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Вылеты и проблемы солянки.


Arhara

Рекомендуемые сообщения

Дима! Пора и мне поворчать. Почисти пожалуйста личку.

Ну или вот:

Странно, что у тебя накрылся гулаг... И кстати, правка не поможет - сразу говорю. Уже не правильно, что в логике, в путях прописал первую часть названия пути. А именно, содержащую имя_гулага. Пример:

path_walk = esc_fabrika_sniper_sniper_esc_respawn_1_walk

path_look = esc_fabrika_sniper_sniper_esc_respawn_1_look

И вылет у всех, с руганью на скрипт amk_mod, именно из-за этого.

 

Заселят гулаги, всего 2 вида охотников, из spawn_sections - stalker_green1 и stalker_green2 (они прописаны в респавнере. То ли на Баре, то ли на Ростоке - не помню). И, насколько я понял слова Kolmogora, респавнер "родит" именно столько болванчиков, сколько потребуется гулагу - точнее начнёт спавнить охотников в том случае, если гулагу требуются жители, а не "4 виртуальных неписи".

Вот, полностью переделал им гулаги (оптимизировал и привёл количество работ к максимально разрешённому количеству жителей):

СКРИПТ gulag_new:

 

local t = {}

function load_job(sj, gname, type, squad, groups)    

    -- ГУЛАГ ЗЕЛЕНЫХ НА ФАБРИКЕ
    if type == "esc_fabrika_sniper" then
        t = { section = "logic@esc_fabrika_sniper_man1",
            idle = 0,
            prior = 10, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@esc_fabrika_sniper_man2",
            idle = 0,
            prior = 10, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@esc_fabrika_sniper_man3",
            idle = 0,
            prior = 5, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@esc_fabrika_sniper_man4",
            idle = 0,
            prior = 15, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@esc_fabrika_sniper_kamp",
            idle = 0,
            prior = 2, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@esc_fabrika_sniper_kamp",
            idle = 0,
            prior = 2, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@esc_fabrika_sniper_kamp",
            idle = 0,
            prior = 2, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
    end
    -- ГУЛАГ ЗЕЛЕНЫХ В БАРЕ
    if type == "dal_green" then
        t = { section = "logic@dal_green_man1",
            idle = 0,
            prior = 10, state = {0},
            online = true,
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@dal_green_man2",
            idle = 0,
            prior = 10, state = {0},
            online = true,
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@dal_green_man3",
            idle = 0,
            prior = 10, state = {0},
            online = true,
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@dal_green_man4",
            idle = 0,
            prior = 10, state = {0},
            online = true,
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@dal_green_kamp",
            idle = 0,
            prior = 2, state = {0},
            online = true,
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@dal_green_kamp",
            idle = 0,
            prior = 2, state = {0},
            online = true,
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@dal_green_kamp",
            idle = 0,
            prior = 2, state = {0},
            online = true,
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
end    

     -- ГУЛАГ ЗЕЛЕНЫХ НА РОСТОКЕ
    if type == "rost_green" then
        t = { section = "logic@rost_green_man1",
            idle = 0,
            prior = 10, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@rost_green_man2",
            idle = 0,
            prior = 10, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@rost_green_man3",
            idle = 0,
            prior = 10, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@rost_green_man4",
            idle = 0,
            prior = 10, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@rost_green_man5",
            idle = 10,
            prior = 5, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@rost_green_kamp",
            idle = 0,
            prior = 2, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@rost_green_kamp",
            idle = 0,
            prior = 2, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
    end
     -- ГУЛАГ НАЕМНИКОВ НА СВАЛКЕ
    if type == "killer_garbage_lager" then
        t = { section = "logic@killer_garbage_lager_man1",
            idle = 0,
            prior = 5, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@killer_garbage_lager_man2",
            idle = 0,
            prior = 5, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@killer_garbage_lager_man3",
            idle = 0,
            prior = 5, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@killer_garbage_lager_man4",
            idle = 0,
            prior = 5, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@killer_garbage_lager_man5",
            idle = 0,
            prior = 5, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@killer_garbage_lager_man6",
            idle = 0,
            prior = 5, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@killer_garbage_lager_man7",
            idle = 0,
            prior = 5, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@killer_garbage_lager_man8",
            idle = 0,
            prior = 5, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@killer_garbage_lager_kamp",
            idle = 0,
            prior = 2, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        t = { section = "logic@killer_garbage_lager_kamp",
            idle = 0,
            prior = 2, state = {0},
            in_rest = "", out_rest = ""
        }
        table.insert(sj, t)
        end
end    

function load_states(gname, type)
    if type == "esc_fabrika_sniper" then
        return function(gulag)
            return 0
        end
    end
    if type == "dal_green" then
        return function(gulag)
            return 0
        end
    end
    if type == "rost_green" then
        return function(gulag)
            return 0
        end
    end
    if type == "killer_garbage_lager" then
        return function(gulag)
            return 0
        end
    end
end    

function load_ltx(gname, type)
    return nil
end

function checkStalker(npc_community, gulag_type, npc_rank, se_obj)
    if gulag_type == "esc_fabrika_sniper" then
        return npc_community == "green"
    end
    if gulag_type == "dal_green" then
        return npc_community == "green"
    end    
    if gulag_type == "rost_green" then
        return npc_community == "green"
    end    
    if gulag_type == "killer_garbage_lager" then
        return npc_community == "killer"
    end
    return false
end

function checkMonster(npc_community, gulag_type)
    return false
end

ЛОГИКА (gulag_new):

;**************************************************
;*************** ESCAPE GREEN *******************
;**************************************************

[logic@esc_fabrika_sniper_man1]
active = walker@esc_fabrika_sniper_man1

[walker@esc_fabrika_sniper_man1]
path_walk = man1_walk
path_look = man1_look


[logic@esc_fabrika_sniper_man2]
active = walker@esc_fabrika_sniper_man2

[walker@esc_fabrika_sniper_man2]
path_walk = man2_walk
path_look = man2_look


[logic@esc_fabrika_sniper_man3]
active = walker@esc_fabrika_sniper_man3

[walker@esc_fabrika_sniper_man3]
path_walk = man3_walk
path_look = man3_look


[logic@esc_fabrika_sniper_man4]
active = walker@esc_fabrika_sniper_man4

[walker@esc_fabrika_sniper_man4]
path_walk = man4_walk
path_look = man4_look


[logic@esc_fabrika_sniper_kamp]
active = kamp@esc_fabrika_sniper

[kamp@esc_fabrika_sniper]
center_point = kamp


;**************************************************
;*************** BAR GREEN *******************
;**************************************************

[logic@dal_green_man1]
active = walker@dal_green_man1

[walker@dal_green_man1]
path_walk = man1_walk
path_look = man1_look


[logic@dal_green_man2]
active = walker@dal_green_man2

[walker@dal_green_man2]
path_walk = man2_walk
path_look = man2_look


[logic@dal_green_man3]
active = walker@dal_green_man3
trade = misc\new_trader\trade_zahar.ltx

[walker@dal_green_man3]
path_walk = man3_walk
path_look = man3_look


[logic@dal_green_man4]
active = walker@dal_green_man4

[walker@dal_green_man4]
path_walk = man4_walk
path_look = man4_look


[logic@dal_green_kamp]
active = kamp@dal_green

[kamp@dal_green]
center_point = kamp


;**************************************************
;*************** ROSTOK GREEN *******************
;**************************************************

[logic@rost_green_man1]
active = walker@rost_green_man1

[walker@rost_green_man1]
path_walk = man1_walk
path_look = man1_look


[logic@rost_green_man2]
active = walker@rost_green_man2

[walker@rost_green_man2]
path_walk = man2_walk
path_look = man2_look


[logic@rost_green_man3]
active = walker@rost_green_man3

[walker@rost_green_man3]
path_walk = man3_walk
path_look = man3_look


[logic@rost_green_man4]
active = walker@rost_green_man4

[walker@rost_green_man4]
path_walk = man4_walk
path_look = man4_look


[logic@rost_green_man5]
active = walker@rost_green_man5

[walker@rost_green_man5]
path_walk = man5_walk
path_look = man5_look


[logic@rost_green]
active = kamp@rost_green

[kamp@rost_green]
center_point = kamp

;**************************************************
;*************** GARBAGE KILLER *******************
;**************************************************

[logic@killer_garbage_lager_man1]
active = walker@killer_garbage_lager_man1

[walker@killer_garbage_lager_man1]
path_walk = man1_walk
path_look = man1_look


[logic@killer_garbage_lager_man2]
active = walker@killer_garbage_lager_man2

[walker@killer_garbage_lager_man2]
path_walk = man2_walk
path_look = man2_look


[logic@killer_garbage_lager_man3]
active = walker@killer_garbage_lager_man3

[walker@killer_garbage_lager_man3]
path_walk = man3_walk
path_look = man3_look


[logic@killer_garbage_lager_man4]
active = walker@killer_garbage_lager_man4

[walker@killer_garbage_lager_man4]
path_walk = man4_walk
path_look = man4_look


[logic@killer_garbage_lager_man5]
active = walker@killer_garbage_lager_man5

[walker@killer_garbage_lager_man5]
path_walk = man5_walk
path_look = man5_look


[logic@killer_garbage_lager_man6]
active = walker@killer_garbage_lager_man6

[walker@killer_garbage_lager_man6]
path_walk = man6_walk
path_look = man6_look


[logic@killer_garbage_lager_man7]
active = walker@killer_garbage_lager_man7

[walker@killer_garbage_lager_man7]
path_walk = man7_walk
path_look = man7_look


[logic@killer_garbage_lager_man8]
active = walker@killer_garbage_lager_man8

[walker@killer_garbage_lager_man8]
path_walk = man8_walk
path_look = man8_look


[logic@killer_garbage_lager_kamp]
active = kamp@killer_garbage_lager

[kamp@killer_garbage_lager]
center_point = kamp

ПУТИ (way_l01_escape):

[esc_fabrika_sniper_man1_walk]
points = p0
p0:name = wp00|a=hide
p0:flags = 0x1
p0:position = 4.78273487091064,2.51998591423035,64.8772659301758
p0:game_vertex_id = 89
p0:level_vertex_id = 281628


[esc_fabrika_sniper_man1_look]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = 26.6241645812988,2.85847949981689,54.7389602661133
p0:game_vertex_id = 89
p0:level_vertex_id = 305876


[esc_fabrika_sniper_man2_walk]
points = p0
p0:name = wp00|a=hide
p0:flags = 0x1
p0:position = -8.8234977722168,2.51814985275269,70.6662673950195
p0:game_vertex_id = 88
p0:level_vertex_id = 267836


[esc_fabrika_sniper_man2_look]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = 24.5567188262939,2.53544425964355,86.2309875488281
p0:game_vertex_id = 93
p0:level_vertex_id = 300324


[esc_fabrika_sniper_man3_walk]
points = p0,p1
p0:name = wp00
p0:flags = 0x1
p0:position = 40.3325271606445,2.30778431892395,67.0837707519531
p0:game_vertex_id = 91
p0:level_vertex_id = 322624
p0:links = p0(1)

p1:name = wp01
p1:flags = 0x1
p1:position = -15.4386434555054,2.47858500480652,63.9446029663086
p1:game_vertex_id = 88
p1:level_vertex_id = 261712
p1:links = p1(1)


[esc_fabrika_sniper_man3_look]
points = p0,p1
p0:name = wp00
p0:flags = 0x1
p0:position = 29.5175094604492,2.78236865997314,46.6411552429199
p0:game_vertex_id = 90
p0:level_vertex_id = 309152
p0:links = p0(1)

p1:name = wp01
p1:flags = 0x1
p1:position = 43.3632850646973,1.37818467617035,77.8303909301758
p1:game_vertex_id = 91
p1:level_vertex_id = 326131
p1:links = p1(1)


[esc_fabrika_sniper_man4_walk]
points = p0
p0:name = wp00|a=guard
p0:flags = 0x1
p0:position = -15.3101539611816,2.47990345954895,66.4883041381836
p0:game_vertex_id = 88
p0:level_vertex_id = 261716


[esc_fabrika_sniper_man4_look]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = 2.70045185089111,2.47895240783691,64.6791305541992
p0:game_vertex_id = 89
p0:level_vertex_id = 279501


[esc_fabrika_sniper_kamp]
points = p0
p0:name = wp00
p0:position = -11.5954151153564,2.47992181777954,63.8473892211914
p0:game_vertex_id = 88
p0:level_vertex_id = 265096

ПУТИ (way_l02_garbage):

[killer_garbage_lager_man1_walk]
points = p0
p0:name = wp00|a=hide
p0:flags = 0x1
p0:position = 243.591430664063,-3.48172521591187,-141.016632080078
p0:game_vertex_id = 404
p0:level_vertex_id = 365302


[killer_garbage_lager_man1_look]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = 220.022491455078,0.313336700201035,-142.879989624023
p0:game_vertex_id = 404
p0:level_vertex_id = 354961


[killer_garbage_lager_man2_walk]
points = p0
p0:name = wp00|a=hide
p0:flags = 0x1
p0:position = 212.771423339844,-0.114106416702271,-148.844329833984
p0:game_vertex_id = 404
p0:level_vertex_id = 351184


[killer_garbage_lager_man2_look]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = 166.100128173828,0.227841347455978,-136.183227539063
p0:game_vertex_id = 400
p0:level_vertex_id = 318392


[killer_garbage_lager_man3_walk]
points = p0
p0:name = wp00|a=hide
p0:flags = 0x1
p0:position = 216.068740844727,-1.77071523666382,-162.555816650391
p0:game_vertex_id = 402
p0:level_vertex_id = 353122


[killer_garbage_lager_man3_look]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = 166.100128173828,0.227841347455978,-136.183227539063
p0:game_vertex_id = 400
p0:level_vertex_id = 318392


[killer_garbage_lager_man4_walk]
points = p0
p0:name = wp00|a=hide
p0:flags = 0x1
p0:position = 195.761322021484,-0.646659255027771,-151.352645874023
p0:game_vertex_id = 400
p0:level_vertex_id = 340470


[killer_garbage_lager_man4_look]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = 166.100128173828,0.227841347455978,-136.183227539063
p0:game_vertex_id = 400
p0:level_vertex_id = 318392


[killer_garbage_lager_man5_walk]
points = p0
p0:name = wp00|a=hide
p0:flags = 0x1
p0:position = 204.845886230469,-0.151163429021835,-142.211410522461
p0:game_vertex_id = 401
p0:level_vertex_id = 346374


[killer_garbage_lager_man5_look]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = 143.754470825195,-0.806380271911621,-149.688064575195
p0:game_vertex_id = 398
p0:level_vertex_id = 300429


[killer_garbage_lager_man6_walk]
points = p0
p0:name = wp00|a=hide
p0:flags = 0x1
p0:position = 203.425674438477,0.585452079772949,-133.533737182617
p0:game_vertex_id = 401
p0:level_vertex_id = 345475


[killer_garbage_lager_man6_look]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = 143.754470825195,-0.806380271911621,-149.688064575195
p0:game_vertex_id = 398
p0:level_vertex_id = 300429


[killer_garbage_lager_man7_walk]
points = p0
p0:name = wp00|a=hide
p0:flags = 0x1
p0:position = 183.514099121094,-0.860148787498474,-127.438102722168
p0:game_vertex_id = 401
p0:level_vertex_id = 331840


[killer_garbage_lager_man7_look]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = 143.754470825195,-0.806380271911621,-149.688064575195
p0:game_vertex_id = 398
p0:level_vertex_id = 300429


[killer_garbage_lager_man8_walk]
points = p0
p0:name = wp00|a=hide
p0:flags = 0x1
p0:position = 182.498046875,0.351537257432938,-139.416168212891
p0:game_vertex_id = 400
p0:level_vertex_id = 331320


[killer_garbage_lager_man8_look]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = 143.754470825195,-0.806380271911621,-149.688064575195
p0:game_vertex_id = 398
p0:level_vertex_id = 300429


[killer_garbage_lager_kamp]
points = p0
p0:name = wp00
p0:position = 261.245391845703,-9.77476692199707,-136.760925292969
p0:game_vertex_id = 404
p0:level_vertex_id = 373343

ПУТИ (way_l05_bar):

[dal_green_man1_walk]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = 110.324813842773,-1.70014035701752,78.2722625732422
p0:game_vertex_id = 1251
p0:level_vertex_id = 33120


[dal_green_man1_look]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = 108.97477722168,-1.70521759986877,96.9429244995117
p0:game_vertex_id = 1250
p0:level_vertex_id = 32882


[dal_green_man2_walk]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = 132.683120727539,-0.00685206055641174,70.4081420898438
p0:game_vertex_id = 1229
p0:level_vertex_id = 36359


[dal_green_man2_look]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = 152.065521240234,-0.0440400242805481,62.6008338928223
p0:game_vertex_id = 1228
p0:level_vertex_id = 40428


[dal_green_man3_walk]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = 111.887573242188,0.0996692776679993,74.2647323608398
p0:game_vertex_id = 1225
p0:level_vertex_id = 33195


[dal_green_man3_look]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = 107.70775604248,0.0984236896038055,64.9615707397461
p0:game_vertex_id = 1225
p0:level_vertex_id = 32739


[dal_green_man4_walk]
points = p0,p1
p0:name = wp00
p0:flags = 0x1
p0:position = 170.895065307617,-0.00493207573890686,66.5693435668945
p0:game_vertex_id = 1256
p0:level_vertex_id = 43507
p0:links = p1(1)

p1:name = wp01
p1:flags = 0x1
p1:position = 116.801429748535,-1.70390939712524,78.1662139892578
p1:game_vertex_id = 1216
p1:level_vertex_id = 34101
p1:links = p0(1)


[dal_green_man4_look]
points = p0,p1
p0:name = wp00
p0:flags = 0x1
p0:position = 172.124816894531,-8.44299793243408e-005,88.5153045654297
p0:game_vertex_id = 1186
p0:level_vertex_id = 43780

p1:name = wp01
p1:flags = 0x1
p1:position = 115.973098754883,-1.70096504688263,93.8033142089844
p1:game_vertex_id = 1215
p1:level_vertex_id = 33985
p1:links = p0(1)


[dal_green_kamp]
points = p0
p0:name = wp00
p0:position = 113.633193969727,0.0980699956417084,67.0182723999023
p0:game_vertex_id = 1225
p0:level_vertex_id = 33413

ПУТИ (way_l06_rostok):

[rost_green_man1_walk]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = -40.3492889404297,0.00625172257423401,145.003662109375
p0:game_vertex_id = 1417
p0:level_vertex_id = 60510


[rost_green_man1_look]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = -101.403358459473,0.0308345854282379,143.839935302734
p0:game_vertex_id = 1311
p0:level_vertex_id = 45013


[rost_green_man2_walk]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = -41.988410949707,-0.000307679176330566,138.181015014648
p0:game_vertex_id = 1417
p0:level_vertex_id = 59965


[rost_green_man2_look]
points = p0
p0:name = wp00
p0:flags = 0x1
p0:position = -101.403358459473,0.0308345854282379,143.839935302734
p0:game_vertex_id = 1311
p0:level_vertex_id = 45013


[rost_green_man3_walk]
points = p0,p1
p0:name = wp00
p0:flags = 0x1
p0:position = -96.6743240356445,-0.0132719278335571,148.932800292969
p0:game_vertex_id = 1422
p0:level_vertex_id = 45540
p0:links = p1(1)

p1:name = wp01
p1:flags = 0x1
p1:position = -28.94753074646,-0.000433266162872314,139.398773193359
p1:game_vertex_id = 1417
p1:level_vertex_id = 63121
p1:links = p0(1)


[rost_green_man3_look]
points = p0,p1
p0:name = wp00
p0:flags = 0x1
p0:position = -101.403358459473,0.0308345854282379,143.839935302734
p0:game_vertex_id = 1311
p0:level_vertex_id = 45013
p0:links = p1(1)

p1:name = wp01
p1:flags = 0x1
p1:position = -119.316230773926,-0.0618303120136261,144.411209106445
p1:game_vertex_id = 1312
p1:level_vertex_id = 42897
p1:links = p0(1)


[rost_green_man4_walk]
points = p0,p1
p0:name = wp00
p0:flags = 0x1
p0:position = -100.589378356934,0.081830769777298,143.10563659668
p0:game_vertex_id = 1311
p0:level_vertex_id = 45072
p0:links = p1(1)

p1:name = wp01
p1:flags = 0x1
p1:position = -31.1060791015625,0.00289511680603027,152.133972167969
p1:game_vertex_id = 1417
p1:level_vertex_id = 62718
p1:links = p0(1)


[rost_green_man4_look]
points = p0,p1
p0:name = wp00
p0:flags = 0x1
p0:position = -101.403358459473,0.0308345854282379,143.839935302734
p0:game_vertex_id = 1311
p0:level_vertex_id = 45013
p0:links = p1(1)

p1:name = wp01
p1:flags = 0x1
p1:position = -119.316230773926,-0.0618303120136261,144.411209106445
p1:game_vertex_id = 1312
p1:level_vertex_id = 42897
p1:links = p0(1)


[rost_green_man5_walk]
points = p0,p1
p0:name = wp00
p0:flags = 0x1
p0:position = -106.48055267334,-0.00268679857254028,141.991058349609
p0:game_vertex_id = 1311
p0:level_vertex_id = 44468
p0:links = p1(1)

p1:name = wp01
p1:flags = 0x1
p1:position = -46.2657318115234,-0.00220659375190735,142.241394042969
p1:game_vertex_id = 1309
p1:level_vertex_id = 58882
p1:links = p0(1)


[rost_green_man5_look]
points = p0,p1
p0:name = wp00
p0:flags = 0x1
p0:position = -101.403358459473,0.0308345854282379,143.839935302734
p0:game_vertex_id = 1311
p0:level_vertex_id = 45013
p0:links = p1(1)

p1:name = wp01
p1:flags = 0x1
p1:position = -119.316230773926,-0.0618303120136261,144.411209106445
p1:game_vertex_id = 1312
p1:level_vertex_id = 42897
p1:links = p0(1)


[rost_green_kamp]
points = p0
p0:name = wp00
p0:position = -29.8411464691162,9.24468040466309e-005,144.819564819336
p0:game_vertex_id = 1417
p0:level_vertex_id = 62851

СМАРТЫ (escape):

[13]
; cse_abstract properties
section_name = smart_terrain
name = esc_fabrika_sniper
position = -11.5954151153564,2.47992181777954,63.8473892211914
direction = 0,0,0

; cse_alife_object properties
game_vertex_id = 88
distance = 1
level_vertex_id = 265096
object_flags = 0xffffff3e
custom_data = <<END
[smart_terrain]
type = esc_fabrika_sniper
capacity = 7
communities = green
groups = 2
preset = l01_escape_green
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 1

; cse_alife_space_restrictor properties
restrictor_type = 3

; se_smart_terrain properties

Помойка:

[880]
; cse_abstract properties
section_name = smart_terrain
name = killer_garbage_lager
position = 261.245391845703,-9.77476692199707,-136.760925292969
direction = -0.773886740207672,0,-0.633324027061462

; cse_alife_object properties
game_vertex_id = 404
distance = 1
level_vertex_id = 373343
object_flags = 0xffffff3e
custom_data = <<END
[smart_terrain]
type = killer_garbage_lager
capacity = 10
communities = killer
cond = {+prizrak_tainiy_begin}
groups = 2
preset = l02_garbage_killer
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 1

; cse_alife_space_restrictor properties
restrictor_type = 3

; se_smart_terrain properties

Бар:

[1371]
; cse_abstract properties
section_name = smart_terrain
name = dal_green
position = 113.633193969727,0.0980699956417084,67.0182723999023
direction = 0.998010098934174,0,0.0630538985133171

; cse_alife_object properties
game_vertex_id = 1225
distance = 1
level_vertex_id = 33413
object_flags = 0xffffff3e
custom_data = <<END
[smart_terrain]
type = dal_green
capacity = 7
communities = green
groups = 2
preset = l05_bar_green
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 1

; cse_alife_space_restrictor properties
restrictor_type = 3

; se_smart_terrain properties

Росток:

[7004]
; cse_abstract properties
section_name = smart_terrain
name = rost_green
position = -29.8411464691162,9.24468040466309e-005,144.819564819336
direction = -0.501070976257324,0,0.865406215190887

; cse_alife_object properties
game_vertex_id = 1417
distance = 1
level_vertex_id = 62851
object_flags = 0xffffff3e
custom_data = <<END
[smart_terrain]
type = rost_green
capacity = 7
communities = green
cond = {+zahar_naemnik_done}
groups = 2
preset = l06_rostok_green
END

; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 1

; cse_alife_space_restrictor properties
restrictor_type = 3

; se_smart_terrain properties

Кастом дата Дэна:

custom_data = <<END
[smart_terrains]
esc_fabrika_sniper = true
END

Всё лишнее - дополнительную логику и т.п. - убери!

 

На свалке и на ростоке не тестил. Не успел посмотреть.

 

Обрати внимание - переименовал гулаг на помойке. Был killer_garbage_larger, стал killer_garbage_lager. То есть, надо в alife_l02_garbage найти у наёмов:

killer_garbage_laRger = true

И заменить на:

killer_garbage_lager = true

И ещё... Может быть проблема в том, что неписи "подбираются" из скриптового псевдогулага (gamedata\config\scripts\amk\) rost_green. Хотя и не факт.

 

 

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Да в принципе, и луки и валки гулаг находил, иначе, абсолютно у всех бы вылетало с логом, наподобии:

[error]Arguments : LUA error: ...ishing\s.t.a.l.k.e.r\gamedata\scripts\amk_mod.script:4299: attempt to index local 'respawner' (a function value)

Да и с логикой всё в порядке было...почти. Единственное, что не правильно было - несоответствие количества работ + неправильно расставлен приоритет этих самых работ. Ладно бы если у тех же 5ти работ приоритет был высоким, а у двух неиспользуемых 0 или 1 (как в гулаге круглова на ростоке, у лишней 6-ой работы был низкий приоритет, относительно 5-ти других). А здесь вышло, что и численности населения гулага меньше, чем работ, да и все работы, относительно друг друга, с высоким приоритетом (строка prio =). Вот и пытался скрипт загрузки работ взять к себе непися, а смарт не разрешал, из-за превышения capacity. Такая вот байда.

На кордоне (esc_fabrika_sniper): численность населения смарта - 5 тел, а загружаемых работ - 7;

На помойке (killer_garbage_larger): численность населения смарта - 8 тел, а загружаемых работ - 10;

В баре (dal_green): численность населения смарта - 5 тел, а загружаемых работ - 7;

На Ростоке (rost_green): численность населения смарта - 5 тел, а загружаемых работ - 7.

Вот и вся арифметика.

 

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Держи: http://wawka.ifolder.ru/11252897

Готовый вариант гулага. Только чуток усовершенствовал (прописал predicate для Дэна на кордоне и Захара в баре). all.spawn брал из фулл версии 23.03.09, с торрента, который Адреналин выкладывал. Здесь все переделанные гулаги Дэна. Все пути есть. У меня эти же самые гулаги прописаны, но проверить удалось лишь кордон и бар. Если хочешь проверить и два других, закомментируй в all.spawn строки cond = {+условие_появления_гулага} в смартах на ростоке и помойке.

Ещё... Для полной уверенности, отключи в amk_respawns.ltx псевдогулаг rost_green. Чтобы точно быть уверенным, что он точно ни причём.

Если найдутся добровольцы, которые попробуют мою правку, то в случае если охотники с Дэном на кордоне и Захар в баре не заспавнятся, отпишитесь мне в личку.

 

 

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activate_by_section: section 'mob_home1' does not exist
В файле peshera_burer (gamedata\config\scripts\amk\logic\), надо удалить строку:

on_timer = 240000 | mob_home1

Здесь попытка перейти на несуществующий блок логики, отсюда и ругань (а в оригинале - знаменитый вылет 1121).

 

Да, забыл я его подправить... Один фиг - вылета не будет, может только притормозить...

Там ещё и в последней строке единичку убрать придётся.

А, да, ещё и здесь надо убрать:

on_timer = 15000 | mob_home1

Сплю на ходу :)

К вылету не приведёт, но лишний сбой ни к чему, я думаю.

 

Да, подправлю. Там ещё и в Забытом лесу есть такое. Как насобирается недочётов побольше - выпущу патчик маленький

Изменено пользователем Arhara

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