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  23:44:36  4 May 2011
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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.
  15:16:20  4 May 2011
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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 ?
  14:56:19  4 May 2011
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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.
  14:42:29  4 May 2011
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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 ?
  12:58:10  4 May 2011
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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.
  12:50:47  4 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
Yep, thats the correct entry. If your not too sure, try commenting out the cfg line with a ';', save the file, recompile all.spawn, and test.
---END QUOTATION---



ok thanks. that for the all.spawn

and what is with this:


---QUOTATION---

I can't remember the file that contains this scene, but it is located in configs/scripts/marsh/
Else find the correct file, and remove all the stuff inside of it, which might be easier.

---END QUOTATION---



here i am not so sure
I have found 5 Files

mar_intro_actor- and this ..maybe for the inro video ?

mar_intro_lebedev_1- This is probably the script for the first dialoge with lebedev ?

mar_intro_lebedev_2

mar_intro_camera- This is probably the script for the camera when the actor wake up and stand up from the bed

mar_intro_Kalancha
  12:34:03  4 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
Yep, thats the correct entry. If your not too sure, try commenting out the cfg line with a ';', save the file, recompile all.spawn, and test.
  11:56:17  4 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
There is a space restrictor inside the alife_marsh.ltx file that runs the opening cutscene. Delete the right space restrictor, and recompile the all.spawn. Removing this restrictor will remove both the ingame cinematic of Lebedev and Beanpolev talking, and the starting dialog with Lebedev.
---END QUOTATION---


I am not sure but can it be that this file the right is:
[270]
; cse_abstract properties
section_name = space_restrictor
name = mar_intro_zone
position = -177.589416503906,4.75793123245239,-274.4814453125
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 0
distance = 0
level_vertex_id = 171487
object_flags = 0xffffff3e
custom_data = <<END
[logic]
cfg = scripts\marsh\mar_intro_zone.ltx
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0 ffset = 0,0,0
shape0:radius = 1

; cse_alife_space_restrictor properties
restrictor_type = 3

if it`s the right file i delete the full entry ?


---QUOTATION---
I can't remember the file that contains this scene, but it is located in configs/scripts/marsh/
Else find the correct file, and remove all the stuff inside of it, which might be easier.
---END QUOTATION---



here i am not so sure
I have found 5 Files

mar_intro_actor- and this ..maybe for the inro video ?

mar_intro_lebedev_1- This is probably the script for the first dialoge with lebedev ?

mar_intro_lebedev_2

mar_intro_camera- This is probably the script for the camera when the actor wake up and stand up from the bed

mar_intro_Kalancha
  11:05:40  4 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
There is a space restrictor inside the alife_marsh.ltx file that runs the opening cutscene. Delete the right space restrictor, and recompile the all.spawn. Removing this restrictor will remove both the ingame cinematic of Lebedev and Beanpolev talking, and the starting dialog with Lebedev.
I can't remember the file that contains this scene, but it is located in configs/scripts/marsh/
Else find the correct file, and remove all the stuff inside of it, which might be easier.
  10:01:11  4 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
Oops. I meant squad_descr_generic.ltx.
You'll need to create a new section, similar to the existing ones, and give it a unique name, and in the npc line, list the number and types of zombies you want to spawn. The Zombie types can be found in creatures\m_zombie.ltx in the games unpacked gamedata.
---END QUOTATION---



Ok. thanks Dude

I have another Question
how I delete the Intro Scene after the Intro Video ?
and how I delete the Intro Dialoge with CSky Commander ?

so I can start a new Game without the Inro Scene and Dialoge.
I have set a new Spawnpoint for Actor
but when the game start and my actor spawn at the new point
the Game frozen at this position and I cannot play...

Hope you understand what I mean ?
 
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