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Modding Questions for Clear Sky

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  11:14:31  31 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
 

Message edited by:
The Xenus
05/31/2011 12:43:09
Messages: 144

---QUOTATION---
Your previous crash is caused by trying to assign a mutant squad to a smart terrain which is already inhabitated by Stalkers, and can only take one squad.
---END QUOTATION---



okay i try to use another st


---QUOTATION---
As for seeing the smart terrains on the map, copy _g.script to your gamedata, and at the top, look for dev_debug, anbd set it to true.
---END QUOTATION---



I have do this but when i start a new game

FATAL ERROR

[error]Expression : ai().script_engine().functor(start_game_callback,functor)
[error]Function : CALifeSimulator::CALifeSimulator
[error]File : E:\priquel\sources\engine\xrGame\alife_simulator.cpp
[error]Line : 73
[error]Description : failed to get start game callback


stack trace:
.................................................
okay have have add a new smart_terrain in the all.spawn file
i have add the smart_terrain a kamp_point, and a spawn_point
but when i start a new game ctd and this log:

! [LUA][ERROR] ERROR: Path between [esc_smart_terrain_4_10] and [esc_smart_terrain_zombie] doesnt exist for [66].

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: ....t.a.l.k.e.r. - clear sky\gamedata\scripts\_g.script:975: bad argument #2 to 'format' (string expected, got nil)

stack trace:

" Path between [esc_smart_terrain_4_10] and [esc_smart_terrain_zombie] doesnt exist for [66]."- what ? which path ? in esc_smart_terrain_zombie gives not a path entry !
  15:09:02  3 June 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---

okay have have add a new smart_terrain in the all.spawn file
i have add the smart_terrain a kamp_point, and a spawn_point
but when i start a new game ctd and this log:

! [LUA][ERROR] ERROR: Path between [esc_smart_terrain_4_10] and [esc_smart_terrain_zombie] doesnt exist for [66].

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: ....t.a.l.k.e.r. - clear sky\gamedata\scripts\_g.script:975: bad argument #2 to 'format' (string expected, got nil)

stack trace:

" Path between [esc_smart_terrain_4_10] and [esc_smart_terrain_zombie] doesnt exist for [66]."- what ? which path ? in esc_smart_terrain_zombie gives not a path entry !
---END QUOTATION---

  01:56:52  4 June 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 need to define a path of linked waypoints so npc's know how to travel between smart terrains.
  11:55:44  4 June 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
You need to define a path of linked waypoints so npc's know how to travel between smart terrains.
---END QUOTATION---



okay, but i would spawn mutants in this smart_terrain
not NPC`s ? npc`s should not travel to the s.t. ?

Where must defined the waypoints between the s.t. ?
in the all.spawn ?

and wich s.t. must i link together ?
  15:00:58  4 June 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
Waypoints are defined in the way_escape.ltx file.
You need to link esc_smart_terrain_zombie to esc_smart_terrain_4_10, if you want npc's and monsters to be able to travel out. If you want them to travel in, then you need the create a path for esc_smart_terrain_4_10 to esc_smart_terrain_zombie.
  23:12:55  4 June 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
Waypoints are defined in the way_escape.ltx file.
You need to link esc_smart_terrain_zombie to esc_smart_terrain_4_10, if you want npc's and monsters to be able to travel out. If you want them to travel in, then you need the create a path for esc_smart_terrain_4_10 to esc_smart_terrain_zombie.
---END QUOTATION---



okay and when i would that the monsters\npc are stay in this s.t. ?
i must not defined a waypoint between the s.t. or ?

then when i start the game and become this error log
the smart_terrain name change with each crash
for example:
esc_smart_terrain_4_10, gar_smart_terrain_5_8.....etc.
  13:49:01  5 June 2011
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smoq2
Forklift operator
(Resident)

 

 
On forum: 09/08/2008
Messages: 2433
You need to add

targets = esc_smart_terrain_4_10


to esc_smart_terrain_zombie and add esc_smart_terrain_zombie to targets of esc_smart_terrain_4_10 so NPCs can move back and forth. You don't need to define any waypoints.
  14:41:27  5 June 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
You need to add

targets = esc_smart_terrain_4_10


to esc_smart_terrain_zombie and add esc_smart_terrain_zombie to targets of esc_smart_terrain_4_10 so NPCs can move back and forth. You don't need to define any waypoints.
---END QUOTATION---



Okay I have do this, but the game crash

! [LUA][ERROR] ERROR: Insufficient smart_terrain jobs esc_smart_terrain_4_10

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: ....t.a.l.k.e.r. - clear sky\gamedata\scripts\_g.script:975: bad argument #2 to 'format' (string expected, got nil)

stack trace:

the smart_terrain_4_10 have not enough squad_capacity or ?
  16:03:46  5 June 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
Now you need to start creating job waypoints. These define what an npc will do in a given smart terrain, where they stand, where they look, what animations they preform, etc.
  14:53:28  13 June 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
 

Message edited by:
The Xenus
06/13/2011 14:54:02
Messages: 144

---QUOTATION---
Now you need to start creating job waypoints. These define what an npc will do in a given smart terrain, where they stand, where they look, what animations they preform, etc.
---END QUOTATION---



okay i try that

so I have try to create a new Faction
But when i start a new game ctd and this log:

FATAL ERROR

[error]Expression : no_assert
[error]Function : CXML_IdToIndex<class CCharacterInfo>::GetById
[error]File : e:\priquel\sources\engine\xrserverentities\xml_str_id_loader.h
[error]Line : 112
[error]Description : item not found, id
[error]Arguments : sim_random_stalker_0


stack trace:

p.s. I have add my new Faction and my Faction Entry to this folders

creatures/game_relations
creatures/spawn_section_general
gameplay/character_desc_general
misc/death_item_by_communities
misc/faction_random_stalker- my new File for the Faction
misc/squad_desc_escape- to spawn my new Faction guys
scripts/death_manager
scripts/xr_statistic

have i forgot a File or ...?
 
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