ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Clear Sky Forum » Mod discussion
Modding Questions for Clear Sky

« Previous 10 events | 1 2 3 4 5 6 | Next 10 events »| All Messages
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  12:58:10  4 May 2011
profilee-mailreply Message URLTo the Top
SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
You'll also want to remove the all.spawn entries relating to those 5 files as well, to be on the safe side.
  14:42:29  4 May 2011
profilee-mailreply Message URLTo the Top
The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
You'll also want to remove the all.spawn entries relating to those 5 files as well, to be on the safe side.
---END QUOTATION---



Yes it works Thanks

So i want to spawn a new NPC on my new Start position.
I decompile the all.spawn and open the alife_l03_escape.ltx
Copy a smart_terrain and add it to the end of the file.

But I have Problems with this part:

[smart_terrain]
targets = esc_smart_terrain_6_3, gar_smart_terrain_5_8- "What means that ?"
sim_type = territory
sim_value = 3
squad_capacity = 2
att_restr = esc_space_restrictors_5_2_sr_attack- "What means that ?"
def_restr = esc_space_restrictors_5_2_sr_defense- "What means that ?"
squad_id = 31- "What means that ?"
respawn = esc_equipment_box_02_base_5_2- "What means that ?"
surge_hide_avaliable = true
END

Or gives another Way to spawn one NPC in the Game ?
  14:56:19  4 May 2011
profilee-mailreply Message URLTo the Top
SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
It depends on how you want to spawn your npc. If you want them to be a quest or very important npc, then it is better to spawn them directly onto the level (like faction leaders, traders, mechanics, etc).
Regular npc's are spawned into squads, which move from smart terrain to smart terrain.
  15:16:20  4 May 2011
profilee-mailreply Message URLTo the Top
The Xenus
(Senior)
 
On forum: 03/09/2011
 

Message edited by:
The Xenus
05/04/2011 15:54:26
Messages: 144

---QUOTATION---
It depends on how you want to spawn your npc. If you want them to be a quest or very important npc, then it is better to spawn them directly onto the level (like faction leaders, traders, mechanics, etc).
Regular npc's are spawned into squads, which move from smart terrain to smart terrain.
---END QUOTATION---



Ok, so I want to spawn a Quest-NPC.
I have Copy a entry from alife_l03_escape.ltx
and add new Position, Level_vertex_id, game_vertex_id and upd osition.
and replace the rest with my own things.

Is that so right ?

[11600]
; cse_abstract properties
section_name = stalker
name = esc_start_tester
position = -91.093200683594,-4.8309054374695,-69.93928527832
direction = -0.9991882443428,0,-0.040285035967827

; cse_alife_trader_abstract properties
money = 5000
character_profile = esc_start_tester

; cse_alife_object properties
game_vertex_id = 499
distance = 6.29999971389771
level_vertex_id = 176673
object_flags = 0xffffffbf
custom_data = <<END
[dont_spawn_character_supplies]
[spawner]
cond = {+esc_wolf_brother_1}
[logic]
cfg = scripts\escape\esc_start_tester.ltx
END
story_id = 429

; cse_visual properties
visual_name = actors\stalker_nebo\stalker_nebo_3

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

upd:health = 1
upd:timestamp = 0
upd:creature_flags = 0
upd osition = -91.093200683594,-4.8309054374695,-69.93928527832
upd _model = 0
upd _torso = -0.000130999993416481,-0.0213900003582239,0
upd:g_team = 0
upd:g_squad = 0
upd:g_group = 0

; cse_alife_monster_abstract properties

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

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

; cse_ph_skeleton properties

upd:start_dialog =

; se_stalker properties
---------------------------------------------------
Ok, when I start a Game with this new compile all.spawn
the game crash with this log:

FATAL ERROR

[error]Expression : no_assert
[error]Function : CALifeStoryRegistry::add
[error]File : E:\priquel\sources\engine\xrGame\alife_story_registry.cpp
[error]Line : 30
[error]Description : Specified story object is already in the Story registry!


stack trace:

Is that a Error in the all.spawn or in the config-files ?
  23:44:36  4 May 2011
profilee-mailreply Message URLTo the Top
SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
Your own error. Your new npc section should look something like this:

[11600]
; cse_abstract properties
section_name = stalker
name = esc_start_tester
position = -91.093200683594,-4.8309054374695,-69.93928527832
direction = -0.9991882443428,0,-0.040285035967827

; cse_alife_trader_abstract properties
money = 5000
character_profile = esc_start_tester <- you need a custom profile, see below

; cse_alife_object properties
game_vertex_id = 499
distance = 6.29999971389771
level_vertex_id = 176673
object_flags = 0xffffffbf
custom_data = <<END
[dont_spawn_character_supplies] <- delete this
[spawner] <- and this
cond = {+esc_wolf_brother_1} <- and this
[logic]
cfg = scripts\escape\esc_start_tester.ltx <- you need a custom logic config, see below
END
story_id = 429 <- this as well

; cse_visual properties
visual_name = actors\stalker_nebo\stalker_nebo_3

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

upd:health = 1
upd:timestamp = 0
upd:creature_flags = 0
upd:position = -91.093200683594,-4.8309054374695,-69.93928527832
upd:o_model = 0
upd:o_torso = -0.000130999993416481,-0.0213900003582239,0
upd:g_team = 0
upd:g_squad = 0
upd:g_group = 0

; 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 = 2,0,0,0,1
predicate4 = 2,1,1,1

; cse_ph_skeleton properties

upd:start_dialog = 


Once you've deleted those lines I've indicated, then you need to create a file, and add some code to another.
The first is configs/gameplay/character_descr_esc.xml. In here you need to add your custom character profile 'esc_start_tester', as indicated in your all.spawn entry. I can't remember all the files you need to modify in order to correctly add a new profile (damn computer acting up), so for now I'll recommend looking through the profiles in character_descr_general.xml, and selecting one to use in your entry above. (ex. sim_default_stalker_2_default_2)
The second is a custom logic config telling them how to behave. The simplest behaviour is to have them stand there and look at a point.
Your configs\scripts\escape\esc_start_tester.ltx should look like this:
[logic]
active = walker@test

[walker@test]
path_walk = esc_start_tester_walk
path_look = esc_start_tester_look
meet = meet

You will need to collect another 2 sets of co-ordinates ingame and add two waypoints to way_escape.ltx. Look at the other waypoints for examples. Basically, you want it to look like this.
[esc_start_tester_walk]
points = p0
p0:name = name00
p0:position = x,y,z ; <-your position goes here
p0:game_vertex_id = gvi ; <-your game vertex goes here
p0:level_vertex_id = lvi ; <-your level vertex goes here


path_walk is where they will stand (or walk around with enough points added to it), and path_look is where they will look. You will need to create waypoints for path_walk and path_look, with names like above in the [walker@test] section I've provided as an example.
  09:23:44  6 May 2011
profilee-mailreply Message URLTo the Top
The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144
Yeah it works, I have spawn my first new NPC
Thanks Dude.

Ok, I have another Question
I want to add another smart_terrain in the level escape
And I have some Question about this:

[smart_terrain]
targets = esc_smart_terrain_6_3, gar_smart_terrain_5_8 <- Targets ? I want to add Monsters at this smart_terrain. Can I delet this ?>
sim_type = territory
sim_value = 3
squad_capacity = 2
att_restr = esc_space_restrictors_5_2_sr_attack<- What means that ? attack script ?
def_restr = esc_space_restrictors_5_2_sr_defense<- what means that ? defense script ?
squad_id = 31
respawn = esc_equipment_box_02_base_5_2
surge_hide_avaliable = true
END
( the smart_terrain above is not my new smart_terrain, it`s just for an example)

And where I defined, which Monsters or NPC I spawn at the smart_terrain.
And where I defined how many Monsters or NPC I want to spawn ?

Hope you help me once more
  10:13:25  6 May 2011
profilee-mailreply Message URLTo the Top
SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
targets - other smart terrains that this links to.
att_restr & def_restr - I dunno. Commenting them out doesn't seem to do much.
squad_capacity = x - amount of squads which this smart terrain can hold.
respawn_sector = `faction_name` - faction which can spawn squads here.
If you create a smart terrain manually like this, then you need to create all the jobs for it, and I don't know how to do that. It isn't something I've done before, so I can't help you that much.
  10:36:42  6 May 2011
profilee-mailreply Message URLTo the Top
The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
targets - other smart terrains that this links to.
att_restr & def_restr - I dunno. Commenting them out doesn't seem to do much.
squad_capacity = x - amount of squads which this smart terrain can hold.
respawn_sector = `faction_name` - faction which can spawn squads here.
If you create a smart terrain manually like this, then you need to create all the jobs for it, and I don't know how to do that. It isn't something I've done before, so I can't help you that much.
---END QUOTATION---



Oh ok, Gives a Way to spawn more/other Monsters\NPC in the existing smart_terrains ?

And my next Question:
I want to add a new Quest for my new NPC.
I have write a dialoge and have register the quest in the game_task.xml and in info_escape.xml.
But where in the script Folder i must register the script for the quest. ?
(the script that definite the actor has the item, and the quest reward ? )
maybe scripts/escape/esc_quest_line ?
  09:34:57  8 May 2011
profilee-mailreply Message URLTo the Top
The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---

Oh ok, Gives a Way to spawn more/other Monsters\NPC in the existing smart_terrains ?

And my next Question:
I want to add a new Quest for my new NPC.
I have write a dialoge and have register the quest in the game_task.xml and in info_escape.xml.
But where in the script Folder i must register the script for the quest. ?
(the script that definite the actor has the item, and the quest reward ? )
maybe scripts/escape/esc_quest_line ?
---END QUOTATION---



can anybody help me ?
  13:42:13  8 May 2011
profilee-mailreply Message URLTo the Top
SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
You need to add the new mission into configs/misc/tm_escape.ltx.
Make sure it has a section, and its section name is included in the [list_tm_escape] list. Depending on the type of mission you want to do, your best bet is to look back through the other missions, and see how they look. I recommend using the original gamedata tm_`level`.ltx files, since I've modifed/removed some of the missions. Once you have done that, look at configs/scripts/escape/esc_quest_line.ltx for an example of how to call a mission from a logic config, which might be easier. Else you have to call it from a script, which can prove slightly more difficult.
I recommend you spend a fair bit of time going through an existing dialog and the text strings for it, to see how it works.
It seems like your diving in head first into the deep end of the pool with modding. I started off smaller. Suit, artifact & weapon tweaks, then adding in my own suits, then new text strings, merging multiple mods together, then moving onto working with the all.spawn, then some dialogs and lua scripts, etc etc.
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Clear Sky Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2021 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.