Mauntew 0 Опубликовано 2 Октября 2011 (изменено) Люди ответье пожалуйста на ниже перечисленные вопросы. 1) В каком файле прописывается стартовое сняряжение ГГ? НЕ за квест от сидора! 2) Где находится файл со звуком убирания оружия из воторого (пистолетного) слота? 3) В каком файле правится стартовое сообщение от команды АМК в 1.4.1? 4) В каком файле прописанно положение текстуры оружия в слотах оружия инвентаря? Изменено 2 Октября 2011 пользователем Mauntew Поделиться этим сообщением Ссылка на сообщение
Mauntew 0 Опубликовано 2 Октября 2011 n6260, а в каком файле прописанно положение иконок оружия в слотах инвентаря? Поделиться этим сообщением Ссылка на сообщение
Mauntew 0 Опубликовано 3 Октября 2011 n6260, вот о чем я говорил Добавлено через 26 мин.: И еще один вопросик......Где правится время при старте новой игры? Поделиться этим сообщением Ссылка на сообщение
Mauntew 0 Опубликовано 4 Октября 2011 Вот такая проблема....ставлю новый ствол АК-104Т от сюда http://www.amk-team.ru/forum/index.php?s=&...st&p=368768 вроди адаптировал, но при старте новой игры такой вылет FATAL ERROR [error]Expression : SG [error]Function : CRender::model_CreateParticles [error]File : E:\stalker\patch_1_0004\xr_3da\xrRender_R2\r2.cpp [error]Line : 330 [error]Description : Particle effect or group doesn't exist [error]Arguments : amk_anoms\mincer_idle Поделиться этим сообщением Ссылка на сообщение
Mauntew 0 Опубликовано 4 Октября 2011 Comador, Поставил, теперь такой вылет FATAL ERROR [error]Expression : fatal error [error]Function : CScriptEngine::lua_error [error]File : E:\stalker\patch_1_0004\xr_3da\xrGame\script_engine.cpp [error]Line : 73 [error]Description : <no expression> [error]Arguments : LUA error: ...r. - shadow of chernobyl\gamedata\scripts\amk.script:829: attempt to call field 'have_a_art' (a nil value) Поделиться этим сообщением Ссылка на сообщение
Mauntew 0 Опубликовано 4 Октября 2011 (изменено) KD87, В АМК нет проблемы, такой вылет только после вставления оружия. И вы до сих пор уверены тошто у меня кривая установка АМК Изменено 4 Октября 2011 пользователем Mauntew Поделиться этим сообщением Ссылка на сообщение
Mauntew 0 Опубликовано 4 Октября 2011 (изменено) Вставил в игру оружие, получил вылет FATAL ERROR [error]Expression : I [error]Function : CInifile::Load [error]File : E:\stalker\patch_1_0004\xrCore\Xr_ini.cpp [error]Line : 166 [error]Description : Can't find include file: [error]Arguments : w_ak104T.ltx Как я понял, ненайден инклуд, но куда его прописать?? В system.ltx а где именно? после какой строчки? Помогите плиз, вот он кстати #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\items.ltx" #include "misc\monster_items.ltx" #include "creatures\actor.ltx" #include "misc\zones.ltx" #include "misc\postprocess.ltx" #include "misc\artefacts.ltx" #include "misc\devices.ltx" #include "misc\quest_items.ltx" #include "misc\outfit.ltx" #include "misc\effectors.ltx" #include "creatures\helicopter.ltx" #include "external.ltx" #include "misc\unique_items.ltx" #include "misc\amk_mod_outfits.ltx" #include "creatures\game_relations.ltx" #include "creatures\vechicles.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\dm_snd_messages.ltx" #include "mp\SoundMessages\tdm_snd_messages.ltx" #include "mp\deathmatch_game.ltx" #include "mp\teamdeathmatch_game.ltx" #include "mp\artefacthunt_game.ltx" #include "evaluation.ltx" #include "fonts.ltx" #include "alife.ltx" ; Smart Terrain #include "misc\smart_terrain.ltx" ; Respawns #include "misc\respawn.ltx" #include "creatures\spawn_sections.ltx" ; Extra Content #include "extracontent.ltx" #include "localization.ltx" #include "blowout.ltx" #include "gg_kick.ltx" [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 [texture_desc] files = ui_mp_icon_rank, ui_icons_map, ui_common, ui_old_textures, ui_ingame, ui_map_description, ui_models_multiplayer, ui_team_logo, ui_team_logo_small, ui_mainmenu, ui_mp_main, ui_statistics, ui_hud, ui_numpad, ui_inventory, ui_inventory2, ui_iconstotal, ui_pda, ui_icons_npc, ui_npc_monster, ui_npc_unique, ui_buy_menu, ui_asus_intro, amk_ui_base, amk_inventory, amk_hud, amk_pda, amk_pda_blank,ui_icons_npc_amk2 [info_portions] ;список xml файлов, содержащих info_portions files = info_portions, info_portions_light, info_portions_test, info_lchanger_ico, info_level_tips, info_known_objects, info_l01escape, info_l02garbage, info_l03agroprom, info_l04agroprom_u, info_l05dark_valley, info_l06dark_valley_u, info_l07rostok, info_l08yantar, info_l08deadcity, info_l08rostok_bar, info_l09marshes, info_l09rostok_dolg, info_l10military, info_l11pripyat, info_l11yantar, info_l12yantar_u, info_l13deadcity, info_l14swamp, info_l10radar, info_l16radar_antena, info_l17monolith_control, info_l19stanciya, info_l12u_sarcofag, info_l21generators, info_l22warlab, info_stories, info_amk_recipts, info_flamequest, info_amk_objects, amk_infoportions, info_amk [encyclopedia] files = encyclopedia_infos, storyline_info_to_diary, encyclopedia_weapons, encyclopedia_mutants, encyclopedia_zone, encyclopedia_social, encyclopedia_equipment, encyclopedia_tutorial [dialogs] files = dialogs_test, dialogs, dialogs_escape, dialogs_garbage, dialogs_agroprom, dialogs_deadcity, dialogs_darkvalley, dialogs_pripyat, dialogs_bar, dialogs_yantar, dialogs_military, dialogs_labx18, dialogs_radar, dialogs_aes, dialogs_repair, dialogs_miniquest, dialogs_amk_recipts, dialogs_flamequest, dialogs_reload, dialogs_amk_escape, dialogs_amk [profiles] ;список xml файлов, содержащих профили сталкеров и торговцев files = npc_profile, npc_amk ;список xml файлов, содержащих описания конкретных сталкеров и торговцев specific_characters_files = character_desc_general, character_desc_simulation,character_desc_escape, character_desc_garbage, character_desc_agroprom, character_desc_darkvalley, character_desc_deadcity, character_desc_bar, character_desc_yantar, character_desc_military, character_desc_radar, character_desc_pripyat, character_desc_aes, character_desc_kishka, character_desc_sarcofag, character_desc_amk [artefacts_tasks] ;имя скриптовой функции, которая вызывается для создания ;списка артефактов script_func = ;trader_job.artefacts_task_list_text [game_tasks] files = game_tasks #include "inventory_sect.ltx" [lights_hanging_lamp] GroupControlSection = spawn_group $spawn = "physics\hanging lamp" class = O_HLAMP script_binding = bind_physic_object.init [physic_object] GroupControlSection = spawn_group $spawn = "physics\object" $prefetch = 8 class = O_PHYS_S remove_time = 60; after this time unbreaked removable bone will be removed script_binding = bind_physic_object.init [physic_destroyable_object] GroupControlSection = spawn_group $spawn = "physics\destroyable_object" ;$prefetch = 8 class = P_DSTRBL remove_time = 60; after this time unbreaked removable bone will be removed script_binding = bind_physic_object.init [search_light] GroupControlSection = spawn_group $spawn = "physics\search light" class = O_SEARCH cform = skeleton visual = equipments\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 = 3 ;2.4 ;(м) max расстояние отлета крови max_size = 0.8 ;0.3 ;(м)радиус пятна при хите силой nominal hit по большому объекту (по маленькому *0.5) min_size = 0.1 ;(м)минимальный радиус пятна nominal_hit = 0.3 ;величина номинального хита, при котором разлетается 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 раны чтоб начала капать кровь stop_blood_size = 0.025 ;размер раны чтоб кровь остановилась (должно быть 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 = 0.2 ;размер капли (м) крови, которая упала [entity_fire_particles] fire_particles = damage_fx\burn_creatures start_burn_size = 0.0003 ;размер ожега после которого начать играть партиклы огня stop_burn_size = 0.0001 ;размер ожега после которого остановить партиклы min_burn_time = 10000 ;минимальное время отыгрыша партиклов (даже если рана уже зажила) [hud_cursor] ;все размеры в процентах от длины экрана cross_length = 0.015 ;длина "палочки" прицела min_radius = 0.0 ;минимальный радиус прицела (при нулевой дисперсии) max_radius = 1.0 ;максимальный радиус radius_lerp_speed = 0.08 ;скорость интерполяции положений прицела cross_color = 0.7,0.7,0.7,1.0 ;цвет прицела disp_scale = 0.08 ;масштаб прицела (относительно радиан) [hud_hitmark] hit_mark_texture = ui\ui_hud_hit_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 = equipments\item_document_01.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] ;коэффициенты изменения цены при торговле в зависимости от отношения к персонажу ;линейно апроксимируются между значения 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 = amk.bind_lc [script_zone] GroupControlSection = $spawn = "ai\script zone" ;$prefetch = 4 class = SCRIPTZN script_binding = xr_zones.bind [physics] object_damage_factor = 1.2f ;***************************************** ; ГЕНЕРАТОРЫ ИМЕН ;***************************************** [stalker_names_stalker] name_cnt = 102 last_name_cnt = 599 [stalker_names_bandit] name_cnt = 36 last_name_cnt = 180 [stalker_names_science] name_cnt = 14 last_name_cnt = 27 [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 ;параметры показывания входящих сообщений PDA в главном меню [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 [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 = equipments\item_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 ;устанавливается в радианах Angle*PI/180 attach_position_offset = 0.075, 0.066, 0.023 attach_bone_name = bip01_l_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 = equipments\item_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 = 6 [space_restrictor] GroupControlSection = spawn_group_restrictor $spawn = "ai\space_restrictor" ;$prefetch = 64 class = SPC_RS_S script_binding = bind_restrictor.bind [collision_damage] bonce_damage_factor_for_objects = 1. [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] //Список объектов которые можно таскать. //bandit actors\bandit\stalker_bandit_1 actors\bandit\stalker_bandit_2 actors\bandit\stalker_bandit_3 actors\bandit\stalker_bandit_4 actors\bandit\stalker_bandit_5 actors\bandit\stalker_bandit_6 actors\bandit\stalker_bandit_7 actors\bandit\stalker_bandit_8 actors\bandit\stalker_bandit_9 actors\bandit\stalker_bandit_borov actors\bandit\stalker_bandit_drunk actors\bandit\stalker_bandit_master actors\bandit\stalker_bandit_veteran //dolg actors\dolg\stalker_do_antigas actors\dolg\stalker_do_balon_1 actors\dolg\stalker_do_balon_2 actors\dolg\stalker_do_balon_3 actors\dolg\stalker_do_balon_4 actors\dolg\stalker_do_balon_5 actors\dolg\stalker_do_balon_6 actors\dolg\stalker_do_balon_7 actors\dolg\stalker_do_balon_8 actors\dolg\stalker_do_balon_80 actors\dolg\stalker_do_exoskeleton actors\dolg\stalker_do_komandir actors\dolg\stalker_do_mask actors\dolg\stalker_do_mask_1 actors\dolg\stalker_do_nauchniy //ecolog actors\ecolog\stalker_ecolog actors\ecolog\stalker_ecolog_military //killer actors\killer\stalker_ki_antigas actors\killer\stalker_ki_exoskeleton actors\killer\stalker_ki_head_1 actors\killer\stalker_ki_head_2 actors\killer\stalker_ki_head_3 actors\killer\stalker_ki_head_4 actors\killer\stalker_ki_head_5 actors\killer\stalker_ki_head_6 actors\killer\stalker_ki_hero actors\killer\stalker_ki_informator actors\killer\stalker_ki_mask actors\killer\stalker_ki_nauchniy actors\killer\stalker_ki_temp actors\killer\stalker_ki_temp2 //militari actors\militari\stalker_militari_1 actors\militari\stalker_militari_2 actors\militari\stalker_militari_antigas_1 actors\militari\stalker_militari_antigas_2 //nauchniy actors\nauchniy\nauchniy_0 actors\nauchniy\nauchniy_1 //neytral actors\neytral\stalker_bar_security actors\neytral\stalker_neytral_balon_1 actors\neytral\stalker_neytral_balon_2 actors\neytral\stalker_neytral_balon_3 actors\neytral\stalker_neytral_balon_4 actors\neytral\stalker_neytral_balon_5 actors\neytral\stalker_neytral_balon_6 actors\neytral\stalker_neytral_balon_7 actors\neytral\stalker_neytral_balon_8 actors\neytral\stalker_neytral_exoskeleton actors\neytral\stalker_neytral_hood_1 actors\neytral\stalker_neytral_hood_2 actors\neytral\stalker_neytral_hood_3 actors\neytral\stalker_neytral_hood_4 actors\neytral\stalker_neytral_hood_5 actors\neytral\stalker_neytral_hood_6 actors\neytral\stalker_neytral_hood_7 actors\neytral\stalker_neytral_hood_8 actors\neytral\stalker_neytral_hood_9 actors\neytral\stalker_neytral_hood_uzor actors\neytral\stalker_neytral_nauchniy actors\neytral\stalker_neytral_rukzak_1 actors\neytral\stalker_neytral_rukzak_2 actors\neytral\stalker_neytral_rukzak_3 actors\neytral\stalker_neytral_rukzak_4 actors\neytral\stalker_neytral_rukzak_5 actors\neytral\stalker_neytral_rukzak_6 actors\neytral\stalker_neytral_rukzak_7 actors\neytral\stalker_prizrak //novice actors\novice\green_stalker_1 actors\novice\green_stalker_10 actors\novice\green_stalker_11 actors\novice\green_stalker_2 actors\novice\green_stalker_3 actors\novice\green_stalker_4 actors\novice\green_stalker_5 actors\novice\green_stalker_6 actors\novice\green_stalker_7 actors\novice\green_stalker_8 actors\novice\green_stalker_9 actors\novice\green_stalker_antigas //soldier actors\soldier\soldier_antigas actors\soldier\soldier_bandana actors\soldier\soldier_bandana_1 actors\soldier\soldier_bandana_2 actors\soldier\soldier_bandana_3 actors\soldier\soldier_bandana_4 actors\soldier\soldier_bandana_5 actors\soldier\soldier_bandana_6 actors\soldier\soldier_beret actors\soldier\soldier_beret_1 actors\soldier\soldier_beret_2 actors\soldier\soldier_beret_3 actors\soldier\soldier_beret_4 actors\soldier\soldier_beret_5 actors\soldier\soldier_mask actors\soldier\soldier_obichniy actors\soldier\soldier_spetsnaz actors\soldier\stalker_military_black actors\soldier\stalker_military_green //stalker_zombi actors\stalker_zombi\stalker_zombie_specnaz actors\stalker_zombi\stalker_zombie1 actors\stalker_zombi\stalker_zombie2 actors\stalker_zombi\stalker_zombie3 actors\stalker_zombi\stalker_zombie4 actors\stalker_zombi\stalker_zombie5 actors\stalker_zombi\stalker_zombie6 actors\stalker_zombi\stalker_zombie7 actors\stalker_zombi\stalker_zombie8 actors\stalker_zombi\zombie_exoskeleton actors\stalker_zombi\zombie_fresh_0 actors\stalker_zombi\zombie_fresh_1 actors\stalker_zombi\zombie_fresh_2 //svoboda actors\svoboda\stalker_sv_balon_1 actors\svoboda\stalker_sv_balon_10 actors\svoboda\stalker_sv_cook actors\svoboda\stalker_sv_exoskeleton actors\svoboda\stalker_sv_hood_9 actors\svoboda\stalker_sv_hood_91 actors\svoboda\stalker_sv_leader actors\svoboda\stalker_sv_max actors\svoboda\stalker_sv_nauchniy actors\svoboda\stalker_sv_rukzak_1 actors\svoboda\stalker_sv_rukzak_1_1 actors\svoboda\stalker_sv_rukzak_2 actors\svoboda\stalker_sv_rukzak_3 actors\svoboda\stalker_sv_rukzak_3_1 //ucheniy actors\ucheniy\ucheniy_1 actors\ucheniy\ucheniy_2 actors\ucheniy\ucheniy_3 actors\ucheniy\ucheniy_4 //Monolith actors\monolit\stalker_mo_exo actors\monolit\stalker_mo_head_1 actors\monolit\stalker_mo_head1 actors\monolit\stalker_mo_hood_9 actors\monolit\stalker_mo_mask actors\monolit\stalker_mo_nauchniy //Dead actors\corpses\dead_bandit_stage1 actors\corpses\dead_bandit_stage2 actors\corpses\dead_bandit_stage3 actors\corpses\dead_neytral_st2 actors\corpses\green_stalker_1_stage1 actors\corpses\green_stalker_1_stage2 actors\corpses\green_stalker_1_stage3 actors\corpses\green_stalker_2_stage1 actors\corpses\green_stalker_2_stage2 actors\corpses\green_stalker_2_stage3 actors\corpses\dead_neytral_hood1 actors\corpses\dead_neytral_hood2 actors\corpses\dead_neytral_hood3 /////AMK section //Original monsters 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\kontroler\kontroler monsters\kontroler\kontroler_2 monsters\kontroler\kontroler_3 monsters\kontroler\kontroler_4 monsters\kontroler\kontroler_5 monsters\kontroler\kontroler_dead 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_strong monsters\poltergeist\poltergeyst_dead monsters\pseudodog\pseudodog monsters\pseudodog\pseudodog_dead monsters\pseudodog\pseudodog_grey monsters\pseudodog\pseudodog_grey_dead monsters\psevdogigant\psevdogigant monsters\psevdogigant\psevdogigant_dead monsters\psevdogigant\psevdogigant_strong monsters\snork\snork monsters\snork\snork_dead monsters\stalker_zombi\stalker_zombi monsters\tushkano\tushkano monsters\tushkano\tushkano_dead //Cut monsters monsters\burer\burer monsters\burer\burer_1 monsters\cat\cat monsters\chimera\chimera monsters\crow\crow monsters\dark_stalker\dark_stalker monsters\izlom\izlom monsters\rat\rat_1 monsters\rat\rat_2 monsters\rat\rat_3 monsters\topolinypuh\topolinypuh monsters\topolinypuh\tp_bottom monsters\zombi\zombi_1 monsters\zombi\zombi_1_ghost monsters\zombi\zombi_2 monsters\zombi\zombi_4 monsters\zombi\zombi_trup monsters\zombi\zombi_trup_2 objects\dynamics\balon\balon_01 objects\dynamics\balon\bidon objects\dynamics\balon\bochka_close_1 objects\dynamics\balon\bochka_close_2 objects\dynamics\balon\bochka_close_3 objects\dynamics\balon\bochka_close_4 objects\dynamics\balon\bochka_fuel objects\dynamics\balon\bochka_open_1 objects\dynamics\balon\bochka_open_2 objects\dynamics\balon\bochka_open_3 objects\dynamics\balon\bochka_open_4 objects\dynamics\balon\kanistra objects\dynamics\box\box_1a objects\dynamics\box\box_1b objects\dynamics\box\box_1c objects\dynamics\box\box_wood_01 objects\dynamics\box\box_wood_01 objects\dynamics\box\box_wood_tara objects\dynamics\box\prt\box_wood_01_prt1 objects\dynamics\box\prt\box_wood_01_prt2 objects\dynamics\box\prt\box_wood_01_prt3 objects\dynamics\box\prt\box_wood_01_prt4 objects\dynamics\box\prt\box_wood_01_prt5 objects\dynamics\box\prt\box_wood_01_prt6 objects\dynamics\box\prt\box_wood_01_prt7 objects\dynamics\chair\lavochka_01 objects\dynamics\chair\lavochka_02 objects\dynamics\chair\stul_wood_01 objects\dynamics\chair\taburet_wood_01 objects\stul\lavochka_01 objects\stul\lavochka_02 objects\stul\stul_1a objects\stul\stul_1c objects\stul\stul_wood_01 objects\stul\taburet_wood_01 objects\dynamics\decor\tv_1_br objects\dynamics\decor\vedro_01 objects\dynamics\plitka\plitka1 objects\dynamics\plitka\plitka_br1 physics\balon\balon_01 physics\balon\balon_02 physics\balon\bidon physics\balon\bochka_close_1 physics\balon\bochka_close_2 physics\balon\bochka_close_3 physics\balon\bochka_close_4 physics\balon\bochka_fuel physics\balon\bochka_open_1 physics\balon\bochka_open_2 physics\balon\bochka_open_3 physics\balon\bochka_open_4 physics\balon\bomb_01 physics\balon\box_lab_03 physics\balon\kanistra physics\box\box_1a physics\box\box_1b physics\box\box_1c physics\box\box_lab_01 physics\box\box_lab_02 physics\box\box_metall_01 physics\box\box_pak_01 physics\box\box_wood_01 physics\box\box_wood_tara physics\box\expl_dinamit physics\box\konteyner_01 physics\box\konteyner_02 physics\box\konteyner_03 physics\box\seif_01 physics\box\prt\box_lab_02_prt1 physics\box\prt\box_lab_02_prt2 physics\box\prt\box_lab_02_prt3 physics\box\prt\box_lab_02_prt4 physics\box\prt\box_lab_02_prt5 physics\box\prt\box_lab_02_prt6 physics\box\prt\box_metall_01_prt1 physics\box\prt\box_metall_01_prt2 physics\box\prt\box_wood_01_prt1 physics\box\prt\box_wood_01_prt2 physics\box\prt\box_wood_01_prt3 physics\box\prt\box_wood_01_prt4 physics\box\prt\box_wood_01_prt5 physics\box\prt\box_wood_01_prt6 physics\box\prt\box_wood_01_prt7 physics\decor\bag_01 physics\decor\banka_kraski_1 physics\decor\bottle_bar_1 physics\decor\bottle_bar_stakan physics\decor\brain physics\decor\butilka_1 physics\decor\butilka_2 physics\decor\butilka_2a physics\decor\butilka_2b physics\decor\butilka_vodka_01 physics\decor\butil_1 physics\decor\butil_2 physics\decor\butil_3 physics\decor\fire_schit physics\decor\fire_vedro physics\decor\freezer physics\decor\kartina03 physics\decor\kartina04 physics\decor\kartina05 physics\decor\kartina06 physics\decor\kartina_01 physics\decor\kartina_02 physics\decor\kitchen_bludo physics\decor\kitchen_kastrula physics\decor\kitchen_kastrula_up physics\decor\kitchen_krujka physics\decor\kitchen_lojka physics\decor\kitchen_miska physics\decor\kitchen_tarelka1 physics\decor\kitchen_tarelka2 physics\decor\kiy physics\decor\kozel_01 physics\decor\krisagenerator physics\decor\med_stoyka_01 physics\decor\monolith_generator physics\decor\musor_konteyner_01 physics\decor\mysor_korzina_1 physics\decor\mysor_korzina_2 physics\decor\ognetushitel physics\decor\plakat_01 physics\decor\plakat_3x4 physics\decor\plakat_map_gold_01 physics\decor\plakat_prop_map_01 physics\decor\pool_shar02 physics\decor\priemnik_gorizont physics\decor\rupor physics\decor\sign_bar_logo_01 physics\decor\sign_mine physics\decor\sign_radiation physics\decor\sign_stop physics\decor\switcher physics\decor\teapot_1 physics\decor\tiski physics\decor\tomb_00 physics\decor\tomb_01 physics\decor\tomb_02 physics\decor\tomb_03 physics\decor\tomb_04 physics\decor\tv_1 physics\decor\tv_1_br physics\decor\tv_2_br physics\decor\vedro_01 physics\decor\ventilator01_exp physics\decor\ventilator_01 physics\decor\ventilator_mike physics\decor\ventilyator_lab physics\decor\vetrogenerator physics\decor\weapons_schit physics\decor\wetryak physics\equipment_cache\equipment_box_01_case physics\equipment_cache\equipment_box_02_case physics\equipment_cache\equipment_cross_1_case physics\equipment_cache\equipment_cross_2_case physics\equipment_cache\equipment_cross_3_case physics\equipment_cache\equipment_electric_box_01_case physics\equipment_cache\equipment_electric_box_02_case physics\equipment_cache\equipment_hatch_01_case physics\equipment_cache\equipment_hatch_02_case physics\equipment_cache\equipment_instrument_case_01_case physics\equipment_cache\equipment_pipe_01_case physics\equipment_cache\equipment_pipe_02_case physics\equipment_cache\equipment_pipe_valve_01_case physics\equipment_cache\equipment_rucksack_01_case physics\equipment_cache\equipment_rucksack_02_case physics\equipment_cache\equipment_seif_01_case physics\equipment_cache\equipment_seif_02_case physics\equipment_cache\equipment_seif_03_case physics\equipment_cache\equipment_trees_log_01_case physics\equipment_cache\equipment_trees_stump_01_case physics\equipment_cache\equipment_zaz968_case physics\stul\lavochka_01 physics\stul\lavochka_02 physics\stul\stul_1a physics\stul\stul_1c physics\stul\stul_wood_01 physics\stul\taburet_wood_01 physics\weapons\abakan\wpn_abakan physics\weapons\ak-74u\ak74u physics\weapons\ak74\wpn_ak74 physics\weapons\ammo\ammo_1143x23_fmj physics\weapons\ammo\ammo_1143x23_hydro physics\weapons\ammo\ammo_12x70_buck physics\weapons\ammo\ammo_12x76_dart physics\weapons\ammo\ammo_12x76_zhekan physics\weapons\ammo\ammo_545x39_ap physics\weapons\ammo\ammo_545x39_fmj physics\weapons\ammo\ammo_556x45_ap physics\weapons\ammo\ammo_556x45_ss190 physics\weapons\ammo\ammo_57x28_ap physics\weapons\ammo\ammo_57x28_fmj physics\weapons\ammo\ammo_762x54_7h1 physics\weapons\ammo\ammo_762x54_7h14 physics\weapons\ammo\ammo_762x54_ap physics\weapons\ammo\ammo_9x18_fmj physics\weapons\ammo\ammo_9x18_pbp physics\weapons\ammo\ammo_9x18_pmm physics\weapons\ammo\ammo_9x19_fmj physics\weapons\ammo\ammo_9x19_pbp physics\weapons\ammo\ammo_9x39_ap physics\weapons\ammo\ammo_9x39_pab9 physics\weapons\ammo\ammo_9x39_sp5 physics\weapons\ammo\ammo_gauss physics\weapons\ammo\ammo_m209 physics\weapons\ammo\ammo_og-7b physics\weapons\ammo\ammo_vog-25 physics\weapons\ammo\ammo_vog-25p physics\weapons\bandage\bandage physics\weapons\beretta92fs\wpn_beretta92fs physics\weapons\binoculars\wpn_binoculars physics\weapons\bm_16\wpn_bm-16 physics\weapons\bred\bred physics\weapons\colt1911\wpn_colt1911 physics\weapons\desert_eagle\wpn_desert_eagle physics\weapons\fn2000\wpn_fn2000 physics\weapons\fn2000\wpn_fn2000_new physics\weapons\fort\wpn_fort physics\weapons\gauss\wpn_gauss physics\weapons\grenade\wpn_f_1 physics\weapons\grenade\wpn_gd_05 physics\weapons\grenade\wpn_mines_1 physics\weapons\grenade\wpn_mines_2 physics\weapons\grenade\wpn_rgd_5 physics\weapons\groza\wpn_groza physics\weapons\hpsa\wpn_hpsa physics\weapons\knife\wpn_knife physics\weapons\kolbasa\kolbasa physics\weapons\l85\wpn_l85 physics\weapons\lr300\wpn_lr300 physics\weapons\mp5\wpn_mp5 physics\weapons\p90\wpn_p90 physics\weapons\pb\wpn_pb physics\weapons\pm\wpn_pm physics\weapons\rg-6\wpn_rg-6 physics\weapons\rpg_7\wpn_rpg_7 physics\weapons\sig220\wpn_sig220 physics\weapons\sig550\wpn_sig550 physics\weapons\sigaret\sigaret physics\weapons\spas12\wpn_spas12 physics\weapons\svd\wpn_svd physics\weapons\svu\wpn_svu physics\weapons\toz34\wpn_toz34_ext physics\weapons\upgrade\wpn_grenade_launcher physics\weapons\upgrade\wpn_grenade_launcher_m203 physics\weapons\upgrade\wpn_scope physics\weapons\upgrade\wpn_scope_susat physics\weapons\upgrade\wpn_silencer physics\weapons\usp_45\wpn_usp_45 physics\weapons\val\wpn_val physics\weapons\vintorez\wpn_vintorez physics\weapons\vodka\vodka physics\weapons\walter_99\wpn_walter_99 physics\weapons\winchester1300\wpn_winchester1300 Сообщение от модератора ColR_iT Уважаемый Mauntew, судя из твоих вопросов, ты не разбираешься в модинге сталкера, я не говорю, что нужно уметь делать какие-то сверх возможностей вещи, но и такие твои вопросы уже переходят границу. Давай сделаем так: ты внимательно изучаешь шапку темы, смотришь какие там есть замечательные рекомендации и ссылки (особенно тебя должна интересовать шпаргалка от n6260), включаешь свою логику и ты увидишь как оказывается легко это все делается. Договорились!? Ну а там если уже что не понятно - задаешь вопросы, можешь мне в личку, я не откажу... А что касается твоего вопроса, то если просто подумать, то и самому не тяжело догадаться куда нужно прописывать твой не "достающий", а если быть точным отсутствующий файл w_ak104T.ltx. Поскольку поиск по словам в файле никто не отменял, а соответствующих программ очень много (рекомендую Notepad++), то воспользовавшись им ты, с вероятностью 95% увидишь запись #include w_ak104T.ltx в файле weapon.ltx, а в самой же папке weapons файл с таким именем будет отсутствовать. Поэтому решением твоей проблемы будет, либо удаление записи #include w_ak104T.ltx из файла weapon.ltx, либо добавление конфига с названием w_ak104T.ltx в папку weapons. ColR_iT Изменено 4 Октября 2011 пользователем ColR_iT Поделиться этим сообщением Ссылка на сообщение