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How to mod Stalker (most questions answered)

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  19:15:34  14 November 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 411
Hello,

I have a question about this value:

Alife.ltx:
switch_distance = 150;0 ;150 ;75.0

m_mutant.ltx:
[mutant_terrain]
255,000,255,255

What is the meaning of each value (first; second; third; fourth) in the sequence?

Can i make 300 meters for the general switch_distance (so, it's applied for all the mutant) and can i reduce the mutant_terrain value for one or two mutant in the m_xxxx.ltx file?

Thk for your answer
  20:40:10  14 November 2011
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angrydog
Senior Resident
 

 
On forum: 09/01/2009
 

Message edited by:
angrydog
11/14/2011 20:40:57
Messages: 3341

---QUOTATION---
Hello,

I have a question about this value:

Alife.ltx:
switch_distance = 150;0 ;150 ;75.0

What is the meaning of each value (first; second; third; fourth) in the sequence?

---END QUOTATION---



anything after the ";" is ignored by the game. those other values were the previous switch_distance values. modders often leave them in so its easy to change back.

you can make it higher or lower (150 = Vanilla) but it will have large impact on game. set it too low and you will kill all the action. higher and activity futher away will increase and NPCs will react to events that they would otherwise not react to.

don't know about the mutant_terrain value
  21:13:45  14 November 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 411

---QUOTATION---
anything after the ";" is ignored by the game. those other values were the previous switch_distance values. modders often leave them in so its easy to change back.

you can make it higher or lower (150 = Vanilla) but it will have large impact on game. set it too low and you will kill all the action. higher and activity futher away will increase and NPCs will react to events that they would otherwise not react to.

don't know about the mutant_terrain value
---END QUOTATION---



Okay, Thk.

I'm so stupid. I know it...

I called mutant_terrain value it:
in m_dog.ltx , we have it: [dog_terrain]
or in the m_poltergeist.ltx, we have [poltergeist_terrain]
Et cetera.

I think it's the same think as switch_distance, but specifically by mutant.

I saw that the alife mod change the alife.ltx and delete gulag for the mutant.
So i search to modify it and test the switch_distance.


Another thing, about logic for mutant:

[logic@marsh_poltergeist_burnedvillage1]
active = mob_home@marsh_poltergeist_burnedvillage1

[mob_home@marsh_poltergeist_burnedvillage1]
path_home = home1
home_min_radius = 15
home_max_radius = 30

What is the home_max_radius? Is it the maximum distance between the mutant and the home1? Or it is the maximum distance for which the mutant stops his attack?

I know that the min_radius is a special area around the home1. If a npc or actor walk in it, the mutant come back to attack them.
  16:53:16  17 November 2011
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1134

---QUOTATION---

m_mutant.ltx:
[mutant_terrain]
255,000,255,255


---END QUOTATION---



These values are masking values, they define, which levels/places can the mutants use.

More info about this in this thread:

http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=3&thm_id=20446&page=1&sec_id=16
  20:01:02  17 November 2011
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Muad'Dib
Senior Resident
 

 
On forum: 01/24/2011
Messages: 411

---QUOTATION---

m_mutant.ltx:
[mutant_terrain]
255,000,255,255



These values are masking values, they define, which levels/places can the mutants use.

More info about this in this thread:

http://www.gsc-game.com/index.php?t=community&s=forums&s_game_type=xr&thm_page=3&thm_id=20446&page=1&sec_id=16
---END QUOTATION---



Thanks!!!
  01:23:41  21 November 2011
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chuppa
Senior Resident
 

 
On forum: 04/11/2008
Messages: 409
Hi all, my modding is limited to tweaking ltx's and some light GIMP work (ie. editing scope reticles and some flora coloring) - but I'm wondering if it's possible to specifically define what face / s are used on corpses?

What I'm after is to try to use a bloodied and obviously badly damaged face texture on corpses as I find the normal looking faces to be a bit of an imersion breaker (there's actually a bloodied/damaged face texture in the original game textures folder) - ie. I'd rather they instantly switch to bloodied/messed up - as peculiar as that might seem - than have them just look normal. Even if it means using one "corpse" face regardless of whether the corpse is originally a masked/helmeted character (not too hard to imagine anyone dead would have had their mask / helmet removed to confirm their condition).

Can anyone tell me if this is possible??
  01:26:48  6 March 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
Messages: 1432
If you mean changing the head a NPC has you need to open up the mesh in a hex editor and change it. Alternatively you can take whatever corpse looking face texture you have and rename it to a head texture used by a NPC, that'll work too.
  15:45:26  29 May 2012
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ConcreteShelter
(Novice)
 
On forum: 05/29/2012
Messages: 1
Hello everyone, I followed this guide

http://www.somethingfornobody.com/2011/s-t-a-l-k-e-r-shadow-of-chernobyl-modding-guide/

Once I get to step 7, and complete it, the game crashes at startup.
This is the error log

Here's the log


* Detected CPU: GenuineIntel Pentium-III, F6/M7/S10, 3005.00 mhz, 33-clk 'rdtsc'
* CPU Features: RDTSC, MMX, SSE, SSE2

Initializing File System...
using fs-ltx fsgame.ltx
--found external arch mp_military_2.xdb0
FS: 34269 files cached, 5995Kb memory used.
Init FileSystem 1.705220 sec
'xrCore' build 3188, Oct 26 2007


FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::r_section
[error]File : E:\stalker\sources\trunk\xrCore\Xr_ini.cpp
[error]Line : 342
[error]Description : <no expression>
[error]Arguments : Can't open section 'wpn_saiga12c'


stack trace:

I know I can avoid installing the LURK animations, but is there a way to install it succesfully?
  09:56:08  24 July 2012
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Cellmember
(Novice)
 
On forum: 11/06/2010
 

Message edited by:
Cellmember
07/24/2012 12:13:42
Messages: 24
Stalker SOC OL 2009 RC1

It's okay guys I got my answer !
  00:53:24  4 September 2012
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Onisuzume
(Novice)
 
On forum: 05/24/2010
Messages: 40
So yeah, it's probably been asked a thousand times, but I forgot how to do it. Namely, how to edit the equipment you start with in the game.
I know I've edited it before (and my current game has it edited), but its been a few months (if not longer) and I can't remember which file I had to edit.
From what I can check, it wasn't any of the character_descl files.

Any ideas which file it might've been?
 
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