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Modding Questions for Clear Sky

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  19:42:58  1 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144
Modding Questions for Clear Sky

Hey Guys,
Hope I found help here.

I have some Questions about the Modding for CS. I would made my first Mod and i need help

Ok here my Questions:

1. Can I use the Call of Pripyat SDK 0.7 for CS Maps ?
2. How I Can add new smart-terrains in the Maps ?
3. How I spawn Monsters/NPC at the smart terrains ?
3. How I can change the Actor-Spawnpoint ?

this are the main things where i need help
Hope some Guys can help me

Greets and Thanks for answers
  12:11:43  3 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
Modding Questions for Clear Sky

Hey Guys,
Hope I found help here.

I have some Questions about the Modding for CS. I would made my first Mod and i need help

Ok here my Questions:

1. Can I use the Call of Pripyat SDK 0.7 for CS Maps ?
2. How I Can add new smart-terrains in the Maps ?
3. How I spawn Monsters/NPC at the smart terrains ?
3. How I can change the Actor-Spawnpoint ?

this are the main things where i need help
Hope some Guys can help me

Greets and Thanks for answers
---END QUOTATION---



Come on Guys.... nobody can help me ?
Please answer me it`s important for me.
so I can start with my Mod
  12:25:43  3 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
 

Message edited by:
SetaKat
05/03/2011 12:26:14
Messages: 6342
1) Best to use the v0.6 SDK, as there are differences between the way the spawns are done in CS and CoP.
2) I'm sure there is a tutorial on it here. http://sdk.stalker-game.com/en/index.php?title=Smart_Terrain_Tutorial
3) Needs to be done in the faction ltx relating to that faction
4) Decompile all maps into level format, load the SDK, open the marsh level, and delete the actor spawn point, and place it on a different part of the level, or a different level, then recompile the spawns using xrAI.

What mod are you planning on working on?
  12:49:19  3 May 2011
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The Xenus
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On forum: 03/09/2011
Messages: 144

---QUOTATION---
1) Best to use the v0.6 SDK, as there are differences between the way the spawns are done in CS and CoP.
---END QUOTATION---


Works the SDK under WIN 7 ?


---QUOTATION---
2) I'm sure there is a tutorial on it here. http://sdk.stalker-game.com/en/index.php?title=Smart_Terrain_Tutorial
---END QUOTATION---


so I can not add smart-terrains in the SDK ?
and this tutorial is for SoC right ? I have try to work with the Clear Sky all.spawn and the ACDC.pl for CS but it works not under WIN 7


---QUOTATION---
3) Needs to be done in the faction ltx relating to that faction
---END QUOTATION---


Okay


---QUOTATION---
4) Decompile all maps into level format, load the SDK, open the marsh level, and delete the actor spawn point, and place it on a different part of the level, or a different level, then recompile the spawns using xrAI.
---END QUOTATION---


Can I use the Level-converter for the CoP SDK ? I found no converter for CS ?


---QUOTATION---
What mod are you planning on working on?
---END QUOTATION---


I plan a Mod like your PrSky-Mod a i add some new things
Old Monsters, some newweapons, foods, snacks, new drugs, outfits and much new stuff
And the Zone should be more dangerous.
And i will try to delete the FWars and the Storyline and add new Quests/Storyline and Freeplay.

I plan much Things but I`am not sure if i have the knowhow for that.
But I would like to learn that
  13:22:17  3 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

---QUOTATION---
Works the SDK under WIN 7 ?
---END QUOTATION---


SDK works under Win 7 and Vista, you just need to add a parameter to the .bat files to get it to work.


---QUOTATION---
so I can not add smart-terrains in the SDK ?
and this tutorial is for SoC right ? I have try to work with the Clear Sky all.spawn and the ACDC.pl for CS but it works not under WIN 7
---END QUOTATION---


Sorry, I was looking at the wrong part of the site. There doesn't seem to be a tutorial on adding smart terrains in the SDK. There is a way to add new smart terrains in the SDK, but I don't know why you would want to - the zone is crowded enough as it is.


---QUOTATION---
Can I use the Level-converter for the CoP SDK ? I found no converter for CS ?
---END QUOTATION---


All three games use the same converter.


---QUOTATION---
I plan a Mod like your PrSky-Mod a i add some new things
Old Monsters, some newweapons, foods, snacks, new drugs, outfits and much new stuff
And the Zone should be more dangerous.
And i will try to delete the FWars and the Storyline and add new Quests/Storyline and Freeplay.

I plan much Things but I`am not sure if i have the knowhow for that.
But I would like to learn that
---END QUOTATION---


You can use the Level Editor to place a few new spawns for your mod, but thats about it. Most of the work will need to be done in the various .ltx, .script and .xml files. Sounds like your planning a lot, and jumping into the deep end of the pool. I spent a lot of time learning how to mod, before announcing PreSky, and even then, it took forever to get it to a stable working build that looked good.
You'll also need a program to edit the ltx, script and xml files. (I recommend Notepad++) and something to edit the DDS files (mainly the ui_icon_equipment.dds file, recommend Paint.NET). I managed to develop PreSky with just those two tools for 99.8% of it. The remaining .2% was just sticking a few models through the SDK's Actor Editor, remapping textures to existing ones.
I might recommend picking a mod that will make a good base, and building off that. Also, spend a lot of time going through it, tweaking it, see what some variables and values affects ingame when changed, just to learn what everything does. I spent 4 months looking over various mini mods, just to see how they added or changed stuff in the game, before starting work on creating my own content.
I've made 99.8% of the stuff in PreSky without the SDK, since I didn't need it to do my work.
  13:38:29  3 May 2011
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The Xenus
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On forum: 03/09/2011
Messages: 144

---QUOTATION---
I plan much Things but I`am not sure if i have the knowhow for that.
But I would like to learn that
You can use the Level Editor to place a few new spawns for your mod, but thats about it. Most of the work will need to be done in the various .ltx, .script and .xml files. Sounds like your planning a lot, and jumping into the deep end of the pool. I spent a lot of time learning how to mod, before announcing PreSky, and even then, it took forever to get it to a stable working build that looked good.
You'll also need a program to edit the ltx, script and xml files. (I recommend Notepad++) and something to edit the DDS files (mainly the ui_icon_equipment.dds file, recommend Paint.NET). I managed to develop PreSky with just those two tools for 99.8% of it. The remaining .2% was just sticking a few models through the SDK's Actor Editor, remapping textures to existing ones.
I might recommend picking a mod that will make a good base, and building off that. Also, spend a lot of time going through it, tweaking it, see what some variables and values affects ingame when changed, just to learn what everything does. I spent 4 months looking over various mini mods, just to see how they added or changed stuff in the game, before starting work on creating my own content.
I've made 99.8% of the stuff in PreSky without the SDK, since I didn't need it to do my work.
---END QUOTATION---



Okay and how you make the new spawn point for the actor without SDK ?
Well I not a crack about the Modding for CS but the Basic Things and Tools i have it.
  13:41:46  3 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 need a modified script which will output the actors current position to the console when you press a key in the main menu.
Once you have done that, you need to decompile the all.spawn, find the actor entry (usually in alife_marsh.ltx for most mods, differs in PreSky and TFW, just search for actor), and then open the log, find the positions written to the log, and change the position, game_vertex, level_verterx, and upd osition variables. Recompile the all.spawn, and start in a new area.
  14:03:50  3 May 2011
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The Xenus
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On forum: 03/09/2011
Messages: 144

---QUOTATION---
You'll need a modified script which will output the actors current position to the console when you press a key in the main menu.
Once you have done that, you need to decompile the all.spawn, find the actor entry (usually in alife_marsh.ltx for most mods, differs in PreSky and TFW, just search for actor), and then open the log, find the positions written to the log, and change the position, game_vertex, level_verterx, and upd osition variables. Recompile the all.spawn, and start in a new area.
---END QUOTATION---



Okay but the acdc.pl works not under WIN 7 or ?
I will make my Mod on base of your PreSky Mod( Hope you allow it ?)
  14:07:47  3 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
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Works under Win Xp, Vista, 7. You just need the active perl software installed.
As for using PreSky, go ahead. There should be plenty of stuff in there for you to use.
  14:22:40  3 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
Works under Win Xp, Vista, 7. You just need the active perl software installed.
As for using PreSky, go ahead. There should be plenty of stuff in there for you to use.
---END QUOTATION---



Thanks Dude, That make it easier for me

I would Like add the "Old Monsters"
When I Like to spawn the Monsters I must add it in the Fraction_monsters.ltx and in the Fraction Zombied.ltx or ?
  15:00:56  3 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6342
Just faction_monsters.ltx.
  16:04:36  3 May 2011
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The Xenus
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On forum: 03/09/2011
 

Message edited by:
The Xenus
05/03/2011 16:07:46
Messages: 144

---QUOTATION---
Just faction_monsters.ltx.
---END QUOTATION---



Okay only there ? Nowhere else ?

and in the Faction_monsters.ltx under the Line
"start_position" must I add the "old"monsters" there ?
And can I use the smart_terrain from another Monster for the old Monster too ?

For Example:
[start_position]
;Generic
boars_weak_generic = esc_smart_terrain_8_10, esc_smart_terrain_5_6, mar_smart_terrain_5_10, mar_smart_terrain_3_7
boars_normal_generic = gar_smart_terrain_6_1, gar_smart_terrain_6_5
boars_strong_generic = val_smart_terrain_9_2

so can I copy that, and replace the "boars" with Zombies, Burer or Fracture ?

Like this:

zombie_weak_generic = esc_smart_terrain_8_10, esc_smart_terrain_5_6, mar_smart_terrain_5_10, mar_smart_terrain_3_7
zombie_normal_generic = gar_smart_terrain_6_1, gar_smart_terrain_6_5
zombie_strong_generic = val_smart_terrain_9_2
  23:54:08  3 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6342
Yep, although your zombie squads will need to be defined in squad_descr_random.ltx for that to work.
  09:11:28  4 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
Yep, although your zombie squads will need to be defined in squad_descr_random.ltx for that to work.
---END QUOTATION---



ok.
and where in the squad_descr_random.ltx I must defined ?
When I spawn the "old Monsters" only in the Cordon ?
esc_monster_random_generic_1,2,3,4,5,6,7 ?

what that means esc_monster_random_generic_1,2,3,4,5,6,7 ?
  09:38:00  4 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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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.
  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 ?
  11:05:40  4 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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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.
  11:56:17  4 May 2011
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The Xenus
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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
  12:34:03  4 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
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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.
  12:50:47  4 May 2011
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The Xenus
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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
  12:58:10  4 May 2011
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
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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
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The Xenus
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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
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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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
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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 ?
  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.
  09:23:44  6 May 2011
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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
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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
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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
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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
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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 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.
  14:39:33  8 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---

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.
---END QUOTATION---



I know how I add a new Weapon or a new Suit in the Game. And I know how I make new Text strings. But I need help with scripting and with some config. Files. To make my Own Quests. or Change the spawns....etc.

And I`am really thankful for your help
  18:06:46  11 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144
I need help.
which means this error-log

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:

I have add new dialogs, and a new NPC in the character_desc_xyz
I dont use the _g.script in my Mod
  22:49:48  11 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
Abort call, so memorise this ctd, and give us the line above it. It should have '! [LUA][ERROR]' at the start. This will tell us where it crashed.
  12:02:15  12 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
Abort call, so memorise this ctd, and give us the line above it. It should have '! [LUA][ERROR]' at the start. This will tell us where it crashed.
---END QUOTATION---



it was my fault
a read error in the logic-script for my NPC.

@fluffy22
i have found a entry in /spawn_section_escape/
;Freeroaming NPCS
sim_esc_stalker_default_walker_1

i have look at the script /esc_generic_walker.ltx
and at the all.spawn

I have some questions:
1. What do that NPC ?
walk he over the level or ?

2. In the all.spawn I found 2 enry`s in "way_l03_escape"
esc_stalker_walker_spawn_1/2
esc_walker_home_north/south
what means this entries ?
  12:42:11  12 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
way_l03_escape? Your obviously not using the CS acdc all.spawn compiler/decompiler.
The freeroaming npcs are spawned by a logic config in configs/scripts/<levelname>/, and the config is in turn bound to a space restrictor in the all.spawn.
The entries in the way file refer to two spawn points, and two 'center' points for a logic scheme.
As for the entry in spawn_section_escape.ltx, that npc is an npc designed to walk around the level. I removed them since a) they didn't do anything but walk. b) they always died at the military outpost, so I couldn't loot all their guns or corpses. c) if I wanted to make them do something, it would mean really complex logic configs that would probably keep on breaking. The Garbage diggers were hard enough to get working.
  14:40:29  29 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144
I have a error-log when i try to add the " old mutants"

! [LUA][ERROR] ERROR: Incorrect enter_smart call for squad 38!!! stalker ~= monster

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:

can someone help me ?

I have add the old muatns in the "faction_monster".ltx and in the "squad_generic".ltx
  15:13:46  29 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
Its crashed cause a mutant squad is trying to move into a smart terrain controlled by Stalkers (Loners).
I'm not sure how to go about fixing this error, I've never encountered it before
  15:36:13  29 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144

---QUOTATION---
Its crashed cause a mutant squad is trying to move into a smart terrain controlled by Stalkers (Loners).
I'm not sure how to go about fixing this error, I've never encountered it before
---END QUOTATION---



ok, I have try another smart_terrain
i have add it in the faction_monster.ltx

start game and crash

! [LUA][ERROR] ERROR: Insufficient smart_terrain jobs esc_smart_terrain_5_6

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:
  23:26:40  30 May 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144
Gives a tool for stalker clear sky
which I can see the smart_terrains on my pda map ?
something similar gives for stalker soc

anyone know a tool like this for soc ?
  03:09:29  31 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 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.

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.
  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 ...?
  10:24:47  26 June 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144
Hey Guys,

I have a Errorlog but i dont know what this log means

stack trace:

0023:06B0E1DF xrGame.dll

Can you tell me what the reason/ significance of this errorlog is ?
  18:47:42  5 July 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144
Ok have done it
I have add a new smart_terrain

My question is where is regulated when spawn new mutants/npc in the smart_terrain ?
  03:52:03  6 July 2011
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x_Spartan_x
Whos got the Kokoretsi?
(Resident)

 

 
On forum: 07/07/2009
Messages: 1971
yup. smart terrain usally involves all.spawn work.
start searching threads, not much really. and start reading
i read hours and hours on the all.spawn work. and that was before i even registered on GSC at the SoC forums. later on here. CS.

you will be surprised at the past threads and how much info are in them.

if i get some time, il bump some on all.spawn for you.
  09:30:14  6 July 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144
okay it was a simple question about the respawn of a smart_terrain ?
But thanks for your answer

I Know how I spawn Mutants/Npc in smart_terrain.
and yes all.spawn work is a long process to learn and understand this file
  11:32:20  8 September 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144
Stalker AI Question

Hey Guys,

I have a Question:

Give`s a Mod that the Ai improves the stalker that they avoid anomalies?

Or can I regulate that in the Config. Files ?

Please give a answer

Thanks
 
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