Overf1rst 1 480 Опубликовано 1 июля, 2020 Тема посвящена моддингу на платформе Зов Припяти. Правила темы: Здесь задают вопросы и получают на них ответы. Прежде чем задать вопрос, воспользуйтесь поиском, ответ на него, вероятно, уже есть. Если у вас произошёл вылет, проверьте лог и поищите информацию об ошибке в справочнике. Также будет полезно посмотреть справочник ошибок. Если у Вас вылетает какой-то мод, то следует написать в тему этого мода. Грамотно оформляйте свой пост, чётко доносите суть своего вопроса (ответа). Благодарность выражаем в личке или же ставим реакцию. Посты с благодарностями в теме будут удаляться. 18 9 1 1 2 6 Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Prostomod 1 225 Опубликовано 12 часов назад StrawFlux 1 час назад, denis2000 сказал: Это не партикл - это постпроцесс на базе psychic.ppe Мне кажется, тут всё-таки имеется в виду партикл самой аномалии, а не эффекта на экране когда внутри неё. Партикл называется zones\zone_psychic_idle. 1 1 Мод в разработке - X-7: Эпицентр Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
sosiska23 0 Опубликовано 12 часов назад Prostomod когда squad_descr_escape.ltx зарегал в system.ltx зеленый жук приехал (либо просто как то пеправильно) 21 час назад, Prostomod сказал: Да, просто добавляешь в конец списка запятую и потом название файла а какого файла, там написано что профили персонажей, ну и я профили регал в сharacter_desc_escape файл spawn_sections.ltx. зарегал все ок Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Prostomod 1 225 Опубликовано 11 часов назад sosiska23 Короче, выложи сюда текущее содержание файлов system.ltx, spawn_sections.ltx и squad_descr.ltx. Про спойлеры не забудь. Мод в разработке - X-7: Эпицентр Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
sosiska23 0 Опубликовано 11 часов назад (изменено) Спойлер #include "defines.ltx" #include "prefetch\prefetch.ltx" ;#include "weathers\environment.ltx" #include "creatures\monsters.ltx" #include "creatures\stalkers.ltx" #include "weapons\weapons.ltx" #include "misc\inventory_upgrades.ltx" #include "misc\items.ltx" #include "creatures\actor.ltx" #include "zones\zones.ltx" #include "misc\postprocess.ltx" #include "misc\outfit.ltx" #include "misc\achievements.ltx" #include "misc\artefacts.ltx" #include "misc\devices.ltx" #include "misc\radiation_counter.ltx" #include "misc\quest_items.ltx" #include "models\dynamic_objects.ltx" #include "misc\m_online_offline_group.ltx" #include "misc\squad_descr.ltx" #include "misc\effectors.ltx" #include "creatures\helicopter.ltx" #include "external.ltx" #include "creatures\game_relations.ltx" #include "mp\mp_actor.ltx" #include "mp\team_logo.ltx" #include "mp\weapons_mp\ammo_mp.ltx" #include "mp\weapons_mp\weapons_mp.ltx" #include "mp\weapons_mp\outfit_mp.ltx" #include "mp\weapons_mp\items_mp.ltx" ;Game types #include "mp\SoundMessages\mp_snd_messages.ltx" #include "mp\SoundMessages\ahunt_snd_messages.ltx" #include "mp\SoundMessages\cta_snd_messages.ltx" #include "mp\SoundMessages\dm_snd_messages.ltx" #include "mp\SoundMessages\tdm_snd_messages.ltx" #include "mp\private_defines.ltx" #include "mp\deathmatch_game.ltx" #include "mp\teamdeathmatch_game.ltx" #include "mp\artefacthunt_game.ltx" #include "mp\capturetheartefact_game.ltx" #include "mp\anticheat_active_params.ltx" #include "evaluation.ltx" #include "fonts.ltx" #include "alife.ltx" ; SIMULATION #include "misc\simulation.ltx" ; Respawns #include "creatures\spawn_sections.ltx" ; Extra Content #include "extracontent.ltx" #include "localization.ltx" #include "smart_cover.ltx" #include "squad_descr_escape.ltx" [zone_pick_dof] near = -1500.0 far = 10.0 [sound] occlusion_scale = 0.4 snd_collide_min_volume=0.1 snd_collide_max_volume=200. [demo_record] speed0 = 0.3 speed1 = 3.0 speed2 = 15.0 speed3 = 60.0 ang_speed0 = 0.1 ang_speed1 = 0.5 ang_speed2 = 7.0 ang_speed3 = 2.0 [info_portions] ;список xml файлов, содержаих info_portions files = info_portions, info_zaton, info_jupiter, info_pripyat, info_upgrades, info_escape [dialogs] files = dialogs, dialogs_zaton, dialogs_jupiter, dialogs_pripyat [encyclopedia] files = encyclopedia_infos [profiles] ;список xml файлов, содержаих профили сталкеров и торговцев files = npc_profile ;список xml файлов, содержаих описаниЪ конкретнvх сталкеров и торговцев specific_characters_files = character_desc_general, character_desc_zaton, character_desc_jupiter, character_desc_escape [inventory] take_dist = 2 max_weight = 50 max_ruck = 56 max_belt = 5 ;16 slots_count = 12 ; count +1 (zero) slot_persistent_1 = true ;knife slot_active_1 = true slot_persistent_2 = false ;pistol slot_active_2 = true slot_persistent_3 = false ;automatic slot_active_3 = true slot_persistent_4 = true ;grenades slot_active_4 = true slot_persistent_5 = true ;binocular slot_active_5 = true slot_persistent_6 = true ;bolt slot_active_6 = true slot_persistent_7 = false ;outfit slot_active_7 = false slot_persistent_8 = true ;pda slot_active_8 = false slot_persistent_9 = true ;detector slot_active_9 = false slot_persistent_10 = true ;torch slot_active_10 = false slot_persistent_11 = false ;artefact slot_active_11 = true slot_persistent_12 = false ;helmet slot_active_12 = false [lights_hanging_lamp] GroupControlSection = spawn_group $spawn = "physics\hanging lamp" class = SO_HLAMP script_binding = bind_physic_object.init [lights_signal_light] GroupControlSection = spawn_group $spawn = "physics\signal_light" class = SO_HLAMP script_binding = bind_signal_light.init [search_light] GroupControlSection = spawn_group $spawn = "physics\search light" class = O_SEARCH cform = skeleton visual = dynamics\light\projector.ogf script_binding = bind_physic_object.init [explosion_marks] wallmarks = wm\wm_grenade dist = 0.5 ;2.4 ; size = 0.6 ;0.4 ; max_count = 5 [bloody_marks] wallmarks = wm\wm_blood_1,wm\wm_blood_2,wm\wm_blood_3 dist = 2.0 ;2.4 ;(м) max расстоЪние отлета крови max_size = 0.4 ;0.3 ;(м)радиус пЪтна при хите силой nominal hit по большому объекту (по маленькому *0.5) min_size = 0.06 ;(м)минимальнvй радиус пЪтна nominal_hit = 0.5 ;величина номинального хита, при котором разлетаетсЪ максимум крови (max_size) ;капли крови blood_drops = wm\wm_blood_drop_1,wm\wm_blood_drop_2,wm\wm_blood_drop_3,wm\wm_blood_drop_4 start_blood_size = 0.4 ;размер ранv чтоб начала капать кровь stop_blood_size = 0.025 ;размер ранv чтоб кровь остановилась (должно бvть меньше start_blood_size) blood_drop_time = 0.1 ;OBSOLETE blood_drop_time_min = 0.3 ; blood_drop_time_max = 2.0 ; blood_drop_size = 0.1 ;размер капли (м) крови, котораЪ упала [entity_fire_particles] fire_particles = damage_fx\burn_creatures start_burn_size = 0.0003 ;размер ожега после которого начать играть партиклv огнЪ stop_burn_size = 0.0001 ;размер ожега после которого остановить партиклv min_burn_time = 10000 ;минимальное времЪ отvгрvша партиклов (даже если рана уже зажила) [hud_cursor] ;все размерv в процентах от длинv экрана cross_length = 0.015 ;длина "палочки" прицела min_radius = 0.0 ;минимальнvй радиус прицела (при нулевой дисперсии) max_radius = 1.0 ;максимальнvй радиус radius_lerp_speed = 0.08 ;скорость интерполЪции положений прицела cross_color = 0.7,0.7,0.7,0.5 ;цвет прицела disp_scale = 0.08 ;масштаб прицела (относительно радиан) [hud_hitmark] hit_mark_texture = ui\ui_hud_hit_mark; ui\ui_empty grenade_mark_texture = ui\ui_hud_grenade_mark ;ui\ui_hud_hit_mark ;ui\ui_hud_hit_mark_01 ;ui\ui_hud_hit_mark_02 ;ui\ui_hud_hit_mark_03 ;ui\ui_hud_hit_mark_04 ;ui\ui_hud_hit_mark_05 ;ui\ui_hud_hit_mark_06 ;ui\ui_hud_hit_mark_07 ;ui\ui_hud_hit_mark_08 ;ui\ui_hud_hit_mark_09 ;ui\ui_hud_hit_mark_10 ;ui\ui_hud_hit_mark_11 ;ui\ui_hud_hit_mark_12 ;ui\ui_hud_hit_mark_13 ;ui\ui_hud_hit_mark_14 ;ui\ui_hud_hit_mark_15 ;ui\ui_hud_hit_mark_16 ;ui\ui_hud_hit_mark_17 ;ui\ui_hud_hit_mark_18 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; inventory items ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [document] GroupControlSection = spawn_group ;discovery_dependency = $spawn = "documents\document 01" ;$prefetch = 32 class = II_DOC cform = skeleton visual = dynamics\equipments\item_document_1.ogf inv_name = Document inv_name_short = Document inv_weight = 1 ;0.2 inv_grid_width = 1 inv_grid_height = 1 inv_grid_x = 0 inv_grid_y = 0 cost = 0 [spectator] $player = on class = SPECT [??tg_event] class = EVENT [m_car] GroupControlSection = spawn_group discovery_dependency = $spawn = "vehicles\car" cform = skeleton class = SCRPTCAR inv_weight = 1000 cost = 100000 inv_grid_width = 1 inv_grid_height = 1 script_binding = bind_physic_object.init [actor_firsteye_cam] lim_pitch = -1.5, 1.5 lim_yaw = 0, 0 rot_speed = 3.14, 3.14, 0 [actor_ladder_cam] lim_pitch = -1.5, 1.5 lim_yaw = -1.0, 1.0 rot_speed = 3.14, 3.14, 0 [actor_free_cam] ;---------------- lim_pitch = -1.5, 1.5 lim_yaw = 0, 0 lim_zoom = 0.4, 10 rot_speed = 3.14, 1.0, 10 [actor_look_cam] lim_pitch = -0.7, 1 lim_yaw = 0, 0 lim_zoom = 1, 5 rot_speed = 3.14, 6.28, 10 [actor_look_cam_psp] lim_pitch = -0.7, 1 lim_yaw = 0, 0 lim_zoom = 1, 5 rot_speed = 2, 2, 2 offset = 0.4,0.2,-1.1 autoaim_speed_y = 0.5, 3.14 ;min,max speed autoaim_speed_x = 0.5, 3.14 [mounted_weapon_cam] lim_pitch = -0.5, 0.5 lim_yaw = -2.0, 2.0 rot_speed = 3.14, 1.0, 0 [car_firsteye_cam] lim_pitch = -0.5, 0.3 lim_yaw = -2.0, 2.0 rot_speed = 3.14, 1.0, 0 [car_free_cam] lim_pitch = -1, 1.56 ;0, 1.56 lim_yaw = 0, 0 ;0, 0 lim_zoom = 1, 10 ;1, 7 rot_speed = 3.14, 1.0, 10 ;3.14, 1.0, 10 [car_look_cam] lim_pitch = 0, 1.56 lim_yaw = 0 , 0 lim_zoom = 1, 7 rot_speed = 25, 1.0, 10 [heli_free_cam] lim_pitch = -1.5, 1.5 lim_yaw = 0, 0 lim_zoom = 5, 25 rot_speed = 3.14, 1.0, 10 [heli_front_cam] ;lim_yaw = -0.01,0.01 lim_pitch = -1.2, 1.2 lim_yaw = -1.5, 1.5 rot_speed = 3.14, 1.5, 0 [heli_look_cam] lim_pitch = 0, 1.56 lim_yaw = 0, 0 lim_zoom = 5, 15 rot_speed = 3.14, 1.0, 10 [interface] font_game = font_game font_small = font_small [graph_point] class = AI_GRAPH $spawn = "ai\graph point" ;----------------------------------------------------------------- ; Trade ;----------------------------------------------------------------- [trade] ;коэффициентv изменениЪ ценv при торговле в зависимости от отношениЪ к персонажу ;линейно апроксимиру≥тсЪ между значениЪ buy_price_factor_hostile = 1 ;коэффициент покупки при goodwill = -100 buy_price_factor_friendly = 1 ;коэффициент покупки при goodwill = 100 sell_price_factor_hostile = 1 ;коэффициент покупки при goodwill = -100 sell_price_factor_friendly = 1 ;коэффициент покупки при goodwill = 100 ;----------------------------------------------------------------- [spawn_group_zone] GroupControlSection = spawn_group_zone $spawn = "ai\group zone" ; option for Level Editor class = AI_SPGRP [spawn_group] GroupControlSection = spawn_group $spawn = "ai\spawn group" ; option for Level Editor class = AI_SPGRP [level_changer] GroupControlSection = $spawn = "ai\level changer" ;$prefetch = 4 class = LVL_CHNG script_binding = bind_level_changer.bind shape_transp_color = 255, 255, 255, 100 shape_edge_color = 32, 32, 32, 255 [script_zone] GroupControlSection = $spawn = "ai\script zone" ;$prefetch = 4 class = SCRIPTZN script_binding = xr_zones.bind [physics] object_damage_factor = 1.2f ;***************************************** ; ++=+≥LT+≥- L≥+= ;***************************************** [stalker_names_stalker] name_cnt = 104 last_name_cnt = 600 [stalker_names_bandit] name_cnt = 38 last_name_cnt = 182 [stalker_names_science] name_cnt = 15 last_name_cnt = 29 [stalker_names_private] name_cnt = 1 last_name_cnt = 200 [stalker_names_sergeant] name_cnt = 1 last_name_cnt = 200 [stalker_names_lieutenant] name_cnt = 1 last_name_cnt = 200 [stalker_names_captain] name_cnt = 1 last_name_cnt = 200 [script_object] GroupControlSection = spawn_group $spawn = "script\script object" ; option for Level Editor $npc = on ; option for Level Editor ; $prefetch = 32 ; Scheduled = on ; option for ALife Simulator Human = off ; option for ALife Simulator cform = skeleton ; collision class class = SCRPTOBJ ; AI class ;параметрv показvваниЪ входЪих сообений PDA в главном мен≥ [maingame_ui] pda_msgs_max_show_time = 20000 info_msgs_max_show_time = 10000 snd_new_contact = detectors\contact_1 snd_new_contact1 = detectors\contact_8 [hud_sound] hud_sound_vol_k = 0.38 hud_step_sound_vol_k = 0.21 [attachable_item] GroupControlSection = spawn_group discovery_dependency = $spawn = "equipment\attachable_item" cform = skeleton class = II_ATTCH cost = 100 inv_name = "Attachable item" inv_name_short = "Attachable item" inv_weight = .5 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 16 inv_grid_y = 12 attach_angle_offset = 0, -3.14, 1.6 attach_position_offset = 0.105, 0.00, 0.085 attach_bone_name = bip01_head [new_attachable_item] GroupControlSection = spawn_group discovery_dependency = $spawn = "equipment\new_attachable_item" cform = skeleton class = II_BTTCH cost = 100 inv_name = "Attachable item" inv_name_short = "Attachable item" inv_weight = .5 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 16 inv_grid_y = 12 attach_angle_offset = 0, -3.14, 1.6 attach_position_offset = 0.105, 0.00, 0.085 attach_bone_name = bip01_head [hand_radio]:identity_immunities GroupControlSection = spawn_group discovery_dependency = $spawn = "equipment\hand_radio" cform = skeleton class = II_ATTCH visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf cost = 0 inv_name = "hand_radio" inv_name_short = "hand_radio" inv_weight = .5 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 16 inv_grid_y = 12 attach_angle_offset = -1.5708,0.1919,3.1416 ;устанавливаетсЪ в радианах Angle*PI/180 attach_position_offset = 0.075, 0.066, 0.023 attach_bone_name = bip01_l_hand auto_attach = false ; раци¤ дл¤ правой руки [hand_radio_r]:identity_immunities GroupControlSection = spawn_group discovery_dependency = $spawn = "equipment\hand_radio_r" cform = skeleton class = II_ATTCH visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf cost = 0 inv_name = "hand_radio" inv_name_short = "hand_radio" inv_weight = .5 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 16 inv_grid_y = 12 attach_angle_offset = 1.571,0.75,0.0 ;устанавливаетсЪ в радианах Angle*PI/180 attach_position_offset = 0.015, -0.084, 0.023 attach_bone_name = bip01_r_hand auto_attach = false [breakable_object] class = O_BRKBL remove_time = 10 ;after remove_time seconds object will be removed after it is breaked hit_break_threthhold = 0. ;weapon impact can stand breakable_object collision_break_threthhold = 2000.f ;collision impact can stand breakable_object immunity_factor = 1.3 ;hit power multiplier [climable_object] class = O_CLMBL [zone_team_base] $spawn = "network\team base" class = Z_TEAMBS GroupControlSection = spawn_group_zone [multiplayer_skins] stalker_killer_head_1 = 0,380 stalker_killer_antigas = 128,380 stalker_killer_head_3 = 256,380 stalker_killer_mask = 384,380 stalker_killer_exoskeleton = 512,380 stalker_sci_killer = 640,380 stalker_killer_military = 768,380 stalker_sv_balon_10 = 0,705 stalker_sv_hood_9 = 128,705 stalker_sv_rukzak_3 = 256,705 stalker_sv_rukzak_2 = 384,705 stalker_sv_exoskeleton = 512,705 stalker_sci_svoboda = 640,705 stalker_sv_military = 768,705 [main_ingame_indicators_thresholds] radiation = 0.1,0.25,0.4,0.55,0.7 wounds = 0.01,0.2,0.4,0.6,0.8 jammed = 0.5,0.6,0.7,0.8,0.9 starvation = 0.5,0.6,0.7,0.8,0.9 fatigue = 0.3,0.6,0.7,0.8,0.9 [tutorial_conditions_thresholds] max_power = 0.75 power = 0.1 bleeding = 0.4 satiety = 0.5 radiation = 0.1 weapon_jammed = 0.9 psy_health = 0.5 [squad_manager] schedule_min = 1 schedule_max = 999 [agent_manager] schedule_min = 100 schedule_max = 1000 [custom_script_object] GroupControlSection = spawn_group discovery_dependency = $spawn = "scripts\custom_object" cform = skeleton class = NW_ATTCH visual = dynamics\devices\dev_fmradio\dev_fmradio.ogf cost = 0 inv_name = "custom_script_object" inv_name_short = "custom_script_object" inv_weight = .5 inv_grid_width = 2 inv_grid_height = 1 inv_grid_x = 16 inv_grid_y = 12 attach_angle_offset = 0, 0, 0 attach_position_offset = 0.08, 0.04, 0.03 attach_bone_name = bip01_r_hand [ph_skeleton_object] class = P_SKELET remove_time = 120 [script] current_server_entity_version = 12 [space_restrictor] GroupControlSection = spawn_group_restrictor $spawn = "ai\space_restrictor" ;$prefetch = 64 class = SPC_RS_S script_binding = bind_restrictor.bind shape_transp_color = 0, 255, 0, 24 shape_edge_color = 32, 32, 32, 255 [camp_zone] GroupControlSection = spawn_group_restrictor $spawn = "ai\camp" $prefetch = 16 $def_sphere = 2 class = SPC_RS_S script_binding = bind_camp.bind shape_transp_color = 0, 0, 255, 24 shape_edge_color = 32, 32, 32, 255 [anomal_zone]:space_restrictor GroupControlSection = spawn_group_zone $spawn = "ai\anomal_zone" $def_sphere = 2 $prefetch = 16 script_binding = bind_anomaly_zone.bind shape_transp_color = 240, 217, 182, 58 shape_edge_color = 32, 32, 32, 255 [collision_damage] bonce_damage_factor_for_objects = 1. [pkm_visual_memory] min_view_distance = 1 ;0.4 ; коэффициент, которvй множитсЪ на eye_range, в зависимости от угла max_view_distance = 1 ;0.8 ; коэффициент, которvй множитсЪ на eye_range, в зависимости от угла visibility_threshold = 50 ;150.0 ; значение, при достижении суммой которого объект считаетсЪ видимvм always_visible_distance = 1 ;0.1 time_quant = 0.00001 decrease_value = 0.1 ; значение, на которое уменьшаетсЪ вес, если объект попал в фрустум, но отс£ксЪ по каким-то причинам velocity_factor = 0.5 luminocity_factor = 0.5 ; фактор освеениЪ (только длЪ Lкт£ра) transparency_threshold = 0.4 ; view_fov_deg = 90 view_aspect = 1 view_far_plane = 100 [details] swing_normal_amp1 = .1 swing_normal_amp2 = .05 swing_normal_rot1 = 30.0 swing_normal_rot2 = 1.0 swing_normal_speed = 2.0 ; fast swing_fast_amp1 = 0.35;0.25 swing_fast_amp2 = .20;0.15 swing_fast_rot1 = 5 swing_fast_rot2 = .5;0.75 swing_fast_speed = 0.5;1 [ph_capture_visuals] ;—писок объектов которvе можно таскать. ;NPC ;actors\stalker_bandit\stalker_bandit_1 ;actors\stalker_bandit\stalker_bandit_2 ;actors\stalker_bandit\stalker_bandit_3 ;actors\stalker_bandit\stalker_bandit_3_face_1 ;actors\stalker_bandit\stalker_bandit_3_face_2 ;actors\stalker_bandit\stalker_bandit_3_mask ;actors\stalker_bandit\stalker_bandit_4 ;actors\stalker_dolg\stalker_dolg_1 ;actors\stalker_dolg\stalker_dolg_2 ;actors\stalker_dolg\stalker_dolg_2_face_1 ;actors\stalker_dolg\stalker_dolg_2_face_2 ;actors\stalker_dolg\stalker_dolg_2_mask ;actors\stalker_dolg\stalker_dolg_3 ;actors\stalker_dolg\stalker_dolg_4 ;actors\stalker_freedom\stalker_freedom_1 ;actors\stalker_freedom\stalker_freedom_2 ;actors\stalker_freedom\stalker_freedom_2_face_1 ;actors\stalker_freedom\stalker_freedom_2_face_2 ;actors\stalker_freedom\stalker_freedom_2_mask ;actors\stalker_freedom\stalker_freedom_3 ;actors\stalker_freedom\stalker_freedom_4 ;actors\stalker_hero\stalker_hero_1 ;actors\stalker_hero\stalker_hero_stc_strelok ;actors\stalker_lesnik\stalker_lesnik_1 ;actors\stalker_merc\stalker_merc_2 ;actors\stalker_merc\stalker_merc_4 ;actors\stalker_monolith\stalker_monolith_1 ;actors\stalker_monolith\stalker_monolith_2 ;actors\stalker_monolith\stalker_monolith_3 ;actors\stalker_monolith\stalker_monolith_4 ;actors\stalker_nebo\stalker_nebo_1 ;actors\stalker_nebo\stalker_nebo_2 ;actors\stalker_nebo\stalker_nebo_2_face_1 ;actors\stalker_nebo\stalker_nebo_2_face_2 ;actors\stalker_nebo\stalker_nebo_2_face_3 ;actors\stalker_nebo\stalker_nebo_2_mask ;actors\stalker_nebo\stalker_nebo_3 ;actors\stalker_neutral\stalker_neutral_1 ;actors\stalker_neutral\stalker_neutral_2 ;actors\stalker_neutral\stalker_neutral_2_face_1 ;actors\stalker_neutral\stalker_neutral_2_face_2 ;actors\stalker_neutral\stalker_neutral_2_mask ;actors\stalker_neutral\stalker_neutral_3 ;actors\stalker_neutral\stalker_neutral_4 ;actors\stalker_soldier\stalker_soldier_1 ;actors\stalker_soldier\stalker_soldier_2 ;actors\stalker_soldier\stalker_soldier_2_face_1 ;actors\stalker_soldier\stalker_soldier_3 ;actors\stalker_soldier\stalker_soldier_4 ;actors\stalker_trader\stalker_trader_1 ;actors\stalker_ucheniy\stalker_ucheniy_1 ;actors\stalker_zombied\stalker_zombied_1 ;actors\stalker_zombied\stalker_zombied_2 ;actors\stalker_zombied\stalker_zombied_3 ;actors\stalker_zombied\stalker_zombied_4 ;Monsters ;monsters\controller\controller_1 ;monsters\controller\controller_2 ;monsters\controller\controller_3 ;monsters\controller\controller_4 ;monsters\controller\controller_dead ;monsters\crow\crow ;monsters\dog\dog ;monsters\dog\dog_bulterier ;monsters\dog\dog_bulterier_dead ;monsters\dog\dog_dead ;monsters\dog\dog_red ;monsters\dog\dog_red_dead ;monsters\dog\dog_white ;monsters\dog\dog_white_dead ;monsters\flesh\flesh ;monsters\flesh\flesh_dead ;monsters\flesh\flesh_strong ;monsters\krovosos\krovosos ;monsters\krovosos\krovosos_dead ;monsters\krovosos\krovosos_strong ;monsters\krovosos\krovosos_strong_xray ;monsters\krovosos\krovosos_xray ;monsters\mutant_boar\mutant_boar ;monsters\mutant_boar\mutant_boar_dead ;monsters\mutant_boar\mutant_boar_strong ;monsters\poltergeist\poltergeist ;monsters\poltergeist\poltergeist_dead ;monsters\poltergeist\poltergeist_strong ;monsters\pseudodog\pseudodog ;monsters\pseudodog\pseudodog_dead ;monsters\pseudodog\pseudodog_grey ;monsters\pseudodog\pseudodog_grey_dead ;monsters\rat\rat_1 ;monsters\snork\snork ;monsters\snork\snork_dead ;monsters\tushkano\tushkano ;monsters\tushkano\tushkano_dead Спойлер #include "spawn_sections_general.ltx" #include "spawn_sections_zaton.ltx" #include "spawn_sections_pripyat.ltx" #include "spawn_sections_jupiter.ltx" #include "spawn_sections_labx8.ltx" #include "spawn_sections_underpass.ltx" #include "spawn_sections_escape.ltx" Спойлер ; «десь содержатс¤ дескрипшены сквадов, которые потом можно создавать использу¤ спец функции. #include "squad_descr_pripyat.ltx" #include "squad_descr_jupiter.ltx" #include "squad_descr_zaton.ltx" #include "squad_descr_labx8.ltx" #include "squad_descr_underpass.ltx" #include "squad_descr_escape.ltx" ;------------------------------- Simulation SQUADS ------------------------------- [simulation_stalker]:online_offline_group faction = stalker npc_random = sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_4 npc_in_squad = 2, 3 [simulation_stalker_1]:online_offline_group faction = stalker npc_random = sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_4 npc_in_squad = 2, 3 [simulation_stalker_2]:online_offline_group faction = stalker npc_random = sim_default_stalker_0, sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_4, sim_default_stalker_4 npc_in_squad = 2, 3 [simulation_stalker_3]:online_offline_group faction = stalker npc_random = sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_4, sim_default_stalker_4 npc_in_squad = 2, 3 ;--------------- stalkers simulation squads ----------------------- [stalker_sim_squad_novice]:online_offline_group faction = stalker npc_random = sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_2 npc_in_squad = 2, 3 [stalker_sim_squad_advanced]:online_offline_group faction = stalker npc_random = sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_2 npc_in_squad = 2, 3 [stalker_sim_squad_veteran]:online_offline_group faction = stalker npc_random = sim_default_stalker_2, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_3, sim_default_stalker_4 npc_in_squad = 2, 3 [simulation_stalker_for_a1]:online_offline_group faction = stalker target_smart = {+zat_a1_atack_from_zat_sim_15} zat_a1:nil, nil spawn_point = zat_sim_15_spawn_for_a1 npc = sim_default_stalker_2, sim_default_stalker_0 ;--------------- bandits simulation squads ----------------------- [simulation_bandit]:online_offline_group faction = bandit npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_4 npc_in_squad = 2, 3 [simulation_bandit_1]:online_offline_group faction = bandit npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_4 npc_in_squad = 2, 3 [simulation_bandit_2]:online_offline_group faction = bandit npc_random = sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_4 npc_in_squad = 2, 3 [simulation_bandit_3]:online_offline_group faction = bandit npc_random = sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_4, sim_default_bandit_4 npc_in_squad = 2, 3 ;--------------- bandits simulation squads new ----------------------- [bandit_sim_squad_novice]:online_offline_group faction = bandit npc_random = sim_default_bandit_0, sim_default_bandit_1, sim_default_bandit_2 npc_in_squad = 2, 3 [bandit_sim_squad_advanced]:online_offline_group faction = bandit npc_random = sim_default_bandit_1, sim_default_bandit_1, sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3 npc_in_squad = 2, 3 [bandit_sim_squad_veteran]:online_offline_group faction = bandit npc_random = sim_default_bandit_2, sim_default_bandit_2, sim_default_bandit_3, sim_default_bandit_3, sim_default_bandit_4 npc_in_squad = 2, 3 ;--------------- merks simulation squads ----------------------- [simulation_killer]:online_offline_group faction = killer npc_random = sim_default_killer_0, sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3, sim_default_killer_4 npc_in_squad = 2, 3 [merc_sim_squad_novice]:online_offline_group faction = killer npc_random = sim_default_killer_0, sim_default_killer_1, sim_default_killer_2 npc_in_squad = 2, 3 [merc_sim_squad_advanced]:online_offline_group faction = killer npc_random = sim_default_killer_1, sim_default_killer_1, sim_default_killer_2, sim_default_killer_2, sim_default_killer_3 npc_in_squad = 2, 3 [merc_sim_squad_veteran]:online_offline_group faction = killer npc_random = sim_default_killer_2, sim_default_killer_2, sim_default_killer_3, sim_default_killer_3, sim_default_killer_4 npc_in_squad = 2, 3 ;--------------- duty simulation squads ----------------------- [simulation_duty]:online_offline_group faction = dolg npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_4 npc_in_squad = 2, 3 [simulation_duty_1]:online_offline_group faction = dolg npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_4 npc_in_squad = 2, 3 [simulation_duty_2]:online_offline_group faction = dolg npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_4 npc_in_squad = 2, 3 [simulation_duty_3]:online_offline_group faction = dolg npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_4 npc_in_squad = 2, 3 [duty_sim_squad_novice]:online_offline_group faction = dolg npc_random = sim_default_duty_0, sim_default_duty_1, sim_default_duty_2 npc_in_squad = 2, 3 [duty_sim_squad_advanced]:online_offline_group faction = dolg npc_random = sim_default_duty_1, sim_default_duty_1, sim_default_duty_2, sim_default_duty_2, sim_default_duty_3 npc_in_squad = 2, 3 [duty_sim_squad_veteran]:online_offline_group faction = dolg npc_random = sim_default_duty_2, sim_default_duty_2, sim_default_duty_3, sim_default_duty_3, sim_default_duty_4 npc_in_squad = 2, 3 ;--------------- freedom simulation squads ----------------------- [simulation_freedom]:online_offline_group faction = freedom npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4 npc_in_squad = 2, 3 [simulation_freedom_1]:online_offline_group faction = freedom npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4 npc_in_squad = 2, 3 [simulation_freedom_2]:online_offline_group faction = freedom npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4 npc_in_squad = 2, 3 [simulation_freedom_3]:online_offline_group faction = freedom npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_4 npc_in_squad = 2, 3 [freedom_sim_squad_novice]:online_offline_group faction = freedom npc_random = sim_default_freedom_0, sim_default_freedom_1, sim_default_freedom_2 npc_in_squad = 2, 3 [freedom_sim_squad_advanced]:online_offline_group faction = freedom npc_random = sim_default_freedom_1, sim_default_freedom_1, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3 npc_in_squad = 2, 3 [freedom_sim_squad_veteran]:online_offline_group faction = freedom npc_random = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_3, sim_default_freedom_3, sim_default_freedom_4 npc_in_squad = 2, 3 ;--------------- monolith simulation squads ----------------------- [simulation_monolith_squad]:online_offline_group faction = monolith npc = sim_default_monolith_0, sim_default_monolith_1, sim_default_monolith_1, sim_default_monolith_2, sim_default_monolith_3 npc_in_squad = 2, 3 [monolith_sim_squad_novice]:online_offline_group faction = monolith npc = sim_default_monolith_0, sim_default_monolith_1, sim_default_monolith_2 npc_in_squad = 2, 3 [monolith_sim_squad_advanced]:online_offline_group faction = monolith npc = sim_default_monolith_2, sim_default_monolith_2, sim_default_monolith_3 npc_in_squad = 2, 3 [monolith_sim_squad_veteran]:online_offline_group faction = monolith npc = sim_default_monolith_3, sim_default_monolith_3, sim_default_monolith_4 npc_in_squad = 2, 3 ;--------------- zombied simulation squads ----------------------- [simulation_zombied_1]:online_offline_group faction = zombied npc_random = sim_default_zombied_1, sim_default_zombied_1, sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3 npc_in_squad = 2, 3 [simulation_zombied_2]:online_offline_group faction = zombied npc_random = sim_default_zombied_2, sim_default_zombied_2, sim_default_zombied_3, sim_default_zombied_3 npc_in_squad = 2, 3 [simulation_zombied_3]:online_offline_group faction = zombied npc_random = sim_default_zombied_3, sim_default_zombied_4 npc_in_squad = 2, 3 [zombied_sim_squad_novice]:online_offline_group faction = zombied npc_random = sim_default_zombied_1, sim_default_zombied_2 npc_in_squad = 2, 3 [zombied_sim_squad_advanced]:online_offline_group faction = zombied npc_random = sim_default_zombied_2, sim_default_zombied_3 npc_in_squad = 2, 3 [zombied_sim_squad_veteran]:online_offline_group faction = zombied npc_random = sim_default_zombied_3, sim_default_zombied_4 npc_in_squad = 2, 3 ;--------------- monster simulation squads ----------------------- [simulation_bloodsucker]:online_offline_group faction = monster_predatory_night npc_random = bloodsucker_weak, bloodsucker_weak, bloodsucker_weak, bloodsucker_normal, bloodsucker_normal, bloodsucker_strong npc_in_squad = 1, 1 [simulation_boar]:online_offline_group faction = monster_vegetarian npc_random = boar_normal, boar_normal, boar_normal, boar_strong npc_in_squad = 1, 2 [simulation_burer]:online_offline_group faction = monster_zombied_night npc_random = burer_normal npc_in_squad = 1, 2 [simulation_dog]:online_offline_group faction = monster_predatory_day npc_random = dog_weak, dog_normal, dog_strong, dog_cute npc_in_squad = 2, 4 [simulation_pseudodog]:online_offline_group faction = monster_predatory_day npc_random = pseudodog_normal npc_in_squad = 1, 3 [simulation_flesh]:online_offline_group faction = monster_vegetarian npc_random = flesh_normal, flesh_normal, flesh_normal, flesh_strong npc_in_squad = 2, 4 [simulation_snork]:online_offline_group faction = monster_zombied_night npc_random = snork_weak, snork_weak, snork_normal, snork_normal, snork_strong npc_in_squad = 2, 3 [simulation_controller]:online_offline_group faction = monster_zombied_day npc_random = m_controller_normal npc_in_squad = 1, 1 [simulation_mix_dogs]:online_offline_group faction = monster_predatory_day npc_random = pseudodog_normal, pseudodog_normal, dog_weak, dog_normal, dog_strong, dog_cute npc_in_squad = 2, 3 [simulation_mix_boar_flesh]:online_offline_group faction = monster_vegetarian npc_random = flesh_normal, flesh_normal, flesh_normal, flesh_strong, boar_normal, boar_normal, boar_normal, boar_strong npc_in_squad = 2, 3 [simulation_poltergeist_tele]:online_offline_group faction = monster npc = m_poltergeist_normal_tele npc_in_squad = 1, 2 [simulation_chimera]:online_offline_group faction = monster_predatory_night npc_random = chimera_normal npc_in_squad = 1, 1 [simulation_chimera_zaton]:online_offline_group faction = monster_predatory_night npc_random = chimera_normal npc_in_squad = 1, 1 target_smart = {=is_dark_night} nil, {~50} zat_sim_5, {~50} zat_sim_3, {~50} zat_sim_1, {~50} zat_sim_18, {~50} zat_sim_10, {~50} zat_sim_7, zat_sim_26 [simulation_chimera_pripyat]:online_offline_group faction = monster_predatory_night npc_random = chimera_normal npc_in_squad = 1, 1 target_smart = {=is_dark_night} nil, pri_a17 [simulation_chimera_jupiter]:online_offline_group faction = monster_predatory_night npc_random = chimera_normal npc_in_squad = 1, 1 [simulation_psy_dog]:online_offline_group faction = monster_predatory_day npc_random = psy_dog_normal npc_in_squad = 1, 1 [simulation_tushkano]:online_offline_group faction = monster_predatory_day npc_random = tushkano_normal npc_in_squad = 3, 4 [simulation_gigant]:online_offline_group faction = monster_predatory_day npc_random = gigant_normal npc_in_squad = 1, 1 ;--------------- test -------------------------------------------- [simulation_dog_01]:simulation_dog target_smart = smart_02:smart_01:loop [merc_jupiter]:jup_b47_merc_guard_squad target_smart = {-teleported} smart_01, smart_02 spawn_point = spawn_01 story_id = merc_jupiter [merc_zaton]:zat_b103_lost_merc_squad1 target_smart = smart_03 spawn_point = spawn_01 [corr_selo_squad]:online_offline_group faction = monster npc = tushkano_normal target_smart = corr_selo_smart spawn_point = corr_selo_smart_tushkano_home [corr_selo_02_squad]:online_offline_group faction = monster npc = tushkano_normal target_smart = corr_selo_02_smart spawn_point = corr_selo_02_smart_tushkano_home [hein_selo_squad]:online_offline_group faction = stalker npc = sim_default_stalker_0 target_smart = {-teleported} redstain_selo_smart_terrain, redstain_selo_smart_terrain_0000 [hein_selo_dog]:online_offline_group faction = monster npc = dog_normal target_smart = smart_03 spawn_point = smart_03_way_dog ;Test squads [test_squad_snork_for_renderman]:online_offline_group faction = monster_zombied_day npc = snork_weak, snork_weak, snork_normal, snork_normal, snork_strong target_smart = alex_selo_smart_terrain [test_squad_zulus_for_renderman]:online_offline_group faction = dolg npc = sim_default_stalker_1 spawn_point = alex_selo_smart_terrain_stalker_walk_1 target_smart = alex_selo_smart_terrain [test_squad_for_alex_selo]:online_offline_group faction = dolg npc = jup_b1_stalker_1, jup_b1_stalker_2, jup_b1_stalker_3, jup_b1_stalker_4 spawn_point = alex_selo_smart_walk_1 target_smart = alex_selo_smart story_id = test_squad_for_alex_selo [test_duty]:online_offline_group faction = dolg npc = sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_4 target_smart = smart_1 behaviour = dolg [test_stalker]:online_offline_group auto_id = true faction = stalker npc = sim_default_stalker_1, sim_default_stalker_1 target_smart = smart_1 [test_freedom]:online_offline_group faction = freedom npc = sim_default_freedom_1 target_smart = smart_3:smart_1 ;[pl]:online_offline_group ;faction = freedom ;npc = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2 ;target_smart = smart_terrain_4 ;spawn_point = smart_terrain_4_spawn [test_freedom2]:online_offline_group faction = freedom npc = sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2, sim_default_freedom_2 ;active_task = smart_terrain_3 relationship = friend ;sympathy = 0 [test_duty2]:online_offline_group faction = dolg npc = sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_4, sim_default_duty_4 relationship = friend target_smart = smart_terrain_3 spawn_point = path_walk_3 [test_bandit]:online_offline_group faction = bandit npc = sim_default_bandit_3,sim_default_bandit_3,sim_default_bandit_3,sim_default_bandit_3,sim_default_bandit_3 ;active_task = smart_terrain_3 relationship = friend ;show_spot = {-test_info_1} true, false ;sympathy = 0 [test_yojig_selo_squad]:online_offline_group ;faction = stalker npc = sim_default_stalker_1 ;, sim_default_stalker_1, sim_default_stalker_1 ;target_smart = {-suitable} smart_1, {+suitable} smart_2 ;story_id = test_yojig_selo_squad faction = army ;npc = pri_a25_base_medic spawn_point = pri_a16_medic_walk_spawn_point target_smart = {+pri_a25_rfi_source_eliminated} pri_a16, {+pri_a25_task_start} pri_a25_smart_terrain, pri_a16 story_id = pri_a25_base_army_medic [test_yojig_squad]:online_offline_group faction = stalker npc_random = sim_default_stalker_0, sim_default_stalker_1, sim_default_stalker_2, sim_default_stalker_3, sim_default_stalker_4 npc_in_squad = 5, 5 ;npc = sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1, sim_default_stalker_1 target_smart = {+test_info} smart_2, smart_1 story_id = test_yojig_squad [test_tgm_bug_test_3_bandit]:online_offline_group faction = bandit npc = sim_default_bandit_0 target_smart = smart_terrain_1:smart_terrain_2:loop [test_tgm_bug_test_3_stalker]:online_offline_group faction = stalker npc = sim_default_stalker_4 target_smart = smart_terrain_2:smart_terrain_1:loop ; ------------------------------- lain_selo ------------------------ [lain_selo_dog]:online_offline_group faction = monster_predatory_day npc = dog_weak, dog_normal, dog_strong target_smart = lain_test_smart_terrain spawn_point = lain_test_smart_terrain_home ;[lain_selo_tushkano_squad]:online_offline_group ;faction = monster_predatory_night ;npc = tushkano_normal ;target_smart = selo_smart_terrain ;spawn_point = selo_smart_terrain_mob_home ;[lain_selo_stalker_squad]:online_offline_group ;faction = stalker ;npc = sim_default_stalker_2 ;target_smart = selo_smart_terrain ;spawn_point = selo_smart_terrain_walker_walk [lain_selo_snork_squad]:online_offline_group faction = monster_zombied_day npc = snork_weak, snork_weak, snork_weak, snork_weak, snork_weak target_smart = level_prefix_smart_terrain spawn_point = snork_spown_point [renderman_selo_test_snork]:online_offline_group faction = monster_zombied_day npc = snork_weak target_smart = renderman_selo_smart [renderman_selo_test_stalker_squad]:online_offline_group faction = stalker npc = jup_a10_stalker_vano, jup_b220_trapper target_smart = alex_selo_smart_terrain [alex_selo_squad_1]:online_offline_group faction = stalker npc = sim_default_stalker_1 target_smart = alex_selo_smart: alex_selo_smart_terrain [plecha_selo_stalker_squad]:online_offline_group faction = stalker npc = sim_default_stalker_2 target_smart = pl_selo_smart spawn_point = way [sim_stalker_squad_1]:online_offline_group faction = freedom npc = sim_default_freedom_2,sim_default_freedom_2,sim_default_freedom_2 ;npc_random = sim_default_zombied_1 target_smart = nil ;run_string xr_effects.create_squad_member(nil,nil,{"sim_default_freedom_2", "sim_stalker_squad_1"}) ;run_string alife():object(57):remove_squad() ;run_string xr_effects.clear_smart_terrain(nil,nil,{"sim_smart_1"}) ;run_string level.object_by_id(42):set_npc_position(patrol("tst"):point(0)) ;run_string alife():object(56):set_squad_position(patrol("tst"):point(0)) [sim_stalker_squad_2]:online_offline_group faction = dolg npc = sim_default_duty_2,sim_default_duty_2,sim_default_duty_2 [sim_monolith_squad_3]:online_offline_group faction = monolith npc = sim_default_monolith_2,sim_default_monolith_2,sim_default_monolith_2 [sim_stalker_squad_4]:online_offline_group faction = bandit npc = sim_default_bandit_2,sim_default_bandit_2,sim_default_bandit_2 [sim_snork_4]:online_offline_group faction = monster_zombied_day npc = snork_normal,snork_normal,snork_normal behaviour = monster arrive_dist = 30 story_id = test_squad [sim_boar]:online_offline_group faction = monster_vegetarian npc = boar_normal target_smart = selo_smart_terrain spawn_point = selo_smart_terrain_home [sim_polter]:online_offline_group faction = monster npc = m_poltergeist_normal_tele target_smart = selo_smart_terrain spawn_point = selo_smart_terrain_polter_home [sim_pseudodog]:online_offline_group faction = monster_predatory_day npc = psy_dog target_smart = selo_smart_terrain spawn_point = selo_smart_terrain_pseudodog_home [bes_sim_boar]:online_offline_group faction = monster_vegetarian npc = boar_normal target_smart = bes_test_smart_terrain:bes_test_smart_terrain_1:loop spawn_point = bes_test_smart_terrain_1_home_1 [simulation_boar_test]:online_offline_group faction = monster_vegetarian npc_random = boar_strong, boar_normal npc_in_squad = 1, 3 [conrack_test_squad]:online_offline_group sympathy = 0 faction = stalker npc = conrack_selo_stalker, conrack_selo_stalker, conrack_selo_stalker, conrack_selo_stalker target_smart = conrack_selo_smart spawn_point = conrack_selo_smart_st_3_stay story_id = conrack_test_squad Prostomod Изменено 11 часов назад пользователем sosiska23 Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Prostomod 1 225 Опубликовано 10 часов назад 1 час назад, sosiska23 сказал: когда squad_descr_escape.ltx зарегал в system.ltx зеленый жук приехал (либо просто как то пеправильно) Напрямую в system.ltx прописать его не нужно, убери оттуда. Нужно его прописывать было только в squad_descr.ltx. В остальном я проблем лично не увидел в файлах. Мод в разработке - X-7: Эпицентр Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
sosiska23 0 Опубликовано 9 часов назад (изменено) теперь новая проблема, с вылетом я решил (просто профиля в тег xml не засунул) получается чувак спавнищийся через анимпоинт работает все четко, медик не на своем месте (лечение работает) а техника просто нет медик с техником спавнились через way point еще все остальные неписи болванчики куда то испарились(около деречни ночичков, остальны сотались живыми) Изменено 9 часов назад пользователем sosiska23 Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
denis2000 880 Опубликовано 9 часов назад (изменено) 20 минут назад, sosiska23 сказал: просто профиля в тег xml не засунул Вот поэтому, то и нужно скидывать все правки, а не те фрагменты которые вы считаете нужными. Где назначение логики НПС на смарте? Изменено 9 часов назад пользователем denis2000 Путь во мгле. Связь времен."Он ловко выхватил из-под себя табуретку и очень метко и сильно бросил ее в докладчика..." (Чугунный всадник) Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
sosiska23 0 Опубликовано 5 часов назад (изменено) Спойлер [esc_novice_boss_st_01_texnil]:stalker $spawn = "respawn\esc_novice_boss_st_01_texnil" character_profile = esc_novice_boss_st_01_texnil spec_rank = novice community = stalker story_id = esc_novice_boss_st_01_texnil [esc_novice_boss_st_01_medic]:stalker $spawn = "respawn\esc_novice_boss_st_01_medic" character_profile = esc_novice_boss_st_01_medic spec_rank = novice community = stalker story_id = esc_novice_boss_st_01_medic [esc_novice_boss_st_01_plot_animpoint]:stalker $spawn = "respawn\esc_novice_boss_st_01_plot_animpoint" character_profile = esc_novice_boss_st_01_plot_animpoint spec_rank = novice community = stalker story_id = esc_novice_boss_st_01_plot_animpoint Спойлер [esc_novice_boss_st_01_texnil_squad]:online_offline_group faction = stalker npc = esc_novice_boss_st_01_texnil target_smart = esc_novice_boss_st_01 story_id = esc_novice_boss_st_01_texnil_squad spawn_point = esc_novice_boss_st_01_texnil_walk [esc_novice_boss_st_01_medic_squad]:online_offline_group faction = stalker npc = esc_novice_boss_st_01_medic target_smart = esc_novice_boss_st_01 story_id = esc_novice_boss_st_01_medic_squad spawn_point = esc_novice_boss_st_01_medic_walk [esc_novice_boss_st_01_plot_animpoint_squad]:online_offline_group faction = stalker npc = esc_novice_boss_st_01_plot_animpoint target_smart = esc_novice_boss_st_01 story_id = esc_novice_boss_st_01_plot_animpoint_squad Спойлер [esc_novice_boss_st_01_texnil_squad]:default sim_avail = false [esc_novice_boss_st_01_medic_squad]:default sim_avail = false [esc_novice_boss_st_01_plot_animpoint_squad]:default sim_avail = false Спойлер esc_novice_boss_st_01_texnil_squad = esc_novice_boss_st_01 esc_novice_boss_st_01_medic_squad = esc_novice_boss_st_01 esc_novice_boss_st_01_plot_animpoint_squad = esc_novice_boss_st_01 Спойлер [esc_stalker_novice_st_01] 255,255,255,142 [esc_dolg_base_st_01] 255,255,255,143 [esc_freedom_base_st_01] 255,255,255,144 [esc_novice_boss_st_01] 255,255,255,145 Спойлер [logic@esc_novice_boss_st_01_texnil] active = walker@esc_novice_boss_st_01_texnil suitable = {=check_npc_name(esc_novice_boss_st_01_texnil)}true prior = 90 level_spot = mechanic <mechanic_mode>1</mechanic_mode> [walker@esc_novice_boss_st_01_texnil] path_walk = texnil_walk path_look = texnil_look meet = meet@esc_novice_boss_st_01_texnil combat_ignore_cond = false combat_ignore_keep_when_attacked = false invulnerable = true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet@esc_novice_boss_st_01_texnil] close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false snd_on_use = {!dist_to_actor_le(3)} nil meet_on_talking = false Спойлер [logic@esc_novice_boss_st_01_medic] active = walker@esc_novice_boss_st_01_medic suitable = {=check_npc_name(esc_novice_boss_st_01_medic)}true prior = 90 level_spot = medic trade = misc\trade\esc_novice_boss_st_01_medic_trade.ltx [walker@esc_novice_boss_st_01_medic] path_walk = medic_walk path_look = medic_look meet = meet@esc_novice_boss_st_01_medic combat_ignore_cond = true combat_ignore_keep_when_attacked = true invulnerable = true gather_items_enabled = false help_wounded_enabled = false corpse_detection_enabled = false [meet@esc_novice_boss_st_01_medic] close_anim = nil close_victim = nil far_anim = nil far_victim = nil close_distance = 0 far_distance = 0 use = {=actor_enemy} false, {=dist_to_actor_le(3)} true, false snd_on_use = {!dist_to_actor_le(3)} nil meet_on_talking = false denis2000 с медиком все ок я просто не поставил его на ai сетку Изменено 5 часов назад пользователем sosiska23 Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Yara 109 Опубликовано 5 часов назад 23 минуты назад, sosiska23 сказал: [logic@esc_novice_boss_st_01_texnil] active = walker@esc_novice_boss_st_01_texnil suitable = {=check_npc_name(esc_novice_boss_st_01_texnil)}true prior = 90 level_spot = mechanic<mechanic_mode>1</mechanic_mode> Это прописывается в профиле нпс, смотри как сделаны ориг. механики. https://sites.google.com/view/xray-sdk-0-4-smg Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
denis2000 880 Опубликовано 4 часа назад sosiska23 Все еще ожидается конфиг смарта... А заявленные spawn_point есть в наличии на Аи-сетке? Путь во мгле. Связь времен."Он ловко выхватил из-под себя табуретку и очень метко и сильно бросил ее в докладчика..." (Чугунный всадник) Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты