imcrazyhoudini 197 Опубликовано 13 Марта 2023 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. Поделиться этим сообщением Ссылка на сообщение
imcrazyhoudini 197 Опубликовано 13 Марта 2023 @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 Ссылка на сообщение
imcrazyhoudini 197 Опубликовано 13 Марта 2023 @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 Ссылка на сообщение
imcrazyhoudini 197 Опубликовано 14 Марта 2023 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 Ссылка на сообщение
imcrazyhoudini 197 Опубликовано 16 Марта 2023 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 Ссылка на сообщение
imcrazyhoudini 197 Опубликовано 17 Марта 2023 (изменено) 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 17 Марта 2023 пользователем imcrazyhoudini ищу человека, который смог бы заняться разработкой погоды на OGSR. кто может помочь - пишите в ЛС. Поделиться этим сообщением Ссылка на сообщение
imcrazyhoudini 197 Опубликовано 19 Марта 2023 @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 Ссылка на сообщение
imcrazyhoudini 197 Опубликовано 19 Марта 2023 @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 Ссылка на сообщение
imcrazyhoudini 197 Опубликовано 19 Марта 2023 @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 Ссылка на сообщение
imcrazyhoudini 197 Опубликовано 19 Марта 2023 @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 Ссылка на сообщение
imcrazyhoudini 197 Опубликовано 20 Марта 2023 @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 Ссылка на сообщение
imcrazyhoudini 197 Опубликовано 20 Марта 2023 @!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 Ссылка на сообщение
imcrazyhoudini 197 Опубликовано 20 Марта 2023 @!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. Поделиться этим сообщением Ссылка на сообщение
imcrazyhoudini 197 Опубликовано 20 Марта 2023 @!Stars! верно. 1 ищу человека, который смог бы заняться разработкой погоды на OGSR. кто может помочь - пишите в ЛС. Поделиться этим сообщением Ссылка на сообщение
imcrazyhoudini 197 Опубликовано 20 Марта 2023 @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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imcrazyhoudini 197 Опубликовано 21 Марта 2023 @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 Ссылка на сообщение
imcrazyhoudini 197 Опубликовано 21 Марта 2023 @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. 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imcrazyhoudini 197 Опубликовано 22 Марта 2023 (изменено) @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 22 Марта 2023 пользователем imcrazyhoudini ищу человека, который смог бы заняться разработкой погоды на OGSR. кто может помочь - пишите в ЛС. Поделиться этим сообщением Ссылка на сообщение
imcrazyhoudini 197 Опубликовано 22 Марта 2023 (изменено) 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 22 Марта 2023 пользователем imcrazyhoudini ищу человека, который смог бы заняться разработкой погоды на OGSR. кто может помочь - пишите в ЛС. Поделиться этим сообщением Ссылка на сообщение
imcrazyhoudini 197 Опубликовано 23 Марта 2023 (изменено) 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 23 Марта 2023 пользователем imcrazyhoudini ищу человека, который смог бы заняться разработкой погоды на OGSR. кто может помочь - пишите в ЛС. Поделиться этим сообщением Ссылка на сообщение