kingcars
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Well that only really happens if you change to a level with an obstacle right where you spawn at. I've been able to drive from Garbage to Dark Valley with no probs, from Bar to Yantar with no probs, etc.
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Sorry for the long hiatus. I got my computer back running on XP a while ago (trying to play games on Vista is just terrible). However, I encountered the great nvidia driver BSOD with STALKER, so I just kind of lost motivation for a while. Now I'm back to the 162.18 drivers, which are supposedly the latest version without the BSOD issue, so I should be able to get back to the mod. I'll first have to see if I'll have to change anything to get it working with the newest version of AMK, since a few versions have released in the meantime. @whoever asked about obstacles: You'll just have to deal with them. When the mod is done, you'll be able to get them from a few places so you can access most, if not all the levels via vehicles.
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Haha well for the sake of testing, I didn't want to make the cars THAT expensive. The funny thing is that someone on the gsc thread said he felt like they were too expensive haha. There's no way I'm gonna try to sell that tractor for 50k, though . I think 5k-7.5k is a nice starting point for the slow tractor. How did you get a car for free? Was it a glitch I need to know about and fix? As for the camera, anyone who has played a vehicle mod knows that's simply how STALKER's 3rd person camera is; there isn't much I can do for that. I normally just play in regular 1st person view.
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The test beta is out! Please refer to the readme file (also in this post) for more information. http://rapidshare.com/files/108627788/AMK_...t_beta.zip.html ---AMK Vehicle Mod v0.1 FIXED testing beta--- This is a beta test release vehicle mod for the english version of AMK mod 1.4. Make sure you have the latest version of AMK EN. This mod has been tested on rev 77. Keep in mind that this is only v0.1 and is only intended for testing purposes. At this point, vehicles can ONLY be bought from the trader in Cordon. Later releases will have more features and the ability to buy from the bar trader. Keep in mind that vehicles will only appear on the list if you have enough money for them (currently the most expensive vehicle is 15k). When you buy a car, walk outside and it will be sitting to the right. IMPORTANT NOTE: You DO NOT have to start a new game if you already have saves with AMK EN 2.0. Install: - Merge all the folders from the gamedata directory given in this mod folder to the gamedata for your AMK install. Overwrite files when asked. (Be sure to make a backup of your old install before installing this mod) - Go into your user.ltx (found in Shared Documents/STALKER SHOC on XP and Users/Public/Public Documents/STALKER SHOC on Vista) and add the following 3 key bind commands: bind turn_engine kJ bind cam_1 kF1 bind cam_2 kF2 bind cam_3 kF3 Pressing J will turn the vehicle on, while F1, F2, and F3 will change camera views (you can even use F2 and F3 to walk around in 3rd person). That is all that needs to be done. For bug reports, please post them on the thread on the GSC forums. Before you post, find the logs folder (found in the same folder as user.ltx), open up the "xray_username.log" file, and post ONLY the part below "FATAL ERROR." Thank you all for your time.
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Cool, I'll have to tinker with the numbers and see how to change the level they spawn in. I really appreciate the help.
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Do either of them determine which level of the game the vehicle is spawned in? Or do they determine which area of a given map?
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Ah ok. Yeah, the a is the name of the vector that contains the coordinates. I also noticed that in my two car spawn functions that the one with the game vertex id of 50 spawned as it should while the other one didnt. Once I changed the 2nd one to have a game vertex id of 50 (I think it was 251 before), it spawned right outside the trader like I had it written to. The level vertex id didn't seem to change anything. What exactly do those number effect? Thanks very much, I really appreciate your help. I wrote a working buy script for the cordon trader yesterday. Now all that's left is to add in all the vehicles and prices and a few other odds and ends, then I gotta figure out how to do the same for the bar trader (which should be the exact same thing, I just gotta figure out how to spawn cars in a different level). And I would also like to figure out how to lower the amount of anomolies around by about 20%-30%. So far, though, I've already learned A LOT about how the scripts work. Screenshots: http://smg.photobucket.com/albums/v173/kin...0-32_l01_es.jpg http://smg.photobucket.com/albums/v173/kin...5-47_l01_es.jpg
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Well I finally got a car to spawn by going and talking to the cordon trader (made my own text for it as well). However, there are a few things I am unsure of: 1. The last line of each spawn function has a line like this: alife():create("vehicle_niva",a,43917,50,65535) Obviously, the first parameter there is for the type of car you want to spawn. But I have no idea what the other 3 parameters are for. I'm guessing one of them is for the level in which it needs to spawn in. If anyone could point me in the right direction here, that'd be great. 2. Also, the info_l01escape.xml file has the spawn functions listed at the end so the game recognizes them. Will I need to list the functions in all the info_[levelName].xml files? If so, I'll need to know how to extract the rest of those. 3. As I said above, I use a conversation with the trader to spawn a car (it basically has Marked One asking "Mind if I borrow a car?" etc etc). Is it possible to just go ahead and spawn all cars at the same time (in all the different levels in the Zone and such)? I'm sure it is possible, but I'm unsure of the syntax needed to tell the game to spawn several cars. 4. There are way too many anomolies around; even the couple of minutes I drove around resulted in a death and a few instances of a whirligig sending the car soaring. How can I slightly lower the number of anomolies that spawn? Sorry if these questions are noobish (I'm sure they are). I'm just happy I finally got a car working.
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I tried simply installing that vehicle mod into AMK and the game crashes during the load screen, so I guess it IS time for a working vehicle mod. The first thing we tried was to add the vehicles in the all.spawn using xRSpawner, enter the coordinates, etc. However, doing this resulted in errors in the all.spawn. Next, we started poking around with the old AMK vehicle mod since they didn't use the all.spawn, and it seems like they made the player go talk to specific people in order for the cars to spawn. We're now in the process of creating a similar process, but I would personally like all vehicles to be available asap. This has already been a learning experience for me; it's a LOT different from simply coding in C++.
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Vehicles were originally planned for STALKER and I've played the game with vehicles before and there is plenty of room for vehicles. They were really nice to have when having to make long journeys. About the sleeping bag - This is my first time ever diving into modding in STALKER, so excuse me if I'm not a guru just yet. I've only recently started poking around in files and seeing what everything does. And that step 3 is pretty vague; the scipt and GUI are the main parts I gotta look into. Some modifications will need to be made to make it repair vehicles, obviously.
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I'd really like to see how our car repair and refuel ideas would work. I think it'd be a cool addition to the game. We just need to find out how the sleeping bag works and use that as the base.
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Are the vehicles in that mod invincible like most vehicle addons? I cant read russian and I've never seen links nor heard of a vehicle addon for AMK. :S
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Hello everyone, as I have said in a few posts here and on the gsc forums, I would like to add vehicles to AMK mod. A friend and I have done a little bit of tinkering and brainstorming and we have come up with our plan to add vehicles to AMK mod. We want to make vehicles fully functional and to make sure they dont stick out in the game. This mod, imo, would bring STALKER full circle (or as close as it can be) to how the game was originally planned. We would like to work with AMK dev(s) to make sure everything works as it should. Planned features: - Fully tweaked realistic bullet damage and fuel consumption - Realistic spawn locations. (they wont just be randomly spawned around the map) - The ability to repair and add fuel to vehicles (see below for explanation) One of the coolest things we thought of was how to do the vehicle repair. What we plan to do is to have the Cordon trader give the player a side quest that would either 1) tell the player to meet an NPC that will "teach" vehicle repair or 2) lead the player to a special item called a vehicle repair bag. The vehicle repair bag would work almost exactly like the sleeping bag. You hop in a vehicle, double click the bag in your inventory, and choose how long you would like to perform repairs. And, of course, this would take some time, so if your vehicle is badly damaged, it may take 5-6 hours to fix. As for the refueling, we were thinking of using the gas canisters that are laying around (and have traders sell them cheap) for refueling purposes. However, first thing's first. Over the next few days, we will be adding vehicles into the game and testing them. Once we are happy with the game stability, the damage protection, and fuel consumption, we will release it as 0.5 beta. Then we will work on the more intricate features of the mod, which are the repair and refueling features. Of course, we are willing to listen to any concerns or comments. ***BETA TEST RELEASED*** AMK Vehicle Mod v0.1 test beta http://rapidshare.com/files/108627788/AMK_...t_beta.zip.html Refer to this post for more info http://amk-team.ru/forum/index.php?showtop...ost&p=31764
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I do have one more question: how will the lack of blowouts affect anomoly and NPC/mutant spawns?
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Thanks for clearing that up. Makes sense .
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