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Jobs for Smart_Terrains

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  22:01:15  14 September 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144
Jobs for Smart_Terrains

Hey I need really help.

After much testing i still dont now how i define jobs for smart_terrains

i just dont come behind how i do this.

I became a error log like this:
! [LUA][ERROR] ERROR: Insufficient smart_terrain jobs gar_smart_terrain_6_6

But i not use this st ! In the Files:
"squad_descr_garbage" and in the "faction_xyz" no entrys about this st.

so please anyone can help me ?:\
  17:13:46  15 September 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144
Jobs for Smart_Terrains

Hey I need really help.

After much testing i still dont now how i define jobs for smart_terrains

i just dont come behind how i do this.

I became a error log like this:
! [LUA][ERROR] ERROR: Insufficient smart_terrain jobs gar_smart_terrain_6_6

But i not use this st ! In the Files:
"squad_descr_garbage" and in the "faction_xyz" no entrys about this st.

so please anyone can help me ?:\

No one can help me ?
  17:48:10  15 September 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
09/15/2011 17:49:12
Messages: 6342
Did you increase the number of squads the smart terrain could hold?

The easiest to add would be a camp, but I don't have the unpacked all.spawn at hand, so I can't tell you how to create it exactly, but I know you need two co-ordinates - 1 for the center point, and another for where they will navigate to when offline, slightly offset from the center.

Look for 'camp' or 'kamp' with a smart terrain id as the prefix in the way_garbage.ltx file as an example.
The only jobs I've added to ST's are surge_hide jobs, which aren't really even needed, since they use the center of the smart terrain if a job isn't available.
  14:00:16  16 September 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144
Okay thank you. Now i have spawn NPC not Mutants and its works.

Now i have another Question:

I have add a new faction. The Ecologs but when i try to spawn some Ecologs in a st....there spawn no NPC

Which Files i must edit that this Work ?

I have edit this Files:
game_relations
death_manager
xr_statistic
character_desc_general- i have add the characters
npc_profile- i have create the ID
faction_ecolog- i have create this File
squad_descr_escape- i have add Ecolog NPC to a st
spawn_sections_general

have i forgott Files ?

Please help
  14:04:21  16 September 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 create an all.spawn faction entry for the Ecologists, and link the faction ltx file to it.
I'm not too sure what else needs to be done, since I've never added a faction to the game myself...
  15:08:06  16 September 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144
Yes you were right. But now i became this log

! [LUA][ERROR] ERROR: Player time activity doesnt exist for [ecolog]

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: ... clear sky\gamedata\scripts\sim_squad_generic.script:442: attempt to index local 'player_time_activity' (a nil value)


stack trace:

Can you tell me what that means ?
  15:44:10  16 September 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 ecolog faction to the faction_activity table in sim_board script.
Just copy an existing section and rename it to ecolog
  15:59:56  16 September 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
Messages: 144
Yes it works Thank you fluffy

and now another Question

When i add a new smart_terrain and define jobs for it. Must i link other smart_terrain to the new one ? and must i link smart_terrains. in other level ?
  16:46:09  16 September 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
Yes, you need to link smart terrains together. And you only need to link to other levels if it is really close to a level changer, but IIRC there are already smart terrains close enough to level changers, so you won't need to link to smart terrains in other levels.
So basically just link the surround smart terrains.
  16:44:22  25 September 2011
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The Xenus
(Senior)
 
On forum: 03/09/2011
 

Message edited by:
The Xenus
09/25/2011 16:44:51
Messages: 144
I have add a smart_terrain. Can you tell me what wrong with this ?
The NPC spawn but ignor the logic that i write for the st.

Here the smart_terrain:

[4320]
; cse_abstract properties
section_name = smart_terrain
name = esc_smart_terrain_army_outpost
position = -49.530914306641,-10.059293746948,-63.802150726318
direction = 0.60235965251923,0,-0.79822480678558

; cse_alife_object properties
game_vertex_id = 563
distance = 2.79999995231628
level_vertex_id = 239872
object_flags = 0xffffff3e
custom_data = <<END
[smart_terrain]
targets = esc_smart_terrain_2_12, esc_smart_terrain_4_10, esc_smart_terrain_4_11, esc_smart_terrain_5_10, esc_smart_terrain_5_11, esc_smart_terrain_5_12, esc_smart_terrain_7_11
sim_type = territory
sim_value = 2
squad_capacity = 3
squad_id = 3
sim_avail = {+esc_wolf_talk_done} true
def_restr = esc_space_restrictors_army_outpost_sr_defense
att_restr = esc_space_restrictors_army_outpost_sr_attack
respawn_sector = army
surge_hide_avaliable = true
[exclusive]
Comander = escape\esc_smart_terrain_army_outpost.ltx
Guard_1 = escape\esc_smart_terrain_army_outpost.ltx
Guard_2 = escape\esc_smart_terrain_army_outpost.ltx
Guard_3 = escape\esc_smart_terrain_army_outpost.ltx
Guard_4 = escape\esc_smart_terrain_army_outpost.ltx
Camp_1 = escape\esc_smart_terrain_army_outpost.ltx
Camp_2 = escape\esc_smart_terrain_army_outpost.ltx
Camp_3 = escape\esc_smart_terrain_army_outpost.ltx
spawn_point = esc_smart_terrain_army_outpost_spawn_point
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0 ffset = 0,0,0
shape0:radius = 1.3772029876709

; cse_alife_space_restrictor properties
restrictor_type = 0

; se_smart_terrain properties
actor_defence_come = 0
combat_quest = nil
task = 65535
see_actor_enemy = nil
flag = 0
squads_count = 0
force_online = 0
force_online_squads_count = 0
cover_manager_is_valid = 0
cover_manager_cover_table_count = 0



and here is the logic:
[logic@Comander]
active = Comander@army_outpost

[Comander@army_outpost]
path_look = esc_smart_terrain_army_outpost_comander_walk
path_home = esc_smart_terrain_army_outpost_comander_look

[logic@Guard_1]
active = Guard_1@army_outpost

[Guard_1@army_outpost]
path_look = esc_smart_terrain_army_outpost_guard_1_walk
path_home = esc_smart_terrain_army_outpost_guard_1_look

[logic@Guard_2]
active = Guard_2@army_outpost

[Guard_2@army_outpost]
path_look = esc_smart_terrain_army_outpost_guard_2_walk
path_home = esc_smart_terrain_army_outpost_guard_2_look

[logic@Guard_3]
active = Guard_3@army_outpost

[Guard_3@army_outpost]
path_look = esc_smart_terrain_army_outpost_guard_3_walk
path_home = esc_smart_terrain_army_outpost_guard_3_look

[logic@Guard_4]
active = Guard_4@army_outpost

[Guard_4@army_outpost]
path_look = esc_smart_terrain_army_outpost_guard_4_walk
path_home = esc_smart_terrain_army_outpost_guard_4_look

[logic@Camp_1]
active = Camp_1@army_outpost

[Camp_1@army_outpost]
center_point = esc_smart_terrain_army_outpost_kamp_1

[logic@Camp_2]
active = Camp_2@army_outpost

[Camp_2@army_outpost]
center_point = esc_smart_terrain_army_outpost_kamp_2

[logic@Camp_3]
active = Camp_3@army_outpost

[Camp_3@army_outpost]
center_point = esc_smart_terrain_army_outpost_kamp_3


Whats wrong with this ?
 
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