logic once he's in the village and is sleeping.

Would there be a way to add in something to his logic that turns on an info portion using this, or would I need to use the logic that puts him in this logic state to do that?

edit: Maybe I'm overthinking this and should just start a timer with the esc_shustryi_give_info info portion that only starts the specific quest if Nimble is still alive, and give a specific info portion is Nimble dies.

So I've modified his logic slightly.

http://pastebin.com/TdQijKky

I've added the on_death sections, so hopefully whenever he dies the info portion "esc_nimble_die" will be activated. Would this work like I hope?
---END QUOTATION---




You might crash the game, cause you should use the 'on_death' ONLY ONCE in introdutory section ONLY.

Try this way:


---QUOTATION---


[logic@esc_lager_shustryi]
active = camper@esc_lager_prisoner
combat_ignore = combat_ignore
on_death = death@shustryi


---END QUOTATION---



See?, don't use it in the other modules... Tell me later the result.
  20:04:30  31 October 2012
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insanelazarez
Yeah, Good Luck With That...
(Resident)

 

 
On forum: 01/31/2009
Messages: 1070
You can check when path to sleep is called... i think


---QUOTATION---


[sleeper4@esc_lager]
path_main = sleep4
meet = meet@friend
danger = danger_condition@shustryi
on_info = {-esc_nimble_in_sleep_path} %+esc_nimble_in_sleep_path%



---END QUOTATION---



I never use sleeper modules, i am just saying... but i think it works. You just need to add script AND xml support for the new info 'esc_nimble_in_sleep_path'

My first post will fix any error with 'on_death' stuff. The last one gives the second info in two situations:

1 - Section name 'sleeper4@esc_lager' is used by npc

2 - AND if info was NOT given yet.

Have fun.
 
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