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how to make a npc never online only ofline

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  14:10:58  3 September 2012
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eMphaticBG
(Senior)
 
On forum: 10/26/2011
Messages: 97
[logic]
trade = misc\trade_bridge_commander.ltx

now add only this and test
see now u dont need camper or other sorts he has ST(smart terrain)
and thats why he dosent recignose the boht

add this only in the logic script and test

[logic]
trade = misc\trade_bridge_commander.ltx
  14:04:31  3 September 2012
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eMphaticBG
(Senior)
 
On forum: 10/26/2011
 

Message edited by:
eMphaticBG
09/03/2012 14:08:08
Messages: 97
well weell
now notice my script that i send you
you forgoten something my freand


[logic]
active = camper
trade = misc\trade_bridge_commander.ltx

[camper]
path_look = esc_bridge_commander_look
path_walk = esc_bridge_commander_look
meet = meet

[meet]
use = true
use_wpn = true


i sugest you test this
and btw why you need camper ?

and good luck whit you mod

edit:

lol wait a sec why u need camper when he has a smart terrain
meybe that why he bugs hmmm
  03:17:24  3 September 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
 

Message edited by:
Storm Shadow
09/03/2012 3:21:09
Messages: 1430
thanks, here take a look at esc_soldier_commander for me:
___________________________________________________________________
all.spawn:
[168]
; cse_abstract properties
section_name = stalker_trader
name = esc_soldier_commander
position = 54.940990447998,1.28171360492706,176.510284423828
direction = 0,0.0498554445803165,-0.178974166512489

; cse_alife_trader_abstract properties
money = 5000
character_profile = esc_soldier_commander

; cse_alife_object properties
game_vertex_id = 97
distance = 16.7999992370605
level_vertex_id = 340543
object_flags = 0xffffffbf
custom_data = <<END
[smart_terrains]
esc_bridge = true

[logic]
cfg = scripts\esc_bridge_commander.ltx

END
story_id = 32

; cse_visual properties
visual_name = actors\soldier\soldier_beret_3

; cse_alife_creature_abstract properties
g_team = 0
g_squad = 1
g_group = 2
health = 1
dynamic_out_restrictions = 
dynamic_in_restrictions = 

upd:health = 1
upd:timestamp = 0xede6ebee
upd:creature_flags = 0xe0
upd:position = 54.940990447998,1.28171360492706,176.510284423828
upd:o_model = 0
upd:o_torso = 0.0498554445803165,-0.178974166512489,0
upd:g_team = 0
upd:g_squad = 1
upd:g_group = 2

; cse_alife_monster_abstract properties

upd:next_game_vertex_id = 65535
upd:prev_game_vertex_id = 65535
upd:distance_from_point = 0
upd:distance_to_point = 0

; cse_alife_human_abstract properties
predicate5 = 0,2,0,2,0
predicate4 = 0,0,2,1

; cse_ph_skeleton properties

upd:start_dialog = 

; se_stalker properties

___________________________________________________________________
esc_bridge_commander.ltx:
[logic]
active = camper
trade = misc\trade_bridge_commander.ltx

[camper]
path_look = esc_bridge_commander_look
path_walk = esc_bridge_commander_look 

___________________________________________________________________
way_l01_escape.ltx:
[esc_bridge_commander_look]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = 54.940990447998,1.28171360492706,176.510284423828
p0:game_vertex_id = 97
p0:level_vertex_id = 340543

What am i doing wrong??????

cheers, shad.
  23:22:37  2 September 2012
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eMphaticBG
(Senior)
 
On forum: 10/26/2011
 

Message edited by:
eMphaticBG
09/02/2012 23:25:41
Messages: 97
here a script for trader

[combat_ignore]

[smart_terrains]
none = true

[logic]
active = walker
trade = misc\tcz\ivan.ltx
combat_ignore = combat_ignore

[walker]
path_walk = ivan_point
path_look = ivan_look
combat_ignore_cond = always
meet = meet

[meet]
use = true
use_wpn = true

or u must add

trade = ivan.ltx(example)
in the [logic]

edit:
i readen ur post well
i havet 1 same
i sugest u dont use the logic script from another folder like
scripts\pri\ ect. it may bug i havet this bug
i sugest u make a new folder and there place the ltx file
  23:20:19  2 September 2012
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eMphaticBG
(Senior)
 
On forum: 10/26/2011
Messages: 97
i told you just write the damn logic

u said meet huh
here a example :


[smart_terrains]
none = true

[logic]
active = walker

[walker]
path_walk = gringo_point
path_look = gringo_look
meet = meet


[meet]
use = true
use_wpn = true

! notice
meet = meet
and the

[meet]
use = true
use_wpn = true

that inportant for meet logic
  22:00:12  2 September 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
[logic]

Im having a hard time getting some new logics to work. it's as if the NPC's dont even recognise that i have added [logic] to them

i dont really know that much about logic, but i have assigned them active = ... (well at least i think i've done this correctly.

to make it easier to play with, i've given them a cfg = script in the their all.spawn entries.

one of them is the existing NPC esc_soldier_commander who is the commander at the rail over bridge in cordon that you need to bribe to get past. im just trying to give him a new trader scheme, so that he will sell different ammo types as you progress.

the other is esc_aliVe_stalker_4 who a new NPC added by aliVe mod, but then deactivated. i re-activated him as DC who lives under the bridge in cordon. Im just trying to give him some meet logic.

I feel like there's somthing missing!!!!! is there some extra command i need to give them somewhere to activate them to use logic? have i messed up the active = so that no logic will work at all!!??? i just dont know!
  17:43:53  2 September 2012
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eMphaticBG
(Senior)
 
On forum: 10/26/2011
Messages: 97
man what is the script
what kind ?
write it
  15:06:41  2 September 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
here how i ve done

custom_data = <<END
[smart_terrains]
none = true

[logic]
cfg = scripts\tcz\ivan.ltx
END

edit
and it works very good
---END QUOTATION---



i've done that too, but mine still dont work. i dont know why. they dont crash or anything, just have no effect at all.

what does active = have to be set to?
  15:02:04  2 September 2012
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eMphaticBG
(Senior)
 
On forum: 10/26/2011
 

Message edited by:
eMphaticBG
09/02/2012 15:04:30
Messages: 97
here how i ve done

custom_data = <<END
[smart_terrains]
none = true

[logic]
cfg = scripts\tcz\ivan.ltx
END

edit
and it works very good
  05:14:57  2 September 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430

---QUOTATION---
In the all.spawn entry for an NPC

custom_data = <<END
... <- Your logic here
END


---END QUOTATION---


Yeah, i get this much, but for me when I do this, the NPCs dont do any of the things i've put into their custom data.... ...i dont get it.
  04:53:35  2 September 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6340
In the all.spawn entry for an NPC

custom_data = <<END
... <- Your logic here
END


Using the custom data variable, and then specifying an ending tag will result in the game assuming everything between the custom_data line and the end tag as custom logic.
Probably not the most accurate explanation, but its what it looks like to me.
  03:52:00  2 September 2012
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Storm Shadow
A machine, a Shadow Machine.
(Resident)

 

 
On forum: 11/14/2007
Messages: 1430
how do you ensure that an NPC will actually recognise that i have added [logic] to them???
  18:36:05  1 September 2012
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eMphaticBG
(Senior)
 
On forum: 10/26/2011
 

Message edited by:
eMphaticBG
09/01/2012 18:36:22
Messages: 97
it worked for now thank you Vintar .
  18:26:44  1 September 2012
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eMphaticBG
(Senior)
 
On forum: 10/26/2011
Messages: 97
Ok.
  17:50:55  1 September 2012
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
Yes, but try my suggestion first.
  16:49:37  1 September 2012
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eMphaticBG
(Senior)
 
On forum: 10/26/2011
Messages: 97
you mean a smart terrain right
?
  07:22:20  1 September 2012
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
Try to add
[smart_terrains]
none = true
directly into his custom data. I'm not sure it is read from ltx.
Problem with npcs is that a call to join a gulag is very strong. If the above doesnt work then create a gulag for just him and he will stay.
  22:15:16  31 August 2012
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eMphaticBG
(Senior)
 
On forum: 10/26/2011
Messages: 97

---QUOTATION---
[combat_ignore]

[smart_terrains]
none = true

[logic]
active = walker
combat_ignore = combat_ignore

[walker]
combat_ignore_cond = always
path_walk = ivan_point
path_look = ivan_look
meet = meet

[meet]
use = true
use_wpn = true

i tried it didnt work :S
---END QUOTATION---




do i have to make a restrictor or something ?
  21:14:18  31 August 2012
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eMphaticBG
(Senior)
 
On forum: 10/26/2011
Messages: 97
[combat_ignore]

[smart_terrains]
none = true

[logic]
active = walker
combat_ignore = combat_ignore

[walker]
combat_ignore_cond = always
path_walk = ivan_point
path_look = ivan_look
meet = meet

[meet]
use = true
use_wpn = true

i tried it didnt work :S
  18:13:08  31 August 2012
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Vintar
a bit of this and a lot of that
(Resident)

 

 
On forum: 08/08/2008
Messages: 6349
[combat_ignore]

[logic]
combat_ignore = combat_ignore

[walker]
combat_ignore_cond = always
  18:06:04  31 August 2012
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eMphaticBG
(Senior)
 
On forum: 10/26/2011
 

Message edited by:
eMphaticBG
08/31/2012 18:06:28
Messages: 97
well i mean
i want them to stand still
but some time they go hunting
that sort
i have logic sceme for them:
[smart_terrains]
none = true

[logic]
active = walker
danger = danger_ignore

[walker]
path_walk = gringo_point
path_look = gringo_look
meet = meet

[danger_condition]
ignore_distance = 6000
ignore_distance_grenade = 6000
ignore_distance_corpse = 6000
ignore_distance_hit = 6000
ignore_distance_sound = 6000

[meet]
use = true
use_wpn = true


[combat_ignore]
combat_ignore_cond = always

and again they go
i just want to know what shoud i do
cuz only ecologs stay in there position
stalkers (after a mission or something go somewere)
thats all can u give a propor logic
p.s sorry for my bad eng
  18:00:49  31 August 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890
The title...

If you make the AI go offline you mean.. They will do nothing? Or... offline as in, don't spawn them, because from what i've learned is; Online = active and offline = non-existent in game.
  15:30:48  31 August 2012
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eMphaticBG
(Senior)
 
On forum: 10/26/2011
Messages: 97
how to make a npc never online only ofline

i have a problem
i spawn some npcss
i also have a logic script for walker but
they seem sometime to go out of the logic
same hapens whit kamp logic
pls help what coud i do
 
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