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Faction Commander 2.0

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  11:35:00  19 December 2008
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Don Reba
Bishop and Councilor of War
(Moderator)

 

 
On forum: 12/04/2002
Messages: 11726
It counts each click on the "Download" button as a download. I alone incremented the counter by at least ten while figuring out why there was no download link on the next page.
  12:12:42  19 December 2008
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xtyro
(Senior)
 
On forum: 11/05/2008
Messages: 106
I only started this mod for a while yesterday. just a few first questions:
- the assistants don't have any equipment/weapons. maybe they should have some simple equipment on start.
- I don't like their models, I would prefer normal stalkers... Prof. looks funny in the Zone in his lab clothes and a tie. and it breaks story line a little.
- the assistant (guide) sends me somewhere, but I reach the destination alone... they should go with me...
  15:46:52  19 December 2008
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rgggclp
Senior Resident
 

 
On forum: 10/22/2008
Messages: 189

---QUOTATION---
I only started this mod for a while yesterday. just a few first questions:
- the assistants don't have any equipment/weapons. maybe they should have some simple equipment on start.
- I don't like their models, I would prefer normal stalkers... Prof. looks funny in the Zone in his lab clothes and a tie. and it breaks story line a little.
- the assistant (guide) sends me somewhere, but I reach the destination alone... they should go with me...
---END QUOTATION---




I want players to get familiar with customizing assistants' weapons, so I shifted the resposibility of equiping the assistants to players. If I gave them weapons, players might not have noticed that the assistants' weapons are customizable.

Yeah the model is not only funny but also very distinctive, that's good for me to recognize the assitants among many similar stalkers.

The guide dialog is directly reused from the vanilla game, just too lazy to write a new one.
  15:56:45  19 December 2008
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xtyro
(Senior)
 
On forum: 11/05/2008
 

Message edited by:
xtyro
12/19/2008 17:08:09
Messages: 106
It doesn't work the encoding of the ui_faction_commander.xml.
I translated it, but there are not special letters of my language.

/solved. I have created new file and it works now.
  16:17:03  19 December 2008
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xanmalone
Xan Malone
(Resident)

 

 
On forum: 04/26/2008
 

Message edited by:
xanmalone
12/19/2008 16:51:07
Messages: 530
I've also noticed that Renegades actually start overtaking territory outside the swamps, they never did that in previous versions, they just had a slow death in Swamps.

Now they are a actual threat for the loners

edit: And now i've lost my Assistant Commanders, i could clearly see which squad it was since they were the only ones with a certain place in mind that nobody was after.

Now they aren't in Swamps, and there is nobody in the Cordon with the move objective i gave them, they never showed up to the place i ordered them too and now i can't find them anywhere.

And i can't spawn them again since there still alive, which brings me to my point; I'm searching for a needle in a haystack.
  18:10:48  19 December 2008
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burger
Senior Resident
 

 
On forum: 12/01/2008
 

Message edited by:
burger
12/20/2008 13:41:05
Messages: 1355

---QUOTATION---
I only started this mod for a while yesterday. just a few first questions:
- the assistants don't have any equipment/weapons. maybe they should have some simple equipment on start.
- I don't like their models, I would prefer normal stalkers... Prof. looks funny in the Zone in his lab clothes and a tie. and it breaks story line a little.
- the assistant (guide) sends me somewhere, but I reach the destination alone... they should go with me...
---END QUOTATION---



***Please note you may want to change the immunities for the npcs and your moded assistants in the file gamedata/configs/creatures/immunities. Other wise they might not survive so well in areas of high anomaly acitivity (red forest). Change the lines for [no_resistance], [low_resistance], [medium_resistance] and [high resistance] to 0.0 for full npc immunity. Also note that they can still blow themselves up unlike the faction assistants provided so don't give them rpg7s. Even though that would be a good way to get rid of them !?!?

burn_immunity = 0.0
shock_immunity = 0.0
radiation_immunity = 0.0
chemical_burn_immunity = 0.0


If you don't like the assistants looks or equipment you can change it by going into the gamedata/configs/gameplay/charater_desc_yantar file. All the assistants are there.
For example:

Changing the lines in assistant #1

<icon>ui_npc_u_ucheniy_1</icon>

<visual>actors\stalker_ucheniy\stalker_ucheniy_1</visual>

<supplies>
[spawn] \n


To look like this:

<specific_character id="fc_assistant_1" team_default = "1">
<name>fc_assistant_1_name</name>
<bio></bio>
<class>fc_assistant</class>
<community>csky</community>
<terrain_sect>stalker_terrain</terrain_sect>
<rank>900</rank>
<reputation>0</reputation>
<money min="100000" max="100000" infinitive="1"/>

<icon>ui_npc_u_soldier_3</icon>
<map_icon x="1" y="0"></map_icon>
<visual>actors\stalker_soldier\stalker_soldier_3</visual>
<snd_config>characters_voice\human_01\stalker\</snd_config>
<crouch_type>0</crouch_type>
<supplies>
[spawn] \n
wpn_beretta = 1 \n
device_torch \n
wpn_sig550 = 1, scope, launcher, silencer \n
ammo_m209 = 5 \n
ammo_5.56x45_ss190 = 10 \n
ammo_9x19_fmj = 1 \n
grenade_rgd5 = 1 \n
#include "gameplay\character_items.xml"
#include "gameplay\character_food.xml"
</supplies>
#include "gameplay\character_criticals_1.xml"
<start_dialog>fc_scientist_hello_dialog</start_dialog>
#include "gameplay\fc_assistant_general_dialogs.xml"
</specific_character>


Produces an armoured military soldier with a gas mask, hand grenade, grenade launcher grenades, pistol and a sig 550 with scope, grenade launcher and a silencer. Also note that to spawn weapons with attachments you have to go into the gamedata/configs/weapons folder and edit the weapons to accept attachments by changing the following lines all to = 2.

scope_status = 2
silencer_status = 2
grenade_launcher_status = 2

Furthermore I'm pretty sure he meant the characters he chose to be funny and for the novelty of it.
  18:54:06  19 December 2008
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xanmalone
Xan Malone
(Resident)

 

 
On forum: 04/26/2008
Messages: 530
every single savegame i have is killed for me, this is the report.

! [LUA][ERROR] ERROR: NPC commander possible dead in PatrolManager[gar_smart_terrain_3_6_kamp_1_task]

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:
  19:54:20  19 December 2008
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xtyro
(Senior)
 
On forum: 11/05/2008
Messages: 106
@burger
Thanks! I will test it.
and I understand why he used those models, but you know, I don't like them in my team. they have other role to play. I see the assistants like a mercenaries. on eg in the priboi story (shoc mod), the mercenaries look different than the rest of npcs.

@xanmalone
I had similar problem, savegame worked, but each load ended CTD. I fought with it half evening. I found that Freeplay is the cause of that. It worked with FC1.6, but after installing Fix1 to FC2.0, freeplay was crashing the game.
  20:05:30  19 December 2008
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xRatx
Senior Resident
 

 
On forum: 06/18/2008
 

Message edited by:
xRatx
12/19/2008 20:13:18
Messages: 1592

---QUOTATION---
every single savegame i have is killed for me, this is the report.

! [LUA][ERROR] ERROR: NPC commander possible dead in PatrolManager[gar_smart_terrain_3_6_kamp_1_task]

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:
---END QUOTATION---



That isn't a CTD created by modding but is this function created by GSC Game World :

-- ³ðåøíóòü èãðó (ïîñëå âvâîäà ñîîá åíèÿ îá îøèáêå â ëîã)
function abort(fmt, ...)
local reason = string.format(fmt, ...)
assert("ERROR: " .. reason)
error_log("ERROR: " .. reason)
log(string.format("%s",nil)) ---> Line 975
end
  20:12:56  19 December 2008
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burger
Senior Resident
 

 
On forum: 12/01/2008
 

Message edited by:
burger
12/19/2008 20:30:00
Messages: 1355
Here is a list of visuals and icons to change the layout of their assistants (appearance, armour) for people who want to customize their assistants following the directions I gave earlier in this thread. Just replace the assistants icons and visuals with the ones below. Also you may have to start a new game to get the new changes and if you type in a wrong letter or add/delete an extra < or anything the game will crash on loading if you make a mistake. So make sure you do it right the first time. Or you can replace the file with a new one and start all over again.

Tried and Tested NPC Visuals and Icons

Solider with helmet on
<icon>ui_npc_u_soldier_2</icon>
<visual>actors\stalker_soldier\stalker_soldier_2</visual>

Solider with helmet on and gas mask
<icon>ui_npc_u_soldier_3</icon>
<visual>actors\stalker_soldier\stalker_soldier_3</visual>

Mercenary with gas mask
<icon>ui_npc_u_merc_2</icon>
<visual>actors\stalker_merc\stalker_merc_2</visual>

Mercenary in exo suit
<icon>ui_npc_u_merc_4</icon>
<visual>actors\stalker_merc\stalker_merc_4</visual>

Freedom yellow exo suit
<icon>ui_npc_u_freedom_4</icon>
<visual>actors\stalker_freedom\stalker_freedom_4</visual>

Duty in heavy armour
<icon>ui_npc_u_dolg_3</icon>
<visual>actors\stalker_dolg\stalker_dolg_3</visual>

Duty exo suit
<icon>ui_npc_u_dolg_4</icon>
<visual>actors\stalker_dolg\stalker_dolg_4</visual>

Clear Sky light armour
<icon>ui_npc_u_nebo_1</icon>
<visual>actors\stalker_nebo\stalker_nebo_1</visual>

Clear Sky in heavy armour with grey gas mask
<icon>ui_npc_u_nebo_2</icon>
<visual>actors\stalker_nebo\stalker_nebo_2</visual>

Clear sky in heavy armour with black gas mask (unused model)
<icon>ui_npc_u_nebo_3</icon>
<visual>actors\stalker_nebo\stalker_nebo_3</visual>

Stalker in stalker suit
<icon>ui_npc_u_neutral_2</icon>
<visual>actors\stalker_neutral\stalker_neutral_2</visual>

Stalker in exo suit
<icon>ui_npc_u_neutral_4</icon>
<visual>actors\stalker_neutral\stalker_neutral_4</visual>

Monolith light armour gas mask
<icon>ui_npc_u_monolith_2</icon>
<visual>actors\stalker_monolith\stalker_monolith_2</visual>

Monolith in upper body hard armour (top 1/2 exosuit)
<icon>ui_npc_u_monolith_3</icon>
<visual>actors\stalker_monolith\stalker_monolith_3</visual>

Monolith in exo suit
<icon>ui_npc_u_monolith_3</icon>
<visual>actors\stalker_monolith\stalker_monolith_4</visual>
 
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