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AKMC47U 15.05.20 12:19 pm

How to create a group? (S.T.A.L.K.E.R.: Shadow of Chernobyl)

Establishment of new group
A new group
Today we will create a new group. Let's call it, say, Wind. It does not matter.
Practice:
Basic level
1. To start game_relations.ltx and in the relationship table groups at the end and in the title add the name of his group, and the coefficients of the attitudes of the other groups. Also, don't forget to register her own attitude towards other factions:
[communities_relations]
;|actor |act_dol|act_fre|stalker|monolit|militar|killer |ecolog |dolg |freedom|bandit |zombied|strange|trader|arena_enemy|wind|
;================================================= ================================================== ==============================
actor = 0, 0, 0, 0, -5000, -5000, -5000, 0, 0, 0, -5000, -5000, 0, 0, -5000, 0
actor_dolg = 0, 0, 0, 0, -5000, -500, -5000, 5000, 600, -5000, -5000, -5000, 0, 0, -5000
actor_freedom = 0, 0, 0, 0, -5000, -5000, -5000, -1500, -5000, 5000, 0, -5000, 0, 0, -5000, 0

stalker = 0, 0, 0, 0, -5000, -5000, -5000, 0, 0, 0, -5000, -5000, 0, 0, -5000, 0
monolith = -5000, -5000, -5000, -5000, 5000, -5000, -5000, -5000, -5000, -5000, 5000, 5000, -5000, 0, -5000, 0
military = -5000, -5000, -5000, -5000, -5000, 5000, -5000, 0, -5000, -5000, -5000, -5000, 0, 0, -5000, 0
killer = -5000, -5000, 0, -5000, -5000, -5000, 5000, -5000, -5000, -5000, 0, -5000, -5000, 0, -5000, 0
ecolog = 0, 600, -5000, 0, -5000, 1000, -5000, 5000, 500, -5000, -500, -5000, 0, 0, 0, 0
dolg = 0, 600, -5000, 0, -5000, -500, -5000, 5000, 5000, -5000, -5000, -5000, 0, 0, 0, 0
freedom = 0, -5000, 600, 0, -5000, -5000, -5000, -1500, -5000, 5000, 0, -5000, 0, 0, 0, 0
bandit = -5000, -5000, 0, -5000, -5000, -500, 0, -5000, -5000, 0, 0, -5000, -5000, 0, -5000, 0
zombied = -5000, -5000, -5000, -5000, 5000, -5000, -5000, -5000, -5000, -5000, -5000, 5000, -5000, 0, -5000, 0
stranger = 0, 0, 0, 0, -5000, -5000, -5000, 0, 0, 0, -500, -5000, 0, 0, 0, 0
trader = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
arena_enemy = -5000, -5000, -5000, -5000, -5000, -5000, 0, 0, 0, -5000, -5000, 0, 0, 0, 0, 0

wind = 0, 0, 0, 0, -5000, -5000, -5000, 0, 0, 0, -5000, -5000, 0, 0, -5000, 0
Also, change this line to include the name and number groupings:
;the names of the groups
communities = actor, 0, actor_dolg, 1, actor_freedom, 2, stalker, 5, monolith, 6, military, 7, killer, 8, ecolog, 9, dolg, 10,
freedom, 11, bandit, 12, zombied, 13, stranger, 14, trader, 15, arena_enemy, 16 wind, 18,
And counting row by row starting at the top. Although there is a small nuance. The first three lines - the numbering starts from zero, with the other groups she is going as it should. For wind put up 18 as we this group separated from the others.
Further, in [communities_sympathy] in the end add the grouping factor and sensibility - smaller it is, the smaller the ratio of the group will change for you in General:
[communities_sympathy]
actor = 0.0
actor_dolg = 0.0
actor_freedom = 0.0
stalker = 0.0
monolith = 0.0
military = 0.0
killer = 0.0
ecolog = 0.0
dolg = 0.1
freedom = 0.1
bandit = 0.0
zombied = 0.0
trader = 0.0
stranger = 0.0
arena_enemy = 0.0
wind = 0.0
2. After that, the file death_manager*****are you searching for ipt string local community_list and in parenthesis add the name of his group:
init_drop_settings function()
local community_list = { stalker, dolg, freedom, bandit, military, zombied, ecolog, killer, monolith,
arena_enemy, actor_dolg, wind }
3. In the file death_items_by_communities.ltx write [x]:stalker (instead of x - the name of your group):
[...]
af_dummy_spring = 0
af_fuzz_kolobok = 0

;Food
vodka = 0

[arena_enemy]
[actor_dolg]

[wind]: stalker
bread = 0
kolbasa = 0
vodka = 0
energy_drink = 0.3
4. If provided by the fighters spawn new groups in se_respawn*****ipt prescribed in local simMaxCount = { after lines with zombified stalkers line:
wind_novice = 20, wind_regular = 20, wind_veteran = 20, wind_master = 6,
5. When killing NPC new factions, the game will not fail xr_statistic*****ipt
after the line:
zombied_novice = 1, zombied_experienced = 2, zombied_veteran = 3, zombied_master = 4,
write
dark_stalker_novice = 1, dark_stalker_experienced = 2, dark_stalker_veteran = 3, dark_stalker_master = 4,

6. Well character_desk_x.xml select any NPC (or group) change the group in their:


esc_wolf_name
ui_npc_u_stalker_neytral_balon_1
esc_wolf_bio

esc_wolf
wind
[...]
7. To the character in the column Group show wind and Wind, register the corresponding line in the file string_table_general.xml:



The wind


Loner

[...]
8. There is the opportunity to create for our new group where they will go (*_terrain to take from m_stalker.ltx):
That is, for example, there is a section:
[stalker_terrain]
255,000,255,255
008,001,255,255 ;Allowed to go in dangerous places on the bar
012,001,255,255 ;Allowed to walk on dangerous places for Military
Then you can create a new, similarly:
[wind_terrain]
255,000,255,255
008,001,255,255 ;Allowed to go in dangerous places on the bar
012,001,255,255 ;Allowed to walk on dangerous places for Military
010,001,255,255 ;Allowed to go in dangerous places on the amber

Here, obviously, are the coordinates of the level. For each level there is its initial coordinate.
Advanced level:
This method is quite primitive. It's not a full group. We need the appropriate dialogue, the possibility of obtaining quests and joining the group, unique NPC.
Quests:
Add quests that need to be executed for grouping. Yet, simple tasks common types.
First, insert in the list of dialogs of the character of the following line:
[something]_dialog
[something]_reward
Examples: tm_trader_dialog, tm_wolf_dialog...
Attention! The method is not verified.
We added the branch dialog Got a job?, and branch to reward for the quest/abandon them. Now let's register in task_manager.ltx set of new jobs [list]

[...]

;--------Wind------------------------
;----------Kill Stalker----
wind_kill_stalker
;----------Find Item----
wind_find_item

[...]

;tasks for Wind

[wind_find_item]
type = find_item
community = actor
text = [link to the text story to the customer about the job]
description = [link to text description of the task]
parent = [name NPC client]
target = scientific_outfit
reward_money = 5000
reward_reputation = +5
reward_rank = 4
reward_item = wpn_sig_m1
time = 86400


[wind_kill_stalker]
type = kill_stalker
community = actor
text = [link to the text story to the customer about the job]
description = [link to text description of the task]
parent = [name NPC client]
target = sim_stalker_master_master
reward_money = 4000
reward_reputation = +5
reward_rank = 9
reward_item = ammo_5.56x45_ap, ammo_5.56x45_ap, ammo_5.56x45_ap
time = 86400
Do not forget to include descriptions of tasks to text arrays. Read more about how to edit the task_manager.ltx, read the lesson on similar quests.
Yes, and register themselves branches of the dialogues in the file dialogs.xml. Here is an example of how this is done for tasks, Debt:

task_manager.init_dolg_task_dialog


task_manager.init_dolg_reward_dialog
task_manager.has_active_vendor_tas k

Consequently, we go to where string task_manager.init_dolg_task_dialog in task_manager*****ipt:
init_dolg_task_dialog function(dlg)
get_random_task():init_task_dialog(dlg, dolg)
By analogy we do with our Wind.
Join the group:
We realize the possibility of joining the group.
Prescription in dialogs*****ipt such action's:
-----------------------------------------------------------------------------------
-- Community
-----------------------------------------------------------------------------------

[...]

actor_set_wind function (actor, npc)
printf (ACTOR NOW IN COMMUNITY WIND
if db.actor then
db.actor:set_character_community (actor_wind, 0, 0)
end
return true
end
Then, create the dialogue and make it the phrase with the action'th species actor_set_wind. Suggest to study the lesson on dialogue.
[edit]
New NPC
All of the above it is best to hang on to a new, unique character. The way the spawn are described here.


The computed coordinates
Found on one forum, quite interesting.
How to get the coordinates for the spawn of an object or NPC. This script was found on some forum, tested and working the spawn function has the form
alife():create(section,position,levelvertex,gameve rtex)
Where:
section - the name of the/what spawnin
position levelvertex,gamevertex coordinates, the vertex position of the object, and the sector map.
Write in detail how very PRO100 to know:
Go, pre-unpacked, in the directory gamedata/scripts/ And there in the file ui_main_menu*****ipt at the end add this:
function main_menu:OnButton_credits_clicked()
local text
local vid
local gvid
local a = vector()
local text
a = db.actor:position()
vid = db.actor:level_vertex_id()
gvid = db.actor:game_vertex_id()
text = Position:\\nX= ..a.x..\\nY= ..a.y..\\nZ= ..a.z..\\nlevel_vertex= ..vid..\\ngame_vertex_id= ..gvid
news_manager.send_tip(db.actor, text, nil, nil, 30000)
end
Now go to the place (or feet or demorecorder), where spawnin object, go to the game menu, and click on the CREATORS (CREDITS) - according to our eyes does not appear any list creators, and we'll hear a beep, then go into the game menu and in the message line indicate all the information. All F12 or on paper.
49 Comments
Sort by:
D
Dolg the Best 15.05.20

Thank you!!!

L
Larry76 15.05.20

Created a new group
All spawns go, and so forth, but when I try to talk the flight
departure


FATAL ERROR

[error]Expression : !phrase_dialog->m_PhraseVector.empty()
[error]Function : CPhraseDialog::SayPhrase
[error]File : D:\prog_repository\sources\trunk\xrGame\PhraseDialog.cpp
[error]Line : 146
[error]Description : No available phrase to say, dialog[hello_dialog]

D
DiMAKES 15.05.20

All this is of course good. And I can configured to fold? Please))

S
Sality 15.05.20

Larry76
The idea is not to write dialogue. Tell them character_desc: < actor_dialog>hello_dialog
Just take away the spaces.

R
Ruslanos 15.05.20

where is the file death_manager.script ??

S
Sality 15.05.20

In the scripts folder

R
Ruslanos 15.05.20

ecto need some files gamedata.and db0 to db9 all vitasti ottudova and place in the gamedata kind of, you know?
I just licensure , language English

D
DiMAKES 15.05.20

!!!!! I configured all the throw I could not find this file!!!!

R
Ruslanos 15.05.20

yeah well, I need to understand the process of creating groups
can you explain to all files gamedata.and db0 to db9 all vitasti ottudova and place in the gamedata kind of, you know

R
Ruslanos 15.05.20

A. E. R. O. B. L. E. K. A. let's form our own group

R
Ruslanos 15.05.20

A. E. R. O. B. L. E. A. K. I have already dealt with the matter in Skype to figure out the name of the group

z
zOmbiRovany 15.05.20

Heh!I see there mugs young programmer was formed!. +1

R
Ruslanos 15.05.20

zOmbiRovany let's create a group name figure out will throw off your file if that is you and me okay here is my Skype nick steam-ruslan

S
Sality 15.05.20

Che her to do something. A couple of cífer to write and all.

k
krolikrobe95 15.05.20

game_relations.ltx a damn where it is?

k
krolikrobe95 15.05.20

character_desk_x.xmlгде it is?

I
IVOAS 15.05.20

People!If you are not in the folder gamedata files you want,then write them in Notepad,game_relations.ltx should be located in config/creatures,character_desc_x.xml is in the script folder

t
ti-ger 15.05.20

People! damn, read all that it is possible for groups, but making no shit comes out. Or just crash the game or crash, when they fit.
Tests on 1.004 and 1.006 versions. and litsuhe and the pirates on it.
Maybe someone do not mind. just send the files already prepared(for any version)? I really want to make a female equivalent of the Monolith that destroys everyone and everything in Wild territory and Pripyat (plus NPP). Tried everything does not help. :(

C
CTALKER ELITA 15.05.20

people help I nachalniy modottel can't make a significant groupings and Sundry I I a ready-made group I would be very grateful for a PM !!!!!!!!!!!!!!

w
we get what we deserve 15.05.20

STALKER JELITA
The file can not throw. Here is the instruction on creation.