21:03:49 25 June 2012 |
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olaf1
Senior Resident
On forum: 01/17/2012
 Message edited by: olaf1 06/25/2012 21:04:39
Messages: 240
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You must add the weapon in the character_desc_level_name.xml
There are all NPC´s listed and there you can chose the weapon or add.
But i think the amk have make a new xml data is that right??
In there stand alle NPC´s for all level. |
21:13:24 25 June 2012 |
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olaf1
Senior Resident
On forum: 01/17/2012
Messages: 240
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Yes that is lot of work but you don´t add by all NPC´s the weapon.
But why the bandit in the Agroprom undergrounds have a weapon 2nd time you entered that i don´t know |
23:17:43 28 June 2012 |
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bamah
Senior Resident
On forum: 02/10/2008
 Message edited by: bamah 06/28/2012 23:22:34
Messages: 911
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mp_ranks
Add the new weapons you've added to the mp_ranks.ltx file under section 4. This allows the NPC to use the weapon. Check the console for a bolded white error. Is it asking for a rank for the weapon?
Adding a weapon to the char_dec_XXXX files just gives him the weapon you want him to have.
EDIT:Just read ur first post. Does it use a random loadout for npcs. If you spawn them via menu that may cause an issue. |
03:30:27 29 June 2012 |
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Derranged
Senior Resident
 On forum: 04/12/2010
Messages: 1009
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---QUOTATION--- EDIT:Just read ur first post. Does it use a random loadout for npcs. If you spawn them via menu that may cause an issue.
I think it's pretty random. I mean sometimes (for instance) the bandits at carpark in the beginning have lotsa Stretchkins and sometimes lots of BM16's... It varies a lot. Do you know which file controls this? ---END QUOTATION---
If it's like how the normal game spawns Food and Medical supplies then they have probably created a new file.
As an example of what this file may look like. If you have your games files unpacked, then look for the file: Character_drugs.xml
Right click, edit. Inside you should see:
medkit = 1, prob=0.2 \n
bandage = 1, prob=0.4 \n
"Item" = "Amount", prob="Chance of getting the item" \n
So, if you look through the mods files you should see something like this:
wpn_bm16 = 1, prob=0.5 \n
Now, you will notice inside the Character descriptions where it spawns their items, there a "Character_Drugs.xml" line of script. Too make this easier, do you see any other thing like "Characer_Weapons.xml"???
Whisper Of The Zone: http://www.moddb.com/mods/stalker-whispers-of-the-zone
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04:14:39 29 June 2012 |
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Kocayine
Senior Resident
On forum: 07/15/2010
 Message edited by: Kocayine 06/29/2012 4:15:25
Messages: 918
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---QUOTATION--- EDIT:Just read ur first post. Does it use a random loadout for npcs. If you spawn them via menu that may cause an issue.
I think it's pretty random. I mean sometimes (for instance) the bandits at carpark in the beginning have lotsa Stretchkins and sometimes lots of BM16's... It varies a lot. Do you know which file controls this?
If it's like how the normal game spawns Food and Medical supplies then they have probably created a new file.
As an example of what this file may look like. If you have your games files unpacked, then look for the file: Character_drugs.xml
Right click, edit. Inside you should see:
medkit = 1, prob=0.2 \n
bandage = 1, prob=0.4 \n
"Item" = "Amount", prob="Chance of getting the item" \n
So, if you look through the mods files you should see something like this:
wpn_bm16 = 1, prob=0.5 \n
Now, you will notice inside the Character descriptions where it spawns their items, there a "Character_Drugs.xml" line of script. Too make this easier, do you see any other thing like "Characer_Weapons.xml"??? ---END QUOTATION---
Nah I've been thru most of those files and everyone seems to have each of their own set of "supplies". And example can be:
---QUOTATION--- <supplies>
[spawn] \n
ammo_9x18_pmm = 1 \n
device_torch \n
sigaret \n
harmonica_a = 1, prob= 0.5 \n
guitar_a = 1, prob= 0.3 \n
medkit = 1, prob=0.5 \n
medkit_army = 1, prob=0.4 \n
bandage_dmx = 1, prob=0.05 \n
yadulin = 1, prob=0.01 \n
bread = 1, prob=0.3 \n
kolbasa = 1, prob=0.3 \n
vodka = 1, prob=0.2 \n
energy_drink = 1, prob=0.5 \n
flaska = 1, prob=0.1 \n
beer_a = 1, prob=0.2 \n
sweetness = 1, prob=0.1 \n
sandwich = 1, prob=0.3 \n
cigara = 1, prob=0.1 \n
</supplies> ---END QUOTATION---
It actually avoids the entire character_*.xml thing. But yea, like I said. It's rarely the same NPCs not having weapons. It's random and something going back a save or two and entering an area again will spawn the NPCs correctly with the weapons (usually that is). I may add that these guys always have some sort of items on them, most of the time (if not always) ammo too.. Just not a weapon.
FORMERLY KNOWN AS 'BLACKBYTE'
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