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[SoC] Ковыряемся в файлах


Halford

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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?

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n6260, а в каком файле прописанно положение иконок оружия в слотах инвентаря?

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n6260, вот о чем я говорил 742b882ee5a1b2b8f93f05607e73725d5c7d17100282432.jpg

 

Добавлено через 26 мин.:

И еще один вопросик......Где правится время при старте новой игры?

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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

 

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Comador, Поставил, теперь такой вылет :wacko:

 

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)

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KD87, В АМК нет проблемы, такой вылет только после вставления оружия. И вы до сих пор уверены тошто у меня
кривая установка АМК
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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?? :unsure:

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 пользователем ColR_iT

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