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Подключаем выброс к новым локациям ЗП http://stalker.by/forum/viewtopic.php?f=534&t=2585 |
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Автор: | DiGGeR225 [ 05 мар 2011, 13:35 ] |
Заголовок сообщения: | Подключаем выброс к новым локациям ЗП |
Думаю многие сталкивались с такой темой: подключили новую локацию, ждем день, ждем два а выброса нет. Так вот решение этой проблемы: Пропишем нужному нам смарт-терейну укрытие "gamedata\configs\misc\simulation_objects_props.ltx" Code [esc_sim_13]:default surge = 1 ; прописали возможность укрытия territory = 1 sim_avail = true Регистрируем наше укрытие "gamedata\configs\misc\surge_manager.ltx" Code ;escape esc_surge_hide_sim_13 Зарегистрируем нашу локацию в скриптах "gamedata\scripts\sim_board.script" Code --'****************************************************** --'* Реестр смарт-террейнов. Игровое поле симуляции. --'****************************************************** --' В этом ltx хранятся дескрипторы сквадов. squad_ltx = system_ini() setting_ini = ini_file("misc\\simulation.ltx") local group_id_by_levels = {zaton = 1, pripyat = 2, jupiter = 3, labx8 = 4, jupiter_underground = 5, escape = 6} "gamedata\scripts\smart_terrain.script" Code строка 1196 function surge_stats() local sim_obj_registry = simulation_objects.get_sim_obj_registry().objects local sim_squads = { ["zaton"] = {}, ["jupiter"] = {}, ["pripyat"] = {}, ["escape"] = {} } local sim_smarts = { ["zaton"] = {}, ["jupiter"] = {}, ["pripyat"] = {}, ["escape"] = {} } строка 1241 print_smarts_and_squads_by_level("zaton") print_smarts_and_squads_by_level("jupiter") print_smarts_and_squads_by_level("pripyat") p rint_smarts_and_squads_by_level("escape") ------------------------------------------------------------ "gamedata\scripts\surge_manager.script" Code строка 38 self.levels_respawn = {zaton = false, jupiter = false, pripyat = false, escape = false} строка 194 xr_sound.set_sound_play(db.actor:id(), "zat_a2_stalker_barmen_after_surge") elseif(level.name()=="jupiter") then xr_sound.set_sound_play(db.actor:id(), "jup_a6_stalker_medik_after_surge") elseif not has_alife_info("pri_b305_fifth_cam_end") then xr_sound.set_sound_play(db.actor:id(), "pri_a17_kovalsky_after_surge") elseif(level.name()=="escape") then xr_sound.set_sound_play(db.actor:id(), "zat_a2_stalker_barmen_after_surge") строка 249 if(level.name()=="zaton") then xr_sound.set_sound_play(db.actor:id(), "zat_a2_stalker_barmen_surge_phase_2") elseif(level.name()=="jupiter") then xr_sound.set_sound_play(db.actor:id(), "jup_a6_stalker_medik_phase_2") elseif not has_alife_info("pri_b305_fifth_cam_end") then xr_sound.set_sound_play(db.actor:id(), "pri_a17_kovalsky_surge_phase_2") elseif(level.name()=="escape") then xr_sound.set_sound_play(db.actor:id(), "zat_a2_stalker_barmen_surge_phase_2") строка 273 if(level.name()=="zaton") then xr_sound.set_sound_play(db.actor:id(), "zat_a2_stalker_barmen_surge_phase_1") elseif(level.name()=="jupiter") then xr_sound.set_sound_play(db.actor:id(), "jup_a6_stalker_medik_phase_1") elseif not has_alife_info("pri_b305_fifth_cam_end") then xr_sound.set_sound_play(db.actor:id(), "pri_a17_kovalsky_surge_phase_1") elseif(level.name()=="escape") then xr_sound.set_sound_play(db.actor:id(), "zat_a2_stalker_barmen_surge_phase_1") строка 329 self.levels_respawn = {zaton = true, jupiter = true, pripyat = true, escape = true} строка 352 self.levels_respawn = {zaton = true, jupiter = true, pripyat = true, escape = true} строка 638 packet:w_bool(self.levels_respawn.zaton) packet:w_bool(self.levels_respawn.jupiter) packet:w_bool(self.levels_respawn.pripyat) packe t:w_bool(self.levels_respawn.escape) строка 665 self.levels_respawn.zaton = packet:r_bool() self.levels_respawn.jupiter = packet:r_bool() self.levels_respawn.pripyat = packet:r_bool() self.levels_respawn.escape = packet:r_bool() переходим к олл.спавн - создаем секцию укрытия "alife_escape.ltx" Code [xxxx] ; cse_abstract properties section_name = space_restrictor name = esc_surge_hide_sim_13 position = -11.2279901504517,2.46390247344971,57.3380393981934 direction = 0,0,0 version = 0x7c script_version = 8 ; cse_alife_object properties game_vertex_id = 934 distance = 0 level_vertex_id = 3366 object_flags = 0xffffff3e ; cse_shape properties shapes = shape0 shape0:type = box shape0:axis_x = 3.27519989013672,0,0 shape0:axis_y = 0,5.44060039520264,0 shape0:axis_z = 0,0,7.41159915924072 shape0:offset = 0,0,0 ; cse_alife_space_restrictor properties restrictor_type = 0 Создаем точки пути по колличеству мест в укрытии "way_escape.ltx" Code [esc_sim_13_surge_1_look] points = p0 p0:name = name00 p0:position = -11.0934257507324,2.45600557327271,56.0012626647949 p0:game_vertex_id = 1051 p0:level_vertex_id = 286804 [esc_sim_13_surge_1_walk] points = p0 p0:name = name00 p0:position = -12.587254524231,2.45982217788696,54.6062545776367 p0:game_vertex_id = 1051 p0:level_vertex_id = 284937 [esc_sim_13_surge_2_look] points = p0 p0:name = name00 p0:position = -11.7026491165161,2.45731353759766,55.4043731689453 p0:game_vertex_id = 1051 p0:level_vertex_id = 285862 [esc_sim_13_surge_2_walk] points = p0 p0:name = name00 p0:position = -11.7085494995117,2.45401954650879,54.6906051635742 p0:game_vertex_id = 1051 p0:level_vertex_id = 285861 [esc_sim_13_surge_3_look] points = p0 p0:name = name00 p0:position = -11.700403213501,2.46191310882568,55.9261016845703 p0:game_vertex_id = 1051 p0:level_vertex_id = 285863 [esc_sim_13_surge_3_walk] points = p0 p0:name = name00 p0:position = -10.5211238861084,2.45401906967163,54.5706977844238 p0:game_vertex_id = 1051 p0:level_vertex_id = 287736 [esc_sim_13_surge_4_look] points = p0 p0:name = name00 p0:position = -12.1378507614136,2.46710777282715,55.9775772094727 p0:game_vertex_id = 1051 p0:level_vertex_id = 285863 [esc_sim_13_surge_4_walk] points = p0 p0:name = name00 p0:position = -12.5659475326538,2.4704270362854,55.9364585876465 p0:game_vertex_id = 1051 p0:level_vertex_id = 284939 [esc_sim_13_surge_5_look] points = p0 p0:name = name00 p0:position = -11.3268537521362,2.45915699005127,56.0716171264648 p0:game_vertex_id = 1051 p0:level_vertex_id = 286804 [esc_sim_13_surge_5_walk] points = p0 p0:name = name00 p0:position = -11.4233283996582,2.45504951477051,55.4901466369629 p0:game_vertex_id = 1051 p0:level_vertex_id = 286803 [esc_sim_13_surge_6_look] points = p0 p0:name = name00 p0:position = -11.951548576355,2.46743059158325,56.5034790039063 p0:game_vertex_id = 1051 p0:level_vertex_id = 285864 [esc_sim_13_surge_6_walk] points = p0 p0:name = name00 p0:position = -10.5399560928345,2.45401906967163,55.9832763671875 p0:game_vertex_id = 1051 p0:level_vertex_id = 287738 [esc_sim_13_surge_7_look] points = p0 p0:name = name00 p0:position = -11.060601234436,2.46146583557129,56.6575355529785 p0:game_vertex_id = 1051 p0:level_vertex_id = 286805 [esc_sim_13_surge_7_walk] points = p0 p0:name = name00 p0:position = -12.5727767944336,2.47284889221191,57.334114074707 p0:game_vertex_id = 1051 p0:level_vertex_id = 284941 [esc_sim_13_surge_8_look] points = p0 p0:name = name00 p0:position = -11.7709636688232,2.46654939651489,57.2202682495117 p0:game_vertex_id = 1051 p0:level_vertex_id = 285865 [esc_sim_13_surge_8_walk] points = p0 p0:name = name00 p0:position = -11.6660528182983,2.4660382270813,56.7951736450195 p0:game_vertex_id = 1051 p0:level_vertex_id = 285864 [esc_sim_13_surge_9_look] points = p0 p0:name = name00 p0:position = -11.4014568328857,2.4647479057312,57.3022918701172 p0:game_vertex_id = 1051 p0:level_vertex_id = 286806 [esc_sim_13_surge_9_walk] points = p0 p0:name = name00 p0:position = -10.5875377655029,2.46077871322632,57.3240737915039 p0:game_vertex_id = 1051 p0:level_vertex_id = 287740 [esc_sim_13_surge_10_look] points = p0 p0:name = name00 p0:position = -12.009449005127,2.47024631500244,58.7685432434082 p0:game_vertex_id = 1051 p0:level_vertex_id = 285867 [esc_sim_13_surge_10_walk] points = p0 p0:name = name00 p0:position = -12.5359506607056,2.47053003311157,58.6904754638672 p0:game_vertex_id = 1051 p0:level_vertex_id = 284943 [esc_sim_13_surge_11_look] points = p0 p0:name = name00 p0:position = -11.6696643829346,2.47010707855225,58.7928047180176 p0:game_vertex_id = 1051 p0:level_vertex_id = 285867 [esc_sim_13_surge_11_walk] points = p0 p0:name = name00 p0:position = -11.7617807388306,2.47143888473511,58.0255508422852 p0:game_vertex_id = 1051 p0:level_vertex_id = 285866 [esc_sim_13_surge_12_look] points = p0 p0:name = name00 p0:position = -11.1556959152222,2.46973323822021,58.9260101318359 p0:game_vertex_id = 1051 p0:level_vertex_id = 286808 [esc_sim_13_surge_12_walk] points = p0 p0:name = name00 p0:position = -10.5822420120239,2.46985769271851,58.7564964294434 p0:game_vertex_id = 1051 p0:level_vertex_id = 287742 Автор: Nuklia Вот что получилось у меня: Выброс на Радаре |
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