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  13:01:02  4 December 2014
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smoq2
Forklift operator
(Resident)

 

 
On forum: 09/08/2008
 

Message edited by:
smoq2
12/04/2014 13:02:44
Messages: 2433

---QUOTATION---
I've never bothered checking whether level vertex IDs come out in any sane order; if they do you obviously don't need to check every single one and if not you would probably want to build some more reasonably organized list of them on level load then use that. You get the idea, though.

local lvidCount = {
	marsh = 528961,
	garbage = 358066,
	--etc
	}

function getOccludingPoint( source, target )
	local match, matchDist
	for lvid = 0, lvidCount[ level.name() ] do
		local position = level.vertex_position( lvid )
		local ST = source:distance_to( target )
		local SP = source:distance_to( position )
		local TP = target:distance_to( position )
		--caution, wizardry ahead
		local angle = math.acos( ( ST*ST + SP*SP - TP*TP ) / ( 2 * ST * SP ) )
		if ST * SP * math.sin( angle ) / 2 < 0.1 and ( not matchDist or position:distance_to( source ) < matchDist ) then
			match = lvid
			matchDist = position:distance_to( source )
		end
	end
	return match and match or nil
end


Note! I don't have the math skills to have any clue how that bit in the middle functions; someone else wrote it for me. The point is to find x as shown: http://puu.sh/deAG6/895a6e9409.png
Hopefully it works.
---END QUOTATION---



You cannot use level vertexes for what I need. Those are only placed on surfaces marked with the AI map - only in horizontal plane, not all places are layered with the AI map, etc.

For the level of precision that I require, I need specifically geometry checks.

I want to create a new NPC vision check. E.g. what if 2 NPCs are standing on the opposite sides of a wall? Level vertexes can't help you deduce that condition in any way.
  00:26:38  3 December 2014
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TKGP
Senior Resident
 

 
On forum: 01/25/2013
 

Message edited by:
TKGP
12/03/2014 0:31:17
Messages: 454
I've never bothered checking whether level vertex IDs come out in any sane order; if they do you obviously don't need to check every single one and if not you would probably want to build some more reasonably organized list of them on level load then use that. You get the idea, though.

local lvidCount = {
	marsh = 528961,
	garbage = 358066,
	--etc
	}

function getOccludingPoint( source, target )
	local match, matchDist
	for lvid = 0, lvidCount[ level.name() ] do
		local position = level.vertex_position( lvid )
		local ST = source:distance_to( target )
		local SP = source:distance_to( position )
		local TP = target:distance_to( position )
		--caution, wizardry ahead
		local angle = math.acos( ( ST*ST + SP*SP - TP*TP ) / ( 2 * ST * SP ) )
		if ST * SP * math.sin( angle ) / 2 < 0.1 and ( not matchDist or position:distance_to( source ) < matchDist ) then
			match = lvid
			matchDist = position:distance_to( source )
		end
	end
	return match and match or nil
end


Note! I don't have the math skills to have any clue how that bit in the middle functions; someone else wrote it for me. The point is to find x as shown: http://puu.sh/deAG6/895a6e9409.png
Hopefully it works.
  11:08:24  2 December 2014
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smoq2
Forklift operator
(Resident)

 

 
On forum: 09/08/2008
 

Message edited by:
smoq2
12/02/2014 11:10:07
Messages: 2433

---QUOTATION---
Oops I should have clarified further. I was talking about Stalker NPCs dragging corpses into piles.
---END QUOTATION---



Try clean_base_of_bodies.script.

I have the most recent version here: https://dl.dropboxusercontent.com/u/66826401/clean_base_of_bodies.script

Be wary though! The script requires major refactoring - don't stare at it for too long or your eyes will start to bleed.

A bit of info:

evaluators:

evaluator_see_deadman - determines whether an NPC can see a dead body nearby. The most resource consuming function, since it basically has to check every object loaded into the NPC's database, i.e. memory_visible_objects, memory_sound_objects, not_yet_visible_objects. Depending on when you want stalkers to drag bodies, you can skip the not_yet_visible_objects.

evaluator_can_move_deadman - checks whether the corpse is "movable". Used mostly to simply determine if the dragging NPC is within reachable distance from the corpse or the actor is not looting it.

actions:

action_go_to_deadman - it sends the NPC to a corpse if one is detected. The action also has some additional "pushers" that periodically "push" the corpse towards the NPC if it has trouble reaching it.

action_moving_deadman - the action of dragging. It basically sends the NPC moving in a crouched position facing the corpse to a dumping spot and applies a small force to the corpses head in a vector heading to the NPCs hand in each action cycle. That's the whole philosophy.

Btw, I've been asking this question around a million times, and it seems impossible to do without obtaining the source files for the dll compilation - do you know if there's a way to get the coordinates where a vector from point A to point B crosses the terrain mesh? I need something like showing distance under the crosshair in the options menu for the actor, but I need this for the NPCs.
  05:08:35  2 December 2014
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brg
(Novice)
 
On forum: 11/28/2014
Messages: 5

---QUOTATION---
Is Mystery mod v. 1.0 compatible with the latest version...?

Hello!

Looking forward to trying out this fantastic sounding mod tonight.

Does anyone know if ver. 1.0 (textures and sound effects only) of the Mystery mod will work this, without any conflicts?

-stuff-

Thanks in advance for any assistance!
---END QUOTATION---

Hey, Man. Most (all?) of the graphical stuff in Mystery is available in Absolute Nature and Absolute Structures.

Atmosfear v1.3 should also work.

Generally how I get graphical mods to be compatible is to install AN, AS, then the mod, then Atmosfear 1.3. For example, installing AN/AS over Arsenal Overhaul breaks the game. Installing Arsenal Overhaul over AN/AS works just fine.

You could try installing Mystery to an empty dummy folder to get at how Mystery's author modified Atmosfear for the doom and gloom weather.

SweetFX could handle the general "vibe".
  23:14:19  23 November 2014
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
Messages: 1991
Oh sorry then,my understanding English is... basic ...
I just want and thought help you
Apologize
  21:59:55  23 November 2014
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
Messages: 2230
Oops I should have clarified further. I was talking about Stalker NPCs dragging corpses into piles.
  18:40:44  23 November 2014
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olivius74
Senior Resident
 

 
On forum: 11/19/2010
 

Message edited by:
olivius74
11/23/2014 18:42:01
Messages: 1991
Hi Alundiao

Great to see you again here!


Perhaps need to define the way of the model and name in system.ltx.
At the end of file system.ltx

[ph_capture_visuals]

Tписок объектов которvе можно таскать.

we can found a list of object which can be dragged with shift F:

;NPC
;bandit
actors\stalker_bandit\stalker_bandit_1
actors\stalker_bandit\stalker_bandit_1_old
actors\stalker_bandit\stalker_bandit_2
actors\stalker_bandit\stalker_bandit_3
actors\stalker_bandit\stalker_bandit_3_face_1
actors\stalker_bandit\stalker_bandit_3_face_2
actors\stalker_bandit\stalker_bandit_3_mask
actors\stalker_bandit\stalker_bandit_4
actors\stalker_bandit\stalker_bandit_2_mask
actors\stalker_bandit\stalker_bandit_5
actors\stalker_bandit\stalker_bandit_5_gasmask
actors\stalker_bandit\stalker_bandit_6
actors\stalker_bandit\stalker_banditv2_6

;dolg
actors\stalker_dolg\stalker_dolg_1
actors\stalker_dolg\stalker_dolg_2
actors\stalker_dolg\stalker_dolg_2_face_1
actors\stalker_dolg\stalker_dolg_2_face_2
actors\stalker_dolg\stalker_dolg_2_mask
actors\stalker_dolg\stalker_dolg_3
actors\stalker_dolg\stalker_dolg_4
actors\stalker_dolg\stalker_dolg_2_skimask
actors\stalker_dolg\stalker_dolgv2_4
actors\stalker_dolg\stalker_dov1_1
actors\stalker_dolg\stalker_dov1_3
actors\stalker_dolg\stalker_dov2_1
actors\stalker_dolg\stalker_dov2_3

...



Else ,in this script I found some info in release body :

https://www.dropbox.com/s/gefm2znix3vbzu5/release_body_manager.script?dl=0

But also many scripts concern corpse .(I can send you all script files if you want).
And remember a russian mod which enabled the possibility of drag what we want (box,cars...)
Just need time to recover this file...

Wish you the best Alundiao
  01:20:54  23 November 2014
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
Messages: 2230
You have corpse dragging in your mod, right? Can you tell me which scheme handles this or perhaps even kindly pastebin it? I just want to know how the actual dragging mechanic is done.
  19:15:25  2 October 2014
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Junx1
(Novice)
 
On forum: 06/28/2012
Messages: 18
http://stalker.pl/wp-content/plugins/download-monitor/download.php?id=24
  04:25:11  2 October 2014
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Emmet Otter
Senior Resident
 

 
On forum: 03/11/2008
Messages: 243
where can I download Ver3.8 for this mod?
 
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