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[CS] Ковыряемся в файлах


Halford

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С чем может быть связан вылет?
Подключил аи-пак от bak, двигло 64-битное:
 

Спойлер

* loading script rx_combat.script
 
FATAL ERROR
 
[error]Expression    : assertion failed
[error]Function      : CProblemSolver<class COperatorConditionAbstract<unsigned int,bool>,class CConditionState<class COperatorConditionAbstract<unsigned int,bool> >,class CActionBase<class CScriptGameObject>,class CPropertyEvaluator<class CScriptGameObject>,unsigned int,0,class CActionBase<class CScriptGameObject> *,class CPropertyEvaluator<class CScriptGameObject> *>::add_operator
[error]File          : c:\projects\xray15\xray\xrgame\problem_solver_inline.h
[error]Line          : 99
[error]Description   : (I == m_operators.end()) || ((*I).m_operator_id != operator_id)
 

stack trace:

 

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

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@h0N0r чудеса, но у меня обратное

 

Скрытый текст

        probe        = {    prop    = { maxidle = 1,
                                    sumidle = 1,
                                    rnd = 100 },
                        into    = {    [0]    = {"metering_anomalys_0_draw_0", {a="detector_saharov"}, "metering_anomalys_0_draw_1"} },
                        out        = {    [0]    = {"metering_anomalys_0_hide_0", {d="detector_saharov"}, "metering_anomalys_0_hide_1"} },
                        idle    = {    [0]    = "metering_anomalys_0_idle_0" },
                        rnd        = nil },

[logic]

active = remark

[remark]

anim = probe

on_signal = anim_end | remark@2

Ситуация на видео: анимация с out не читается, с idle скорее всего так же.


 

Скрытый текст

[logic]
active = walker

 

[walker]
path_walk = yan_gorbun_walk
path_look = yan_gorbun_look
on_info = {+yan_ventilgorbun_done} remark

 

[remark]
target = actor
anim = checkpda
meet = no_meet
on_signal = anim_end | remark@2

 

[remark@2]
target = actor
anim = checkpda
meet = no_meet
snd = yan_gorbun_2
on_signal = sound_end | remark@3

 

[remark@3]
target = actor
anim = wait
meet = no_meet
on_game_timer = 20 | remark@4

 

[remark@4]
target = actor
anim = wait
meet = no_meet
snd = yan_gorbun_3
on_signal = sound_end | walker@2

 

    checkpda    = {    prop    = { maxidle = 5,
                                sumidle = 5,
                                rnd = 100 },
                    into    = {    [0]    = {"metering_anomalys_0_draw_0",  {a="device_pda"}, "metering_anomalys_0_draw_1"} },
                    out        = { [0]    = {"metering_anomalys_0_hide_0", {d="device_pda"}, "metering_anomalys_0_hide_1"} },
                    idle    = {    [0]    = "metering_anomalys_0_idle_0" },
                    rnd        = nil },

Анимация резко сбрасывается, ПДА не прячет за спиной, он исчезает в руках.


Видеодоказательство:


https://youtu.be/1EjEdod710U
 

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

Поделиться этим сообщением


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@h0N0r а я говорю - чудеса.

    probe = { prop = { maxidle = 1, sumidle = 1, rnd = 0 }, -- пауза между анимками в rnd, в ней играет idle
                    into = { [0] = {"metering_anomalys_0_draw_0",  {a="detector_saharov"}, "metering_anomalys_0_draw_1"} },
                    out  = { [0] = {"metering_anomalys_0_hide_0", {d="detector_saharov"}, "metering_anomalys_0_hide_1"} },
                    idle = { [0] = "metering_anomalys_0_idle_0" },
                        rnd        = nil },

 


з.ы. - вызывал через вэйпоинт анимацию + вписал t=*

https://youtu.be/JAtA2X_mGnI

Ещё пример:
 

        sit_mechanic            = {    prop    = { maxidle = 1,
                                    sumidle = 1,
                                    rnd = 0 },
                        into    =  { [0] = {"lead_0_sit_down_0"} },
                        out        = { [0] = {"lead_0_stand_up_0"} },
                        idle    = {    [0]    = "lead_0_idle_0" },
                        rnd        = nil },

https://youtu.be/o6jUEJ4B2tk

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

Поделиться этим сообщением


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2 часа назад, h0N0r сказал:
                      rnd  = { [0] = {"lead_0_idle_0"} } },

Благодаря этой строчке стало нормально.

С детектором тот что - вписал ему эту строчку и полегчало.

Вписал в ПДА - не отыгрывает скрытие предмета.
 

Скрытый текст

    checkpda    = {    prop    = { maxidle = 1,
                                sumidle = 1,
                                rnd = 100 },
                    into    = {    [0]    = {"metering_anomalys_0_draw_0",  {a="device_pda"}, "metering_anomalys_0_draw_1"} },
                    out        = { [0]    = {"metering_anomalys_0_hide_0", {d="device_pda"}, "metering_anomalys_0_hide_1"} },
                    idle    = {    [0]    = "metering_anomalys_0_idle_0" },
                    rnd        = { [0]    = {"metering_anomalys_0_idle_0"} }},

 

[remark]
target = actor
anim = checkpda
meet = no_meet
on_signal = anim_end | remark@2

 

[remark@2]
target = actor
anim = checkpda
meet = no_meet
snd = yan_gorbun_2
on_signal = sound_end | remark@3

 

[remark@3]
target = actor
anim = wait
meet = no_meet
on_game_timer = 20 | remark@4

 

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

Поделиться этим сообщением


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Почему сыпит в консоль красными строчками?:
Логика рестриктора:
 

Скрытый текст

[logic]
active = sr_teleport
 
[sr_teleport]
point = yan_teleport_walk
look = yan_teleport_look

добавлял к point и look единицы, итог один

Скрытый текст

! [LUA][ERROR] ERROR: Wrong point nums in sr_teleport [sr_teleport]
! [LUA]  0 : [C  ] error_log
! [LUA]  0 : [C  ] error_log
! [LUA]  1 : [Lua] d:\s.t.a.l.k.e.r. clear sky\gamedata\scripts\_g.script(997) : abort
! [LUA]  2 : [Lua] ...a.l.k.e.r. clear sky\gamedata\scripts\sr_teleport.script(95) : set_scheme
! [LUA]  3 : [Lua] ....t.a.l.k.e.r. clear sky\gamedata\scripts\xr_logic.script(402) : activate_by_section
! [LUA]  4 : [Lua] ....t.a.l.k.e.r. clear sky\gamedata\scripts\xr_logic.script(1475) : initialize_obj
! [LUA]  5 : [Lua] ...k.e.r. clear sky\gamedata\scripts\bind_restrictor.script(90) :
! [LUA]  1 : [Lua] d:\s.t.a.l.k.e.r. clear sky\gamedata\scripts\_g.script(997) : abort
! [LUA]  0 : [C  ] error_log
! [LUA]  1 : [Lua] d:\s.t.a.l.k.e.r. clear sky\gamedata\scripts\_g.script(997) : abort
! [LUA]  2 : [Lua] ...a.l.k.e.r. clear sky\gamedata\scripts\sr_teleport.script(95) : set_scheme
! [LUA]  3 : [Lua] ....t.a.l.k.e.r. clear sky\gamedata\scripts\xr_logic.script(402) : activate_by_section
! [LUA]  4 : [Lua] ....t.a.l.k.e.r. clear sky\gamedata\scripts\xr_logic.script(1475) : initialize_obj
! [LUA]  5 : [Lua] ...k.e.r. clear sky\gamedata\scripts\bind_restrictor.script(90) :
! [LUA]  2 : [Lua] ...a.l.k.e.r. clear sky\gamedata\scripts\sr_teleport.script(95) : set_scheme
! [LUA]  0 : [C  ] error_log
! [LUA]  1 : [Lua] d:\s.t.a.l.k.e.r. clear sky\gamedata\scripts\_g.script(997) : abort
! [LUA]  2 : [Lua] ...a.l.k.e.r. clear sky\gamedata\scripts\sr_teleport.script(95) : set_scheme
! [LUA]  3 : [Lua] ....t.a.l.k.e.r. clear sky\gamedata\scripts\xr_logic.script(402) : activate_by_section
! [LUA]  4 : [Lua] ....t.a.l.k.e.r. clear sky\gamedata\scripts\xr_logic.script(1475) : initialize_obj
! [LUA]  5 : [Lua] ...k.e.r. clear sky\gamedata\scripts\bind_restrictor.script(90) :
! [LUA]  3 : [Lua] ....t.a.l.k.e.r. clear sky\gamedata\scripts\xr_logic.script(402) : activate_by_section
! [LUA]  0 : [C  ] error_log
! [LUA]  1 : [Lua] d:\s.t.a.l.k.e.r. clear sky\gamedata\scripts\_g.script(997) : abort
! [LUA]  2 : [Lua] ...a.l.k.e.r. clear sky\gamedata\scripts\sr_teleport.script(95) : set_scheme
! [LUA]  3 : [Lua] ....t.a.l.k.e.r. clear sky\gamedata\scripts\xr_logic.script(402) : activate_by_section
! [LUA]  4 : [Lua] ....t.a.l.k.e.r. clear sky\gamedata\scripts\xr_logic.script(1475) : initialize_obj
! [LUA]  5 : [Lua] ...k.e.r. clear sky\gamedata\scripts\bind_restrictor.script(90) :
! [LUA]  4 : [Lua] ....t.a.l.k.e.r. clear sky\gamedata\scripts\xr_logic.script(1475) : initialize_obj
! [LUA]  0 : [C  ] error_log
! [LUA]  1 : [Lua] d:\s.t.a.l.k.e.r. clear sky\gamedata\scripts\_g.script(997) : abort
! [LUA]  2 : [Lua] ...a.l.k.e.r. clear sky\gamedata\scripts\sr_teleport.script(95) : set_scheme
! [LUA]  3 : [Lua] ....t.a.l.k.e.r. clear sky\gamedata\scripts\xr_logic.script(402) : activate_by_section
! [LUA]  4 : [Lua] ....t.a.l.k.e.r. clear sky\gamedata\scripts\xr_logic.script(1475) : initialize_obj
! [LUA]  5 : [Lua] ...k.e.r. clear sky\gamedata\scripts\bind_restrictor.script(90) :
! [LUA]  5 : [Lua] ...k.e.r. clear sky\gamedata\scripts\bind_restrictor.script(90) :
! [LUA]  0 : [C  ] error_log
! [LUA]  1 : [Lua] d:\s.t.a.l.k.e.r. clear sky\gamedata\scripts\_g.script(997) : abort
! [LUA]  2 : [Lua] ...a.l.k.e.r. clear sky\gamedata\scripts\sr_teleport.script(95) : set_scheme
! [LUA]  3 : [Lua] ....t.a.l.k.e.r. clear sky\gamedata\scripts\xr_logic.script(402) : activate_by_section
! [LUA]  4 : [Lua] ....t.a.l.k.e.r. clear sky\gamedata\scripts\xr_logic.script(1475) : initialize_obj
! [LUA]  5 : [Lua] ...k.e.r. clear sky\gamedata\scripts\bind_restrictor.script(90) :

 

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

Поделиться этим сообщением


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Пару вопросов:
1. Создал апгрейд:

 

Спойлер

[ecolog_outfit_light]:outfit_base
GroupControlSection    = spawn_group
discovery_dependency =
$spawn             = "outfit\ecolog_outfit_light"
$prefetch         = 32
class            = E_STLK
cform           = skeleton
visual          = dynamics\outfit\ecolog_outfit_light.ogf    
actor_visual    = actors\stalker_ecolog\stalker_ecolog_orange.ogf
player_hud_section                    = actor_hud_13

ef_equipment_type    = 2

inv_name            = ecolog_outfit_light_name
inv_name_short        = ecolog_outfit_light_name
description            = ecolog_outfit_light_description
inv_weight            = 4.0
slot                = 6
inv_grid_width        = 2
inv_grid_height        = 3
inv_grid_x            = 18
inv_grid_y            = 13
full_icon_name        = npc_icon_exo_outfit
nightvision_sect    = effector_nightvision_good

cost                = 20000
full_scale_icon        = 14,6            ;иконка сталкера в костюме в полный рост

hit_fraction_actor        = 0.25
artefact_count          = 4
control_inertion_factor = 2.1

slot                = 6
immunities_sect            = sect_ecolog_outfit_light_immunities
upgrades                = up_sect_a_ecolog_light_outfit, up_sect_b_ecolog_light_outfit, up_sect_c_ecolog_light_outfit, up_sect_d_ecolog_light_outfit, up_sect_a1_ecolog_light_outfit, up_sect_b1_ecolog_light_outfit
upgrade_scheme          = upgrade_scheme_ecolog_light
installed_upgrades      =

; HIGH RESISTANCE
burn_protection                 = 0.060
strike_protection                 = 0.5
shock_protection                 = 0.060
wound_protection                = 0.15
radiation_protection             = 0.060
telepatic_protection             = 0.020
chemical_burn_protection         = 0.060
explosion_protection             = 0.4
fire_wound_protection              = 0.30
physic_strike_wound_immunity = 0.25

bones_koeff_protection = actor_armor_suit

[sect_ecolog_outfit_light_immunities]
burn_immunity                = 0.005            ;коэффициенты иммунитета самого костюма
strike_immunity                = 0.01
shock_immunity                = 0.005
wound_immunity                = 0.025
radiation_immunity            = 0.00
telepatic_immunity            = 0.00
chemical_burn_immunity        = 0.005
explosion_immunity            = 0.03
fire_wound_immunity            = 0.015

 

Спойлер

[up_sect_a_ecolog_light_outfit]
cost         = 5000
value2        = st_upg_cevlars_armor_battle
inv_weight    = 2.0
bones_koeff_protection = actor_medium_armor

[up_sect_b_ecolog_light_outfit]
cost         = 5000
value        = +5
additional_inventory_weight        = 5
additional_inventory_weight2    = 5    

[up_sect_c_ecolog_light_outfit]
cost         = 2500
nightvision_sect = effector_nightvision_good

[up_sect_d_ecolog_light_outfit]
cost         = 5000
inv_weight    = 1.0
artefact_count                = 1

[up_sect_a1_ecolog_light_outfit]
cost         = 12500
value2        = st_upg_cevlars_armor_battle
inv_weight    = 1.0
bones_koeff_protection = actor_medium_armor_1

[up_sect_b1_ecolog_light_outfit]
cost         = 7500
value        = +15
additional_inventory_weight        = 15
additional_inventory_weight2    = 15    

[up_a_ecolog_light_outfit]
scheme_index            = 0, 0
known                   = 1
effects                 = up_gr_a1_ecolog_light_outfit
section                 = up_sect_a_ecolog_light_outfit
property                = prop_armor

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_cevlars_armor_battle
description             = st_upg_cevlars_armor_battle_descr
icon                    = ui_am_upgrade_06

[up_b_ecolog_light_outfit]
scheme_index            = 0, 1
known                   = 1
effects                 =
section                 = up_sect_b_ecolog_light_outfit
property                = prop_tonnage

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_outfit_a_stalk
description             = st_upg_outfit_a_stalk_descr
icon                    = ui_am_upgrade_01

[up_c_ecolog_light_outfit]
scheme_index            = 0, 6
known                   = 1
effects                 =
section                 = up_sect_c_ecolog_light_outfit
property                = prop_night_vision

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_upgrade_night_vision_battle
description             = st_upg_upgrade_night_vision_battle_descr
icon                    = ui_am_upgrade_23

[up_d_ecolog_light_outfit]
scheme_index            = 0, 8
known                   = 1
effects                 =
section                 = up_sect_d_ecolog_light_outfit
property                = prop_artefact

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_artefact_slot
description             = st_upg_artefact_slot_descr
icon                    = ui_am_upgrade_05

[up_ac1_ecolog_light_outfit]
scheme_index            = 2, 0
known                   = 1
effects                 =
section                 = up_sect_a1_ecolog_light_outfit
property                = prop_armor

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_spectra_body_armor_battle
description             = st_upg_spectra_body_armor_battle_descr
icon                    = ui_am_upgrade_06

[up_b1_ecolog_light_outfit]
scheme_index            = 1, 1
known                   = 1
effects                 =
section                 = up_sect_b1_ecolog_light_outfit
property                = prop_tonnage

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_outfit_b_stalk
description             = st_upg_outfit_b_stalk_descr
icon                    = ui_am_upgrade_02

Спойлер

    <template name="upgrade_scheme_ecolog_light">

      <column>
        <cell x="17" y="5"   />
        <cell x="17" y="50"  />
        <cell x="17" y="100" />
        <cell x="17" y="145" />
      </column>

      <column>
        <cell x="100" y="5"  />
        <cell x="100" y="50" />
      </column>

    </template>

Прописал механику костюм:
ecolog_light_outfit

Но апгрейды не появляются.

Где накосячил?

2. Пытаюсь научить НПС лазить по лестницам.
 

Скрытый текст

    lestnica = {    weapon = "strapped",
                movement = move.walk,
                mental = anim.free,
                bodystate = move.standing,
                animstate = "stand",
                animation = "lestnica"
            },

Скрытый текст

        lestnica            = {    prop    = { maxidle = 1,
                                    sumidle = 1,
                                    rnd = 100 },
                        into    =  { [0] = {"cl_run_fwd_0"} },
                        out        = { [0] = {"cl_run_back_0"} },
                        idle    = {    [0]    = "cl_idle_1" },
                        rnd  = { [0] = {"cl_idle_1"} } },

пытался и так:

        lestnica            = {    prop    = { maxidle = 1,
                                    sumidle = 1,
                                    rnd =00 },
                        into    =  { [0] = {"cl_run_fwd_0"} },
                        out        = { [0] = {"cl_run_back_0"} },
                        idle    = {    [0]    = "cl_idle_1" },
                        rnd  = nil },

Скрытый текст

[walker@14]
path_walk = yan_gorbun_to_complex_walk
combat_ignore_cond = allways
meet = no_meet
def_state_moving1 = walk
def_state_moving2 = assault
invulnerable = true
danger = danger_condition@ignore_pod
on_signal = signal1 | walker@15

Обнаружил косяк: НПС не выходят из этой анимации.
Анимации прописаны в вэйпоинтах таких образом:
lestnica-walk-lestnica-walk

Изменено пользователем imcrazyhoudini

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

Поделиться этим сообщением


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@Norman Eisenherz поправил, не помогло:
 

Скрытый текст

[up_sect_a_ecolog_light_outfit]
cost         = 5000
value2        = st_upg_cevlars_armor_battle
inv_weight    = 2.0
bones_koeff_protection = actor_medium_armor

 

[up_sect_b_ecolog_light_outfit]
cost         = 5000
value        = +5
additional_inventory_weight        = 5
additional_inventory_weight2    = 5    

[up_sect_c_ecolog_light_outfit]
cost         = 2500
nightvision_sect = effector_nightvision_good

 

[up_sect_d_ecolog_light_outfit]
cost         = 5000
inv_weight    = 1.0
artefact_count                = 1

 

[up_sect_a1_ecolog_light_outfit]
cost         = 12500
value2        = st_upg_cevlars_armor_battle
inv_weight    = 1.0
bones_koeff_protection = actor_medium_armor_1

 

[up_sect_b1_ecolog_light_outfit]
cost         = 7500
value        = +15
additional_inventory_weight        = 15
additional_inventory_weight2    = 15    

 

[up_a_ecolog_light_outfit]
scheme_index            = 0, 0
known                   = 1
effects                 = up_a1_ecolog_light_outfit
section                 = up_sect_a_ecolog_light_outfit
property                = prop_armor

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_cevlars_armor_battle
description             = st_upg_cevlars_armor_battle_descr
icon                    = ui_am_upgrade_06

 

[up_b_ecolog_light_outfit]
scheme_index            = 0, 1
known                   = 1
effects                 =
section                 = up_sect_b_ecolog_light_outfit
property                = prop_tonnage

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_outfit_a_stalk
description             = st_upg_outfit_a_stalk_descr
icon                    = ui_am_upgrade_01

 

[up_c_ecolog_light_outfit]
scheme_index            = 0, 6
known                   = 1
effects                 =
section                 = up_sect_c_ecolog_light_outfit
property                = prop_night_vision

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_upgrade_night_vision_battle
description             = st_upg_upgrade_night_vision_battle_descr
icon                    = ui_am_upgrade_23

 

[up_d_ecolog_light_outfit]
scheme_index            = 0, 8
known                   = 1
effects                 =
section                 = up_sect_d_ecolog_light_outfit
property                = prop_artefact

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_artefact_slot
description             = st_upg_artefact_slot_descr
icon                    = ui_am_upgrade_05

 

[up_a1_ecolog_light_outfit]
scheme_index            = 2, 0
known                   = 1
effects                 =
section                 = up_sect_a1_ecolog_light_outfit
property                = prop_armor

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_spectra_body_armor_battle
description             = st_upg_spectra_body_armor_battle_descr
icon                    = ui_am_upgrade_06

 

[up_b1_ecolog_light_outfit]
scheme_index            = 1, 1
known                   = 1
effects                 =
section                 = up_sect_b1_ecolog_light_outfit
property                = prop_tonnage

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_outfit_b_stalk
description             = st_upg_outfit_b_stalk_descr
icon                    = ui_am_upgrade_02

 

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

Поделиться этим сообщением


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@Cation поправил, спасибо.
Но этого оказалось недостаточно)

@Norman Eisenherz вроде поправил, но, наверное, что-то всё равно не так:
 

Скрытый текст

[up_sect_a_ecolog_light_outfit]
cost         = 5000
value2        = st_upg_cevlars_armor_battle
inv_weight    = 2.0
bones_koeff_protection = actor_medium_armor

 

[up_sect_b_ecolog_light_outfit]
cost         = 5000
value        = +5
additional_inventory_weight        = 5
additional_inventory_weight2    = 5 

   

[up_sect_c_ecolog_light_outfit]
cost         = 2500
nightvision_sect = effector_nightvision_good

 

[up_sect_d_ecolog_light_outfit]
cost         = 5000
inv_weight    = 1.0
artefact_count                = 1

 

[up_sect_a1_ecolog_light_outfit]
cost         = 12500
value2        = st_upg_cevlars_armor_battle
inv_weight    = 1.0
bones_koeff_protection = actor_medium_armor_1

 

[up_sect_b1_ecolog_light_outfit]
cost         = 7500
value        = +15
additional_inventory_weight        = 15
additional_inventory_weight2    = 15    

 

[up_a_ecolog_light_outfit]
scheme_index            = 0, 0
known                   = 1
effects                 = up_gr_a1_ecolog_light_outfit
section                 = up_sect_a_ecolog_light_outfit
property                = prop_armor

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_cevlars_armor_battle
description             = st_upg_cevlars_armor_battle_descr
icon                    = ui_am_upgrade_06

 

[up_b_ecolog_light_outfit]
scheme_index            = 0, 1
known                   = 1
effects                 = up_gr_b1_ecolog_light_outfit
section                 = up_sect_b_ecolog_light_outfit
property                = prop_tonnage

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_outfit_a_stalk
description             = st_upg_outfit_a_stalk_descr
icon                    = ui_am_upgrade_01

 

[up_c_ecolog_light_outfit]
scheme_index            = 0, 6
known                   = 1
effects                 =
section                 = up_sect_c_ecolog_light_outfit
property                = prop_night_vision

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_upgrade_night_vision_battle
description             = st_upg_upgrade_night_vision_battle_descr
icon                    = ui_am_upgrade_23

 

[up_d_ecolog_light_outfit]
scheme_index            = 0, 8
known                   = 1
effects                 =
section                 = up_sect_d_ecolog_light_outfit
property                = prop_artefact

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_artefact_slot
description             = st_upg_artefact_slot_descr
icon                    = ui_am_upgrade_05

 

[up_a1_ecolog_light_outfit]
scheme_index            = 2, 0
known                   = 1
effects                 =
section                 = up_sect_a1_ecolog_light_outfit
property                = prop_armor

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_spectra_body_armor_battle
description             = st_upg_spectra_body_armor_battle_descr
icon                    = ui_am_upgrade_06

 

[up_b1_ecolog_light_outfit]
scheme_index            = 1, 1
known                   = 1
effects                 =
section                 = up_sect_b1_ecolog_light_outfit
property                = prop_tonnage

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_outfit_b_stalk
description             = st_upg_outfit_b_stalk_descr
icon                    = ui_am_upgrade_02

 

[up_gr_b1_ecolog_light_outfit]
elements = up_b1_ecolog_light_outfit

 

[up_gr_a1_ecolog_light_outfit]
elements = up_a1_ecolog_light_outfit

 

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

Поделиться этим сообщением


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@Cation ну здесь не о продаже речь)

В продаже костюм появляется как раз.

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

Поделиться этим сообщением


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@Cation там если не ошибаюсь нужно указывать если есть следующий апгрейд, в оригинале в некоторых местах такое же встречается, пример:
 

Скрытый текст

[up_g2_exo_outfit]
scheme_index            = 1, 4
known                   = 1
effects                 =
section                 = up_sect_g2_exo_outfit
property                = prop_night_vision

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_upgrade_night_vision_battle
description             = st_upg_upgrade_night_vision_battle_descr
icon                    = ui_am_upgrade_23

 

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

Поделиться этим сообщением


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@Norman Eisenherz имеешь ввиду:
 

Скрытый текст

[up_c_ecolog_light_outfit]
scheme_index            = 0, 6
known                   = 1
effects                 = здесь надо вписать up_gr_c_ecolog_light_outfit?
section                 = up_sect_c_ecolog_light_outfit
property                = prop_night_vision

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_upgrade_night_vision_battle
description             = st_upg_upgrade_night_vision_battle_descr
icon                    = ui_am_upgrade_23

Если я правильно понял конечно.

Но в оригинале такого нет, пример:
 

Скрытый текст

[up_g_bandit_outfit]
scheme_index            = 0, 6
known                   = 1
effects                 = пусто
section                 = up_sect_g_bandit_outfit
property                = prop_artefact

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_artefact_slot
description             = st_upg_artefact_slot_descr
icon                    = ui_am_upgrade_05

 

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

Поделиться этим сообщением


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@!Stars! game_relations.ltx, блок [pda_rank_communities]

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

Поделиться этим сообщением


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@!Stars! 

1 час назад, Norman Eisenherz сказал:
[…\UIRankingWnd.h]
class CUIRankingWnd : public CUIWindow, public CUIWndCallback
	
	enum				{ max_factions = 9 };

Да вот тут число поменяй и пересобери движок.

1 час назад, Norman Eisenherz сказал:

Не знаю, насколько она нужна, но таков оригинал.

Да я пример тоже с оригинала кинул как-бы.

Ну вот добавил как ты говорил:
 

Скрытый текст

[up_sect_a_ecolog_light_outfit]
cost         = 5000
value2        = st_upg_cevlars_armor_battle
inv_weight    = 2.0
bones_koeff_protection = actor_medium_armor

[up_sect_b_ecolog_light_outfit]
cost         = 5000
value        = +5
additional_inventory_weight        = 5
additional_inventory_weight2    = 5    

[up_sect_c_ecolog_light_outfit]
cost         = 2500
nightvision_sect = effector_nightvision_good

[up_sect_d_ecolog_light_outfit]
cost         = 5000
inv_weight    = 1.0
artefact_count                = 1

[up_sect_a1_ecolog_light_outfit]
cost         = 12500
value2        = st_upg_cevlars_armor_battle
inv_weight    = 1.0
bones_koeff_protection = actor_medium_armor_1

[up_sect_b1_ecolog_light_outfit]
cost         = 7500
value        = +15
additional_inventory_weight        = 15
additional_inventory_weight2    = 15    

 

[up_a_ecolog_light_outfit]
scheme_index            = 0, 0
known                   = 1
effects                 = up_gr_a1_ecolog_light_outfit
section                 = up_sect_a_ecolog_light_outfit
property                = prop_armor

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_cevlars_armor_battle
description             = st_upg_cevlars_armor_battle_descr
icon                    = ui_am_upgrade_06

[up_b_ecolog_light_outfit]
scheme_index            = 0, 1
known                   = 1
effects                 = up_gr_b1_ecolog_light_outfit
section                 = up_sect_b_ecolog_light_outfit
property                = prop_tonnage

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_outfit_a_stalk
description             = st_upg_outfit_a_stalk_descr
icon                    = ui_am_upgrade_01

[up_c_ecolog_light_outfit]
scheme_index            = 0, 6
known                   = 1
effects                 =
section                 = up_sect_c_ecolog_light_outfit
property                = prop_night_vision

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_upgrade_night_vision_battle
description             = st_upg_upgrade_night_vision_battle_descr
icon                    = ui_am_upgrade_23

[up_d_ecolog_light_outfit]
scheme_index            = 0, 8
known                   = 1
effects                 =
section                 = up_sect_d_ecolog_light_outfit
property                = prop_artefact

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_artefact_slot
description             = st_upg_artefact_slot_descr
icon                    = ui_am_upgrade_05

[up_a1_ecolog_light_outfit]
scheme_index            = 2, 0
known                   = 1
effects                 =
section                 = up_sect_a1_ecolog_light_outfit
property                = prop_armor

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_spectra_body_armor_battle
description             = st_upg_spectra_body_armor_battle_descr
icon                    = ui_am_upgrade_06

[up_b1_ecolog_light_outfit]
scheme_index            = 1, 1
known                   = 1
effects                 =
section                 = up_sect_b1_ecolog_light_outfit
property                = prop_tonnage

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_outfit_b_stalk
description             = st_upg_outfit_b_stalk_descr
icon                    = ui_am_upgrade_02

 

[up_gr_b_ecolog_light_outfit]
elements = up_b_ecolog_light_outfit

[up_gr_a_ecolog_light_outfit]
elements = up_a_ecolog_light_outfit

[up_gr_b1_ecolog_light_outfit]
elements = up_b1_ecolog_light_outfit

[up_gr_a1_ecolog_light_outfit]
elements = up_a1_ecolog_light_outfit

[up_gr_c_ecolog_light_outfit]
elements = up_c_ecolog_light_outfit

[up_gr_d_ecolog_light_outfit]
elements = up_d_ecolog_light_outfit


Не помогло(

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

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@!Stars! верно.

  • Нравится 1

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

Поделиться этим сообщением


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@Norman Eisenherz да шляпа, даже один апгрейд оставил:
 

Скрытый текст

[up_sect_a_ecolog_light_outfit]
cost         = 5000
value2        = st_upg_cevlars_armor_battle
inv_weight    = 2.0
bones_koeff_protection = actor_medium_armor


[up_a_ecolog_light_outfit]
scheme_index            = 0, 0
known                   = 1
effects                 =
section                 = up_sect_a_ecolog_light_outfit
property                = prop_armor

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_cevlars_armor_battle
description             = st_upg_cevlars_armor_battle_descr
icon                    = ui_am_upgrade_06

А оно всё не работает.

Малость попытался разобраться.

Секция костюма оригинал плюс моя:
 

Скрытый текст

upgrades                = up_gr_c_ecolog_light_outfit, up_gr_d_ecolog_light_outfit, up_gr_a1_ecolog_light_outfit, up_gr_b1_ecolog_light_outfit

upgrades                = up_gr_ab_bandit_outfit, up_gr_cd_bandit_outfit, up_gr_ef_bandit_outfit, up_gr_g_bandit_outfit

Как понимаю, здесь надо указывать второй апгрейд и исключающий апгрейд. Ну это исходя по примеру.

Хотя например где 3 ячейки, в экзоскелете, третья ячейка не указана.
upgrades                = up_gr_ab_exo_outfit, up_gr_cd_exo_outfit, up_gr_ef_exo_outfit, up_gr_gh_exo_outfit, up_gr_k_exo_outfit

Сам апгрейд:
 

Скрытый текст

[up_sect_a_ecolog_light_outfit]
cost         = 5000
value2        = st_upg_cevlars_armor_battle
inv_weight    = 2.0
bones_koeff_protection = actor_medium_armor

 

[up_sect_b_ecolog_light_outfit]
cost         = 5000
value        = +5
additional_inventory_weight        = 5
additional_inventory_weight2    = 5    

 

[up_sect_c_ecolog_light_outfit]
cost         = 2500
nightvision_sect = effector_nightvision_good

 

[up_sect_d_ecolog_light_outfit]
cost         = 5000
inv_weight    = 1.0
artefact_count                = 1

 

[up_sect_a1_ecolog_light_outfit]
cost         = 12500
value2        = st_upg_cevlars_armor_battle
inv_weight    = 1.0
bones_koeff_protection = actor_medium_armor_1

 

[up_sect_b1_ecolog_light_outfit]
cost         = 7500
value        = +15
additional_inventory_weight        = 15
additional_inventory_weight2    = 15    

 

[up_a_ecolog_light_outfit]
scheme_index            = 0, 0
known                   = 1
effects                 = up_gr_a1_ecolog_light_outfit
section                 = up_sect_a_ecolog_light_outfit
property                = prop_armor

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_cevlars_armor_battle
description             = st_upg_cevlars_armor_battle_descr
icon                    = ui_am_upgrade_06

 

[up_b_ecolog_light_outfit]
scheme_index            = 0, 1
known                   = 1
effects                 = up_gr_b1_ecolog_light_outfit
section                 = up_sect_b_ecolog_light_outfit
property                = prop_tonnage

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_outfit_a_stalk
description             = st_upg_outfit_a_stalk_descr
icon                    = ui_am_upgrade_01

 

[up_c_ecolog_light_outfit]
scheme_index            = 0, 6
known                   = 1
effects                 =
section                 = up_sect_c_ecolog_light_outfit
property                = prop_night_vision

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_upgrade_night_vision_battle
description             = st_upg_upgrade_night_vision_battle_descr
icon                    = ui_am_upgrade_23

 

[up_d_ecolog_light_outfit]
scheme_index            = 0, 8
known                   = 1
effects                 =
section                 = up_sect_d_ecolog_light_outfit
property                = prop_artefact

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_artefact_slot
description             = st_upg_artefact_slot_descr
icon                    = ui_am_upgrade_05

 

[up_a1_ecolog_light_outfit]
scheme_index            = 2, 0
known                   = 1
effects                 =
section                 = up_sect_a1_ecolog_light_outfit
property                = prop_armor

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_spectra_body_armor_battle
description             = st_upg_spectra_body_armor_battle_descr
icon                    = ui_am_upgrade_06

 

[up_b1_ecolog_light_outfit]
scheme_index            = 1, 1
known                   = 1
effects                 =
section                 = up_sect_b1_ecolog_light_outfit
property                = prop_tonnage

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_outfit_b_stalk
description             = st_upg_outfit_b_stalk_descr
icon                    = ui_am_upgrade_02

 

[up_gr_a1_ecolog_light_outfit]
elements = up_a_ecolog_light_outfit

 

[up_gr_b1_ecolog_light_outfit]
elements = up_b_ecolog_light_outfit

 

[up_gr_c_ecolog_light_outfit]
elements = up_c_ecolog_light_outfit

 

[up_gr_d_ecolog_light_outfit]
elements = up_d_ecolog_light_outfit


Ну вроде же всё ОК, нет?

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

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@Norman Eisenherz ну вот смотри, как у меня.
a - a1
b - b1
c
d

Как сделать чтобы апгрейд b был недоступен при апгрейде а - не знаю, туторов про апгрейды в инете нет (или я не нашёл).

Оставил так:
upgrades                = up_gr_a_ecolog_light_outfit, up_gr_b_ecolog_light_outfit, up_gr_c_ecolog_light_outfit, up_gr_d_ecolog_light_outfit

Но опять не работает.

Эти апгрейды тлен какой-то...

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

Поделиться этим сообщением


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@Norman Eisenherz ну вроде же всё правильно, вот смотрю смотрю, сравниваю с оригиналом, и sect где нужно, и gr где нужно, но почему оно не пашет, я не знаю.
 

Скрытый текст

[up_sect_a_ecolog_light_outfit]
cost         = 5000
value2        = st_upg_cevlars_armor_battle
inv_weight    = 2.0
bones_koeff_protection = actor_medium_armor

 

[up_sect_b_ecolog_light_outfit]
cost         = 5000
value        = +5
additional_inventory_weight        = 5
additional_inventory_weight2    = 5    

 

[up_sect_c_ecolog_light_outfit]
cost         = 2500
nightvision_sect = effector_nightvision_good

[up_sect_d_ecolog_light_outfit]
cost         = 5000
inv_weight    = 1.0
artefact_count                = 1

 

[up_sect_a1_ecolog_light_outfit]
cost         = 12500
value2        = st_upg_cevlars_armor_battle
inv_weight    = 1.0
bones_koeff_protection = actor_medium_armor_1

[up_sect_b1_ecolog_light_outfit]
cost         = 7500
value        = +15
additional_inventory_weight        = 15
additional_inventory_weight2    = 15    

 

[up_a_ecolog_light_outfit]
scheme_index            = 0, 0
known                   = 1
effects                 = up_gr_a1_ecolog_light_outfit
section                 = up_sect_a_ecolog_light_outfit
property                = prop_armor

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_cevlars_armor_battle
description             = st_upg_cevlars_armor_battle_descr
icon                    = ui_am_upgrade_06

 

[up_b_ecolog_light_outfit]
scheme_index            = 0, 1
known                   = 1
effects                 = up_gr_b1_ecolog_light_outfit
section                 = up_sect_b_ecolog_light_outfit
property                = prop_tonnage

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_outfit_a_stalk
description             = st_upg_outfit_a_stalk_descr
icon                    = ui_am_upgrade_01

 

[up_c_ecolog_light_outfit]
scheme_index            = 0, 6
known                   = 1
effects                 =
section                 = up_sect_c_ecolog_light_outfit
property                = prop_night_vision

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_upgrade_night_vision_battle
description             = st_upg_upgrade_night_vision_battle_descr
icon                    = ui_am_upgrade_23

 

[up_d_ecolog_light_outfit]
scheme_index            = 0, 8
known                   = 1
effects                 =
section                 = up_sect_d_ecolog_light_outfit
property                = prop_artefact

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_artefact_slot
description             = st_upg_artefact_slot_descr
icon                    = ui_am_upgrade_05

 

[up_a1_ecolog_light_outfit]
scheme_index            = 2, 0
known                   = 1
effects                 =
section                 = up_sect_a1_ecolog_light_outfit
property                = prop_armor

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_spectra_body_armor_battle
description             = st_upg_spectra_body_armor_battle_descr
icon                    = ui_am_upgrade_06

 

[up_b1_ecolog_light_outfit]
scheme_index            = 1, 1
known                   = 1
effects                 =
section                 = up_sect_b1_ecolog_light_outfit
property                = prop_tonnage

precondition_functor    = inventory_upgrades.precondition_functor_a
precondition_parameter  = a & b

effect_functor          = inventory_upgrades.effect_functor_a
effect_parameter        = something_here

prereq_functor          = inventory_upgrades.prereq_functor_a
prereq_tooltip_functor  = inventory_upgrades.prereq_tooltip_functor_a
prereq_params           = money(1000), item(habar)
name                    = st_upg_outfit_b_stalk
description             = st_upg_outfit_b_stalk_descr
icon                    = ui_am_upgrade_02

 

[up_gr_ab_ecolog_light_outfit]
elements = up_a_ecolog_light_outfit, up_b_ecolog_light_outfit

 

[up_gr_a1_ecolog_light_outfit]
elements = up_a_ecolog_light_outfit

 

[up_gr_b1_ecolog_light_outfit]
elements = up_b_ecolog_light_outfit

 

[up_gr_c_ecolog_light_outfit]
elements = up_c_ecolog_light_outfit

 

[up_gr_d_ecolog_light_outfit]
elements = up_d_ecolog_light_outfit

 

upgrades                = up_gr_ab_ecolog_light_outfit, up_gr_c_ecolog_light_outfit, up_gr_d_ecolog_light_outfit

 

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

Поделиться этим сообщением


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@Norman Eisenherz 

56 минут назад, Norman Eisenherz сказал:

Кстати, о птичках:

По примеру с оригинала:
 

Скрытый текст

    <template name="upgrade_scheme_ecolog_light">

 

      <column>
        <cell x="17" y="5"   />
        <cell x="17" y="50"  />
        <cell x="17" y="100" />
        <cell x="17" y="145" />
      </column>

 

      <column>
        <cell x="100" y="5"  />
        <cell x="100" y="50" />
      </column>

 

    </template>

 

56 минут назад, Norman Eisenherz сказал:

В группе должен быть сам апгрейд a1 (то же для b1).

Поправил, не сработало.

В общем решил впихнуть эти апгрейды комбинезону Заря. И вуаля, пошло, но не совсем.

Нашёл что ещё нужно регать здесь:
item_upgrades.ltx

Теперь при нажатие на костюм в режиме апгрейда такое:
 

Скрытый текст

xrEngine.exe caused an EXCEPTION_ACCESS_VIOLATION in module xrGame.dll at 00000000DE8E9FB9, UIUpgrade::init_upgrade()+0089 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrGame\ui\UIInvUpgrade.cpp, line 0050+0019 byte(s)
stack trace:
0x00000000DE8E9FB9 xrGame.dll, UIUpgrade::init_upgrade + 89 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrGame\ui\UIInvUpgrade.cpp, 50 + 19 byte(s)
0x00000000DE8E69D0 xrGame.dll, CUIInventoryUpgradeWnd::install_item + 432 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrGame\ui\UIInventoryUpgradeWnd.cpp, 214
0x00000000DE8E62C1 xrGame.dll, CUIInventoryUpgradeWnd::InitInventory + 177 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrGame\ui\UIInventoryUpgradeWnd.cpp, 110 + 12 byte(s)
0x00000000DE8C0862 xrGame.dll, CUIActorMenu::SetupUpgradeItem + 114 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrGame\ui\UIActorMenuUpgrade.cpp, 68
0x00000000DE8B7678 xrGame.dll, CUIActorMenu::OnItemSelected + 72 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrGame\ui\UIActorMenu.cpp, 395
0x00000000DE96365D xrGame.dll, CUIWndCallback::OnEvent + 141 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrGame\ui\UIWndCallback.cpp, 39 + 9 byte(s)
0x00000000DE8CA0ED xrGame.dll, CUICellItem::OnMouse + 77 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrGame\ui\UICellItem.cpp, 158
0x00000000DE9573BB xrGame.dll, CUIWindow::OnMouse + 763 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrGame\ui\UIWindow.cpp, 331 + 89 byte(s)
0x00000000DE9573BB xrGame.dll, CUIWindow::OnMouse + 763 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrGame\ui\UIWindow.cpp, 331 + 89 byte(s)
0x00000000DE8D5735 xrGame.dll, CUIDragDropListEx::OnMouse + 21 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrGame\ui\UIDragDropListEx.cpp, 360
0x00000000DE9573BB xrGame.dll, CUIWindow::OnMouse + 763 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrGame\ui\UIWindow.cpp, 331 + 89 byte(s)
0x00000000DE8B8489 xrGame.dll, CUIActorMenu::OnMouse + 9 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrGame\ui\UIActorMenu.cpp, 963
0x00000000DE8D31FF xrGame.dll, CUIDialogWnd::IR_OnKeyboardPress + 143 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrGame\ui\UIDialogWnd.cpp, 68 + 21 byte(s)
0x00000000DE88CD00 xrGame.dll, CUI::IR_OnKeyboardPress + 48 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrGame\UI.cpp, 165 + 23 byte(s)
0x00000000DE6D62DC xrGame.dll, CLevel::IR_OnKeyboardPress + 636 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrGame\Level_input.cpp, 181 + 24 byte(s)
0x000000003FCB4B58 xrEngine.exe, CInput::MouseUpdate + 360 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrEngine\Xr_input.cpp, 333
0x000000003FCB5BFA xrEngine.exe, CInput::OnFrame + 122 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrEngine\Xr_input.cpp, 475
0x000000003FC4D467 xrEngine.exe, CRegistrator<pureFrame>::Process + 87 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrEngine\pure.h, 115
0x000000003FC7BC38 xrEngine.exe, CRenderDevice::FrameMove + 392 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrEngine\device.cpp, 522
0x000000003FC7C1E0 xrEngine.exe, CRenderDevice::on_idle + 400 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrEngine\device.cpp, 313
0x000000003FC7C02F xrEngine.exe, CRenderDevice::message_loop + 111 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrEngine\device.cpp, 427
0x000000003FC7BE50 xrEngine.exe, CRenderDevice::Run + 464 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrEngine\device.cpp, 471
0x000000003FCC195C xrEngine.exe, Startup + 332 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrEngine\x_ray.cpp, 274
0x000000003FCC10F6 xrEngine.exe, WinMain_impl + 1830 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrEngine\x_ray.cpp, 754
0x000000003FCC0969 xrEngine.exe, WinMain + 9 byte(s), D:\S.T.A.L.K.E.R. Clear Sky\Hike\xray\xrEngine\x_ray.cpp, 805
0x000000003FC77EBE xrEngine.exe, __scrt_common_main_seh + 262 byte(s), D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl, 288 + 33 byte(s)
0x000000007685651D kernel32.dll, BaseThreadInitThunk + 13 byte(s)
0x0000000076F4C201 ntdll.dll, RtlUserThreadStart + 33 byte(s)

 

Изменено пользователем imcrazyhoudini

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

Поделиться этим сообщением


Ссылка на сообщение
36 минут назад, Norman Eisenherz сказал:

Это точно весь лог?

Точно.

Глянул под отладкой, может, тебе это даст какие-то мысли.
this->**m_current_scheme** было nullptr.

xray\xrGame\ui\UIInventoryUpgradeWnd.cpp

205 cтрока вроде:
UI_Upgrades_type::iterator ie = m_current_scheme->cells.end();

Изменено пользователем imcrazyhoudini

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

Поделиться этим сообщением


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1 час назад, Norman Eisenherz сказал:

scheme_index

Наконец понял о чём ты.
Поправил всё - наконец начало работать...

С ума сойти с этими апгрейдами...

Изменено пользователем imcrazyhoudini

ищу человека, который смог бы заняться разработкой погоды на OGSR.
кто может помочь - пишите в ЛС.

Поделиться этим сообщением


Ссылка на сообщение
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