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New faction = Disapearing NPCs

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  17:24:27  15 April 2012
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DutyStalker666
Senior Resident
 

 
On forum: 10/25/2011
Messages: 169
New faction = Disapearing NPCs

Hi, I followed this tutorial:

http://sdk.stalker-game.com/en/index.php?title=Creating_factions

And I followed all the steps except step 4:

"4. If respavn provides a new group of fighters, in se_respawn.script set in local simMaxCount = (row after row with zombified stalkers:

wind_novice = 20, wind_regular = 20, wind_veteran = 20, wind_master = 6,"

I didn't do step four because apparently I need to make a re-spawn file?
For example: "agr_soldier_regular" spawns a military soldier, how would I create my own spawn file? I have no idea where I can even find the XXX_XXX_XXX files...

I think I need to complete step 4 because I added Tolik to my new faction and it seems that either he grew wings and flew away or he isn't spawning for some reason...

Thanks
  17:29:52  15 April 2012
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890

---QUOTATION---
New faction = Disapearing NPCs

Hi, I followed this tutorial:

http://sdk.stalker-game.com/en/index.php?title=Creating_factions

And I followed all the steps except step 4:

"4. If respavn provides a new group of fighters, in se_respawn.script set in local simMaxCount = (row after row with zombified stalkers:

wind_novice = 20, wind_regular = 20, wind_veteran = 20, wind_master = 6,"

I didn't do step four because apparently I need to make a re-spawn file?
For example: "agr_soldier_regular" spawns a military soldier, how would I create my own spawn file? I have no idea where I can even find the XXX_XXX_XXX files...

I think I need to complete step 4 because I added Tolik to my new faction and it seems that either he grew wings and flew away or he isn't spawning for some reason...

Thanks
---END QUOTATION---



He did spawn, but you changed his faction, therefore his territory He will just wander off to somewhere because he doesnt have a "static" place anymore

idk how and what, i dropped this, but NatVac might help, ask this in his ZRP thread
  17:36:47  15 April 2012
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Steelhawk92
Average Joe - Used to be Jamie1992
(Resident)

 

 
On forum: 03/16/2008
Messages: 5051
Loner is correct. My tutorial was set just to make the faction and use Wolf as a test to see if the community itself works. You will need to change smart terrains and such to accomodate these new faction's and the members of them.
  18:01:24  15 April 2012
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olaf1
Senior Resident
 

 
On forum: 01/17/2012
Messages: 240
what exactly is your problem?

the Tolik is not there or that your soldier will not return gespwant?
  18:30:29  15 April 2012
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DutyStalker666
Senior Resident
 

 
On forum: 10/25/2011
 

Message edited by:
DutyStalker666
04/15/2012 18:30:59
Messages: 169
Ok.. I tried with wolf and my faction works without a ctd. So I now know the faction works

What problem I have encountered now is this: How am I supposed to set a camp for my new faction? I would like to set my camp at the abandoned house past the military blockade in cordon. It has a campfire already, problem is, I have NO experience with smart terrains. Also, from reading various posts, it seems that the best thing to do is to only use logic which I don't know how to use either. Must I edit the all.spawn? Or can it be done by script only?

Also, I have custom mesh files ready for my new faction yet what file must I edit/make to act as a spawn profile:

For example:

Spawning a duty member is done by using "agr_soldier_regular".
How am I supposed to spawn my faction members?
I haven't got any "test_grunt_soldier" to spawn because I don't know what file to edit or make.

Thanks.
  18:56:07  15 April 2012
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olaf1
Senior Resident
 

 
On forum: 01/17/2012
Messages: 240
you can spawn with script or per all

but respawn is very complicated.

i have make my one respawn script but respawn is very complicated.

you can spawn with that script


local spawn_Koordinate = {x = -250.32, y = -18.05, z = -127.13}


function spawn_npc()
local level_name = level.name()
	if level_name == "l01_escape" then
	alife():create("bar_dolg_respawn_1", vector():set(spawn_Koordinate[indx].x, spawn_Koordinate[indx].y, spawn_Koordinate[indx].z), db.actor:level_vertex_id(), db.actor:game_vertex_id())
	alife():create("bar_dolg_respawn_2", vector():set(spawn_Koordinate[indx].x, spawn_Koordinate[indx].y, spawn_Koordinate[indx].z), db.actor:level_vertex_id(), db.actor:game_vertex_id())
	alife():create("bar_dolg_respawn_3", vector():set(spawn_Koordinate[indx].x, spawn_Koordinate[indx].y, spawn_Koordinate[indx].z), db.actor:level_vertex_id(), db.actor:game_vertex_id())

	end
end




and you need a entry in the spawn_sections.ltx in the folder creatures



[the name to spawn]:stalker
$spawn 				= "respawn\your_npc_naem"
character_profile	= the_profil of the character
spec_rank = rang
community = community_naem
custom_data = your logic scriptpath



i hope that was the right think
  19:17:52  15 April 2012
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DutyStalker666
Senior Resident
 

 
On forum: 10/25/2011
Messages: 169

---QUOTATION---
you can spawn with script or per all

but respawn is very complicated.

i have make my one respawn script but respawn is very complicated.

you can spawn with that script


local spawn_Koordinate = {x = -250.32, y = -18.05, z = -127.13}


function spawn_npc()
local level_name = level.name()
	if level_name == "l01_escape" then
	alife():create("bar_dolg_respawn_1", vector():set(spawn_Koordinate[indx].x, spawn_Koordinate[indx].y, spawn_Koordinate[indx].z), db.actor:level_vertex_id(), db.actor:game_vertex_id())
	alife():create("bar_dolg_respawn_2", vector():set(spawn_Koordinate[indx].x, spawn_Koordinate[indx].y, spawn_Koordinate[indx].z), db.actor:level_vertex_id(), db.actor:game_vertex_id())
	alife():create("bar_dolg_respawn_3", vector():set(spawn_Koordinate[indx].x, spawn_Koordinate[indx].y, spawn_Koordinate[indx].z), db.actor:level_vertex_id(), db.actor:game_vertex_id())

	end
end




and you need a entry in the spawn_sections.ltx in the folder creatures



[the name to spawn]:stalker
$spawn 				= "respawn\your_npc_naem"
character_profile	= the_profil of the character
spec_rank = rang
community = community_naem
custom_data = your logic scriptpath



i hope that was the right think
---END QUOTATION---



The character profile is my problem. Where can I find the character profiles of the characters?

I know how to spawn npcs.
What I need to do is to create the respawn file in order to spawn the npcs.
I do not know where the game's character profiles are in.

Thanks.
  19:17:52  15 April 2012
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xRatx
Senior Resident
 

 
On forum: 06/18/2008
 

Message edited by:
xRatx
04/15/2012 19:19:53
Messages: 1592
Also you need to add your faction in the follow .ltx files that are present in config\misc folder:

smart_terrain_presets.ltx
general_lager.ltx

Example:
http://pastebin.com/FHLf2ypZ --> general_lager ltx
http://pastebin.com/BhZBqELx --> smart_Terrain_presents.ltx

Remenber that you will need to edit all.spawn to make smart_terrains able to acept them or edit gulag_**.script (since some gulags only acept x faction you can make your new faction be acepted by that editing the gulag communities in gulag_*.script)

The reason of tolik "disapearing" that his gulag\smart terrain does not acept your new communities (aka faction)
  19:20:02  15 April 2012
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DutyStalker666
Senior Resident
 

 
On forum: 10/25/2011
 

Message edited by:
DutyStalker666
04/15/2012 19:31:01
Messages: 169

---QUOTATION---
Also you need to add your faction in the follow .ltx files that are present in config\misc folder:

smart_terrain_presets.ltx
general_lager.ltx

Example:
http://pastebin.com/FHLf2ypZ --> general_lager ltx
http://pastebin.com/BhZBqELx --> smart_Terrain_presents.ltx

Remenber that you will need to edit all.spawn to make smart_terrains able to acept them or edit gulag_**.script (since some gulags only acept x faction you can make your new faction be acepted by that editing the gulag communities in gulag_*.script)
---END QUOTATION---



Is this not achievable through logic?
I saw some posts in which Insanelarez argued that logic was easier than "gulag" and smart terrains as it limits the ai capability.

UPDATE:

;------------Test-----------------
[test_faction_spawn1]:stalker
$spawn = "respawn\test_faction_spawn1"
character_profile = sar_monolith_guard
spec_rank = master
community = test

I tried spawning that ^ and wow... It spawned a monolith who annihilated me
The character_profile is what I am having trouble with.
How do I create my own character profile?

Thanks
  19:24:36  15 April 2012
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olaf1
Senior Resident
 

 
On forum: 01/17/2012
Messages: 240

---QUOTATION---
you can spawn with script or per all

but respawn is very complicated.

i have make my one respawn script but respawn is very complicated.

you can spawn with that script


local spawn_Koordinate = {x = -250.32, y = -18.05, z = -127.13}


function spawn_npc()
local level_name = level.name()
	if level_name == "l01_escape" then
	alife():create("bar_dolg_respawn_1", vector():set(spawn_Koordinate[indx].x, spawn_Koordinate[indx].y, spawn_Koordinate[indx].z), db.actor:level_vertex_id(), db.actor:game_vertex_id())
	alife():create("bar_dolg_respawn_2", vector():set(spawn_Koordinate[indx].x, spawn_Koordinate[indx].y, spawn_Koordinate[indx].z), db.actor:level_vertex_id(), db.actor:game_vertex_id())
	alife():create("bar_dolg_respawn_3", vector():set(spawn_Koordinate[indx].x, spawn_Koordinate[indx].y, spawn_Koordinate[indx].z), db.actor:level_vertex_id(), db.actor:game_vertex_id())

	end
end




and you need a entry in the spawn_sections.ltx in the folder creatures



[the name to spawn]:stalker
$spawn 				= "respawn\your_npc_naem"
character_profile	= the_profil of the character
spec_rank = rang
community = community_naem
custom_data = your logic scriptpath



i hope that was the right think

The character profile is my problem. Where can I find the character profiles of the characters?

I know how to spawn npcs.
What I need to do is to create the respawn file in order to spawn the npcs.
I do not know where the game's character profiles are in.

Thanks.
---END QUOTATION---



in the xml data in the folder gameplay for escape you can use
character_desc_simulation.xml
 
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