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« Previous 10 events | 1 2 3 4 5 6 7 8 9 ... 11 | Next 10 events »| All Messages |
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13:06:41 11 September 2009 |
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smoq2
Forklift operator (Resident)
 On forum: 09/08/2008
Messages: 2433
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---QUOTATION--- ive tryed tthis at start, when i 1st looked at the script, it dint work...but.
il go re try it, because i think i wrote the line a bit difrent, il be back in 30min, also want to recheck the lag issue for RoboMook
brb
opps forgot, dindt notice the last line you wrote,
il see if it works on items on ground.
so then, if the corpse line work, then i dont really need the specific item check, but the ground looting is usefull.
PS;
would the body searching looting, specific be in this line, note, bolt is not ground item...
function checkCorpse(obj)
if (IsStalker(obj) or IsMonster(obj)) and obj:alive() == false then
if corpse_checked[obj:id()] ~= nil then
return corpse_checked[obj:id()]
end
local cnt = 0
obj:iterate_inventory(function (dummy, item) if item:section() ~= "bolt" then cnt = cnt + 1 end end, nil)
corpse_checked[obj:id()] = cnt > 0
return corpse_checked[obj:id()]
end
return false
end
???
brb ---END QUOTATION---
then try adding it there like this item:section() ~= "bolt" and item:section() ~= "bread" and ...
The page you need in the public telephone booth will always be missing.
The pendulum spins clockwise...
Current project:
S.T.A.L.K.E.R: The Faction War
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr2&thm_id=22757&page=1&sec_id=22&sort=ASC&no_transl=#307619
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12:17:11 11 September 2009 |
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x_Spartan_x
Whos got the Kokoretsi? (Resident)
 On forum: 07/07/2009
 Message edited by: x_Spartan_x 09/11/2009 12:22:15
Messages: 1971
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ive tryed tthis at start, when i 1st looked at the script, it dint work...but.
il go re try it, because i think i wrote the line a bit difrent, il be back in 30min, also want to recheck the lag issue for RoboMook
brb
opps forgot, dindt notice the last line you wrote,
il see if it works on items on ground.
so then, if the corpse line work, then i dont really need the specific item check, but the ground looting is usefull.
PS;
would the body searching looting, specific be in this line, note, bolt is not ground item...
function checkCorpse(obj)
if (IsStalker(obj) or IsMonster(obj)) and obj:alive() == false then
if corpse_checked[obj:id()] ~= nil then
return corpse_checked[obj:id()]
end
local cnt = 0
obj:iterate_inventory(function (dummy, item) if item:section() ~= "bolt" then cnt = cnt + 1 end end, nil)
corpse_checked[obj:id()] = cnt > 0
return corpse_checked[obj:id()]
end
return false
end
???
brb
"DC Beta v0.65.5" & "Patch Build 4".
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=22535&sec_id=21
Steam Group.
http://steamcommunity.com/groups/spartan_11_11
Currently working on
"The Lions Roar v1.0" (TLR v1.0 Estimated 2012).
http://i239.photobucket.com/albums/ff251/Spartan2073/GlobalMap-1.jpg
http://www.youtube.com/watch?v=bsWwmw2-urE&feature=related
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12:10:02 11 September 2009 |
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smoq2
Forklift operator (Resident)
 On forum: 09/08/2008
 Message edited by: smoq2 09/11/2009 12:16:05
Messages: 2433
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---QUOTATION--- ok, it works a treat WD
i even pumped up my vid setting to full blast to see, it even works better than the laggy one, apart from lag, it now does what it should.
ive tested it on its own, and with my mod(fully updated).
so im extreamly happy, solves hell'ov'a'lot for me.
well done all.
ok, next thing is simple.
would this work.
local disabled_objects = {}
or
st.disabled_objects = {}
wich one do i put in certain obj\items\weopns
and if so.
how would i write the line in between brackets. ive posted somewhere a example previous posts.
also 1 more thing, we disable certain AI from doing what not, but in this line..
local corpse_checked = {}
can we add certain charactors that hold quest items, and if so.
is that how, and how would we write the line.
for me, i think those last questions would finalize the looting script for me.
until further tests.
any help on this???
or questions??
---END QUOTATION---
Actually adding objects to disabled_objects won't help as it is a table with dynamic values. I think that "potential" object to pick up is assigned to object variable in all __init functions with lines self.st = st. I believe that the path could be broken here.
or...
maybe adding items to
function isValuable(obj)
local sec = obj:section()
if sec == "amk_metka" [or sec == "kolbasa" or sec == "bread"] then
return false,false
end
if valuable_clsid[obj:clsid()] then
return true, false
end
return bgwith(sec,"ammo_") or bgwith(sec,"wpn_") or bgwith(sec,"energy_") or checkCorpse(obj), IsStalker(obj) or IsMonster(obj)
end
I've added an example in [...]
But I'm afraid that only works on objects on the ground. I think that in case of corpses the corpse inventory is just stripped clean with one command.
The page you need in the public telephone booth will always be missing.
The pendulum spins clockwise...
Current project:
S.T.A.L.K.E.R: The Faction War
https://www.gsc-game.com/main.php?t=community&s=forums&s_game_type=xr2&thm_id=22757&page=1&sec_id=22&sort=ASC&no_transl=#307619
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12:04:15 11 September 2009 |
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x_Spartan_x
Whos got the Kokoretsi? (Resident)
 On forum: 07/07/2009
Messages: 1971
|
---QUOTATION--- local corpse_checked = {}
any help on this???
In function checkCorpse(obj), it looks like if there is an object id inside the corpse_checked table, then the function will cause NPCs to ignore that corpse by returning corpse already checked to the script:
if corpse_checked[obj:id()] ~= nil then
return corpse_checked[obj:id()]
end ... Or at least that's how I'm interpreting the function. Thus, it should be possible to make certain corpses ignorable, by adding the quest corpse ids into the table:
local corpse_checked = {
"mar_recover_item_1_corpse",
"mar_recover_item_3_stalker",
"mar_recover_item_4_corpse"
} However, I'm more interested in the local disabled_objects = {} table, because I think it might be possible to add quest objects in there, and thus to circumvent issues where the quest corpse is allocated randomly (for instance, in the Military Warehouses Fetch Item quest "mil_additional_quest_3"). ---END QUOTATION---
so i should not use
st.disabled_objects = {}
but add my changes in
local disabled_objects = {}
as for the corpse diable, il give it a shot.
my specs are
win xp 64
2gig ram
radeon hd4800 series
intel core 2 duo
but i doubt its a vid thing, case i pumped it up, np.
"DC Beta v0.65.5" & "Patch Build 4".
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=22535&sec_id=21
Steam Group.
http://steamcommunity.com/groups/spartan_11_11
Currently working on
"The Lions Roar v1.0" (TLR v1.0 Estimated 2012).
http://i239.photobucket.com/albums/ff251/Spartan2073/GlobalMap-1.jpg
http://www.youtube.com/watch?v=bsWwmw2-urE&feature=related
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11:57:14 11 September 2009 |
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Decane
Senior Resident
On forum: 04/04/2007
Messages: 1705
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---QUOTATION--- Definately not a perfomance issue as such, my comp is pretty low-end (2.2ghz dual-core amd, 9500gt, 2gig ram) but it runs perfectly smoothly on dx9 enhanced ---END QUOTATION---
x_Spartan_x & smoq2, could you both please post your PC specs so that we can do a little comparison? I'm not convinced that this is a hardware performance issue on your end, RoboMook, but it would still be worthwhile to see if there are noticeable difference in our configs which could be attributed for causing performance deviations. My specs: Q6600, HD4870, 4GB RAM.
BTW: Have you tried disabling a core, and then re-enabling it? I don't think this will solve the problem, but it could be worth a shot. Also, have you tried monitoring your RAM usage? I'm not sure how this script would affect it, but if your RAM is being filled up more quickly then you might be experiencing trashing, i.e. lag caused by swapping between virtual memory and physical memory. Then again, static lighting should dramatically reduce the amount of memory used, so I don't think this is it either.
• Sky Reclamation Project v1.1.2: http://www.moddb.com/mods/srp/downloads/srp-v112
• Sky Reclamation Project v1.1.3 WIP: https://github.com/Decane/SRP
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11:44:29 11 September 2009 |
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Decane
Senior Resident
On forum: 04/04/2007
Messages: 1705
|
---QUOTATION--- local corpse_checked = {}
any help on this??? ---END QUOTATION---
In function checkCorpse(obj), it looks like if there is an object id inside the corpse_checked table, then the function will cause NPCs to ignore that corpse by returning corpse already checked to the script:
if corpse_checked[obj:id()] ~= nil then
return corpse_checked[obj:id()]
end ... Or at least that's how I'm interpreting the function. Thus, it should be possible to make certain corpses ignorable, by adding the quest corpse ids into the table:
local corpse_checked = {
"mar_recover_item_1_corpse",
"mar_recover_item_3_stalker",
"mar_recover_item_4_corpse"
} However, I'm more interested in the local disabled_objects = {} table, because I think it might be possible to add quest objects in there, and thus to circumvent issues where the quest corpse is allocated randomly (for instance, in the Military Warehouses Fetch Item quest "mil_additional_quest_3").
• Sky Reclamation Project v1.1.2: http://www.moddb.com/mods/srp/downloads/srp-v112
• Sky Reclamation Project v1.1.3 WIP: https://github.com/Decane/SRP
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07:18:15 11 September 2009 |
|
x_Spartan_x
Whos got the Kokoretsi? (Resident)
 On forum: 07/07/2009
Messages: 1971
|
ok, it works a treat WD
i even pumped up my vid setting to full blast to see, it even works better than the laggy one, apart from lag, it now does what it should.
ive tested it on its own, and with my mod(fully updated).
so im extreamly happy, solves hell'ov'a'lot for me.
well done all.
ok, next thing is simple.
would this work.
local disabled_objects = {}
or
st.disabled_objects = {}
wich one do i put in certain obj\items\weopns
and if so.
how would i write the line in between brackets. ive posted somewhere a example previous posts.
also 1 more thing, we disable certain AI from doing what not, but in this line..
local corpse_checked = {}
can we add certain charactors that hold quest items, and if so.
is that how, and how would we write the line.
for me, i think those last questions would finalize the looting script for me.
until further tests.
any help on this???
or questions??

"DC Beta v0.65.5" & "Patch Build 4".
https://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr2&thm_page=1&thm_id=22535&sec_id=21
Steam Group.
http://steamcommunity.com/groups/spartan_11_11
Currently working on
"The Lions Roar v1.0" (TLR v1.0 Estimated 2012).
http://i239.photobucket.com/albums/ff251/Spartan2073/GlobalMap-1.jpg
http://www.youtube.com/watch?v=bsWwmw2-urE&feature=related
|
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