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AMK Vehicle addon - WIP


kingcars

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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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There already is a vehicle add-on for AMK in the Russian section of this website...

АМК 1.4 не запускается на международной версии S.T.A.L.K.E.R.?

Вот лекарство! Устанавливать в корневую директорию игры.

Моя группа по АМК ВКонтакте.

Вожу иностранцев в Зону. Дорого.

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Are the vehicles in that mod invincible like most vehicle addons?

I'm not sure, I haven't tested it. And that mod hasn't been updated for a while. So you are welcome to create your own version :)

АМК 1.4 не запускается на международной версии S.T.A.L.K.E.R.?

Вот лекарство! Устанавливать в корневую директорию игры.

Моя группа по АМК ВКонтакте.

Вожу иностранцев в Зону. Дорого.

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Here is a link to that mod.

АМК 1.4 не запускается на международной версии S.T.A.L.K.E.R.?

Вот лекарство! Устанавливать в корневую директорию игры.

Моя группа по АМК ВКонтакте.

Вожу иностранцев в Зону. Дорого.

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So why not make one ourselves!

As I've said, no one is stopping you ;) Please do make a mod if you wish so.

АМК 1.4 не запускается на международной версии S.T.A.L.K.E.R.?

Вот лекарство! Устанавливать в корневую директорию игры.

Моя группа по АМК ВКонтакте.

Вожу иностранцев в Зону. Дорого.

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I`m such a killjoy, that I want to disappoint you guys..

 

Team`s opinion is: "Vehicles have nothing to do with both storyline and gameplay due to the size of levels"

Remember, that AMK wants to make Zone in the game be like they think it must be.

 

We just need to find out how the sleeping bag works and use that as the base.

 

And you still don`t know???

1. Duplicate section "bread" was made;

2. Properties of Bread-2 were edited so that it became a sleeping bag;

3. Sleep script & pop-up

(К этой фразе из C&C конечно больше всего из моей коллекции подошёл бы

концепт дирижабля Кирова, но за картинку размером с сообщение можно получить тапком)

Картинки пока нет

 

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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 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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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++.

Good luck in your not quite easy job :) I hope to see something good coming out of your work :)

АМК 1.4 не запускается на международной версии S.T.A.L.K.E.R.?

Вот лекарство! Устанавливать в корневую директорию игры.

Моя группа по АМК ВКонтакте.

Вожу иностранцев в Зону. Дорого.

Ссылка на комментарий

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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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.

I might be wrong but those appear to be the coordinates of where the car is spawned. I'm not sure though...

АМК 1.4 не запускается на международной версии S.T.A.L.K.E.R.?

Вот лекарство! Устанавливать в корневую директорию игры.

Моя группа по АМК ВКонтакте.

Вожу иностранцев в Зону. Дорого.

Ссылка на комментарий
a - coordinates

43917 - level_vertex_id

50 - game_vertex_id

65535 - parent_id (optional parameter)

 

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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