utak3r 6 Опубликовано 28 Ноября 2009 If anyone wants to add another squadron, which would react on militaries calls, just add one file in config\scripts\heli and name it esc_raid_squadron.ltx and put into it: [logic] active = heli_move@idle [heli_move@idle] path_move = esc_heli_railroad_patrol_wait engine_sound = false on_info = {=gulag_casualities_ge(esc_blokpost:2)} heli_move@fly, {=gulag_casualities_ge(esc_bridge:1)} heli_move@fly, {+esc_btr_killed} heli_move@fly combat_safe_altitude = -50 [heli_move@fly] path_move = heli_blockpost_fly engine_sound = true combat_enemy = actor combat_use_rocket = true combat_use_mgun = true rocket_delay = 3000 combat_safe_altitude = -70 on_timer = 120000 | heli_move@retreat [heli_move@retreat] path_move = heli_blockpost_idle_move engine_sound = true combat_use_rocket = false combat_use_mgun = false combat_safe_altitude = -50 on_timer = 120000 | heli_move@stop [heli_move@stop] path_move = esc_heli_railroad_patrol_wait engine_sound = false[logic] active = heli_move@idle [heli_move@idle] path_move = esc_heli_railroad_patrol_wait engine_sound = false on_info = {=gulag_casualities_ge(esc_blokpost:2)} heli_move@fly, {=gulag_casualities_ge(esc_bridge:1)} heli_move@fly, {+esc_btr_killed} heli_move@fly combat_safe_altitude = -50 [heli_move@fly] path_move = heli_blockpost_fly engine_sound = true combat_enemy = actor combat_use_rocket = true combat_use_mgun = true rocket_delay = 3000 combat_safe_altitude = -70 on_timer = 120000 | heli_move@retreat [heli_move@retreat] path_move = heli_blockpost_idle_move engine_sound = true combat_use_rocket = false combat_use_mgun = false combat_safe_altitude = -50 on_timer = 120000 | heli_move@stop [heli_move@stop] path_move = esc_heli_railroad_patrol_wait engine_sound = false then open your scripts\bind_stalker.script, find the lines saying: if xr_logic.pstor_retrieve(db.actor, "first_run", 0)==0 then spawn.heli(-356.30456542969,15.556171417236,231.61962890625,613,66,"esc_railroad_patrol" ) xr_logic.pstor_store(db.actor, "first_run", 1) end if xr_logic.pstor_retrieve(db.actor, "first_run", 0)==0 then spawn.heli(-356.30456542969,15.556171417236,231.61962890625,613,66,"esc_railroad_patrol" ) xr_logic.pstor_store(db.actor, "first_run", 1) end and add one more line to it: if xr_logic.pstor_retrieve(db.actor, "first_run", 0)==0 then spawn.heli(-356.30456542969,15.556171417236,231.61962890625,613,66,"esc_railroad_patrol" ) spawn.heli(-355.30456542969,17.556171417236,231.61962890625,613,66,"esc_raid_squadron" ) xr_logic.pstor_store(db.actor, "first_run", 1) end if xr_logic.pstor_retrieve(db.actor, "first_run", 0)==0 then spawn.heli(-356.30456542969,15.556171417236,231.61962890625,613,66,"esc_railroad_patrol" ) spawn.heli(-355.30456542969,17.556171417236,231.61962890625,613,66,"esc_raid_squadron" ) xr_logic.pstor_store(db.actor, "first_run", 1) end voila! We have two squadrons now: one of them is regularly patrolling the area, and another comes when you start playing with soldiers... sooner or later... you will meet the undertaker... utak3r Поделиться этим сообщением Ссылка на сообщение
utak3r 6 Опубликовано 7 Декабря 2009 (изменено) Kirag, for working with particles you can use PE Tool: http://stalkerin.gameru.net/modules.php?na...tit&lid=340 I will test your new version, but after I'm finished with playing CoP Изменено 7 Декабря 2009 пользователем utak3r sooner or later... you will meet the undertaker... utak3r Поделиться этим сообщением Ссылка на сообщение
utak3r 6 Опубликовано 8 Декабря 2009 (изменено) I have both of yours addons (and many others, too), and guess what: the stalker we're rescuing in the beginning of the game, starts to shoot at the helis with his PM, of course After helis are gone, he continues "Thank you, Marked One" and so on... so it's little bit funny. OK, I've finished playing CoP (Zow Pripiati) so I can return to working on both of your mods Together with amk and xStream's AI - it rocks as a whole! Update: Ok, after some tests I found that the best working is not to add this new squad I was writing above - instead just add one thing in both esc_blockpost_heli.ltx and esc_railroad_patrol.ltx - {=gulag_casualities_ge(esc_bridge:1)} heli_move@attack in on_info of the [heli_move@idle] section, so it would look like: on_info = {=gulag_casualities_ge(esc_blokpost:8)} heli_move@attack, {+esc_btr_killed} heli_move@attack, {=gulag_casualities_ge(esc_bridge:1)} heli_move@attackon_info = {=gulag_casualities_ge(esc_blokpost:8)} heli_move@attack, {+esc_btr_killed} heli_move@attack, {=gulag_casualities_ge(esc_bridge:1)} heli_move@attack And it works pretty nice! I have also made the timer a bit longer in [heli_move@attack] section: on_timer = 180000 | heli_move@returnon_timer = 180000 | heli_move@return Изменено 15 Декабря 2009 пользователем utak3r sooner or later... you will meet the undertaker... utak3r Поделиться этим сообщением Ссылка на сообщение
utak3r 6 Опубликовано 9 Января 2010 BTR? What about them? Driving like a patrol? Hmm, that would be interesting sooner or later... you will meet the undertaker... utak3r Поделиться этим сообщением Ссылка на сообщение
utak3r 6 Опубликовано 14 Января 2010 Can't it use the AI map, like the stalkers? If so, then as Monnoroch said, it would require setting up an objects table... although it would be rather big (all the trees! and not only them...) and it could be slow as hell... Maybe it could be done some similar way as the anomaly_evader script? sooner or later... you will meet the undertaker... utak3r Поделиться этим сообщением Ссылка на сообщение
utak3r 6 Опубликовано 14 Января 2010 You have to quote logs content, from the "FATAL ERROR" line. sooner or later... you will meet the undertaker... utak3r Поделиться этим сообщением Ссылка на сообщение