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boberm

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Odpowiedzi opublikowane przez boberm

  1. Wstaw plik flamethrower.script do sprawdzenia, porównam go ze swoją wersją, na której nie miałem problemu.

    Witam

     Cały myk polega na tym, że w katalogu scripts mam tylko jeden plik o nazwie TB3D modders .

    W/g informacji z edytora - nie mam uprawnień do wysyłania plików .Zawartość poniżej......

     

    --- TB3D 1.0.9.9.3.2 BETA relrease of the Modders Mega Mod, changed dyn suit options,

    -- bio radar pulse option, logic debug option, dmx135, death_hit, expanded hit styles,

    -- added cave_no_big_electros, pump_it_up to ingame menu, alife tweaks, cleaner, dist coef,

    -- population control, max_phantoms, radiation_factor, adjusted populations, start_alife_option,

    -- loot_option, radiation_factor to 1.0, effector_spawn back off, alife_option from in game menu,

    -- adjusted sniper aim, added state messages

    function my_ver() return "1.0.9.9.3.2" end

    ---Modders resource central for script options

    ---certain function calls from script files in the gamedatascripts dir redirected here

    ---for mod testing and gameplay options, not compatible with non-TB3D mods

    ---those options that can reduce memory/cpu load when off are indicated with --!M!...  in comment

    --!!!!!!!!!!!!!!-Game Start Options-!!!!!!!-REQUIRES NEW GAME IF CHANGED-!!!!!!!!!!!!!!!!--

    --turns on all safe level changers when false, STALKER starts only, will cause broken quests when used

    --without proper info portions from normal playthrough

    default_portal_spawn = true

    --true = raincoat, then medkit, knife, gun and ammo

    --false = The Collector start or user customized in TB3D_Triggers.script

    default_items = true

    --if true, you will have to load ammo onto your belt (vest)

    --!M! not done for all ammo so default is not to use

    use_ammo_belt = false

    --!M! use the new DMX cars, false will cause them to not spawn but quests are not changed

    --you can turn it on to spawn the vehicles then turn it off to avoid physics crashes, still wip

    use_DMX_cars = false

    --!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!--

    -----------------Game Play Options----------DOES NOT REQUIRE NEW GAME IF CHANGED-----------

    --================================OFFLINE ALIFE================================================

    --// allows respawning of alife in all levels instead of waiting for free play. This means that

    --// npc and creatures will respawn and migrate more often, can effect vanilla quests.

    --// Default is ramping of random alife spawning, balanced to protect gameplay progression.

    --start of game

    --  "l03_agroprom", "l06_rostok", "l07_military", "l08_yantar", "red_forest", "l10_radar"

    --after radar deactivated

    --  "l04_darkvalley", "l02_garbage", "l03u_agr_underground", "labx8", "l04u_labx18", "marsh"

    --after npp1

    --  "l01_escape", "l12_stancia", "warlab", "l10u_bunker", "l08u_brainlab", "atp_for_test22"

    --after generators activated

    --  "generators", "lost_village", "aver", "puzir", "av_peshera", "peshera"

    --after backwater

    --  "zaton", "l11_pripyat", "l12_stancia_2", "pripyat", "l12u_control_monolith", "l12u_sarcofag"

    --collector freeplay

    --  "dead_city", "jupiter_underground", "limansk", "hospital", "109_dead_city", "jupiter"

    --open_alife_in_SOC, still in development, bar gets attacked constantly as highly populated

    --  "l05_bar", "k01_darkscape", "123_final_battle"

    open_alife_in_SOC = false    --!M! all levels open, NS default = false

    ------------------------alife respawn system--------------------------------------------------

    -- default progresses automatically in game based on game play, rank and level-up values,

    -- moderate and hardcore respawns kick in AFTER Radar is deactivated to not interfere with main

    -- quests to that point but if used at start then exiting x10 and beyond will be intense and may

    -- cause a crash on weaker systems. Minimum spawn distance from player also affected.

    -- Respawn rates and distances will start immediately and are:

    -- default: random 12hrs to 24hrs - default distance with a 50m min distance cap

    -- moderate: random 6hrs to 12hrs - 80m min distance to player

    -- hardcore: random 1hr to 6hrs - 50m min distance to player

    -- Caution should be used with hardcore as creature packs like dogs and bloodsuckers can be

    -- overwhelming at first.

    start_alife_option = 0      --!M! 0 (default), 1 (moderate) and 2 (hardcore)

    ----------------------------------------------------------------------------------------------

    alife_slice_mult=15        -- slice update in binder, multiplier * (1 game minute), default: every 15 game minutes

    look_radius=120          -- maximum obj search distance, should be <= alife.ltx switch_distance (TB3D = 120)

    look_radius_box = 100      -- distance to search for inventory boxes

    search_intensivity=20      --!M! search intensity, number of alife objects to search for each table update

    to_actor = look_radius-20    -- distance from actor checks, obj must be: ( < look_radius and > to_actor ) to be spawned, range: 1 to to_actor-1 (look_radius-20)

    max_rounds = 10          -- duration of attacks, keep spawning up to 10 times per assault

    health_wound = 0.20        -- At what level of health is considered to be wounded NPCs

    health_wound_set = 0.02      -- first wound start

    base_fp = 1400          -- (DMX: 1400) Standard firepowerdistance at distance = 1 to remove 100% health [defender.health - (attack_info.fp / TB3D_Modders.base_fp)]

    dist_coeff = 8          -- The coefficient for the distance [firepower / (dist / dist_coeff)]

    sell_limit = 3000        -- Vendor sale limit

    rate_kill_base = 100      -- Rating for murder. By killing the weaker - 0.5 * rate_kill_base, stronger - 2 * rate_kill_base

    rate_art_found = 20        -- rank change for victims with artifacts

    --smart terrain spawn/respawn params, quick,medium,long in npc.customdata or default

    --base value: quick=1,2  medium=3,4 long=5,6   default=1000,10001

    --algo: base value * smt_stay_time_mult limited to range 1,10001 internaly

    smt_stay_time_mult = 10          --!M! stay time multiplier, 1 to 100, smaller the number the faster the respawns (default 10 = 12hr min)

    smt_spawn_radius_min = look_radius-20  --minimum distance in meters to actor allowed for respawn, just inside look_radius best

    smt_spawn_rank_min = 90          --default minimum rank, used when not in npc.customdata

    smt_spawn_rank_max = 1000        --default maximum rank, used when not in npc.customdata

    --cleaning level at spawn will reduce memory usage, items are also purged during npc looting/pickup

    --does not remove quest items/npc, does not effect artifacts, default = true

    use_level_cleaner = false    --integrated cleaner, removes excess bodies and items when changing levels

    --maximum allowed creatures on the level you spawn, caution: too small a number may break some quests

    --does not include some 'specific' quest creatures

    max_bibliotekar = 2        --2 min for marsh

    max_bloodsuckers = 20      --20

    max_boars = 16          --16 for esc and pripyat

    max_burers = 12          --12

    max_cats = 10          --10

    max_chimera = 4          --4

    max_controllers = 4        --4

    max_crows = 28          --28 works best, normal is 56

    max_dogs = 60          --60 dog swarms

    max_flesh = 12          --12

    max_fractures = 10        --10

    max_ghouls = 4          --4

    max_gigants = 4          --4

    max_phantoms = 8        --8

    max_poltergeist = 8        --8 min for labs

    max_pseudodogs = 12        --12

    max_rats = 20          --20

    max_scelets = 6          --6 min for labrynth

    max_snorks = 36          --36 min for yantar and pripyat

    max_tarakans = 20        --20 roaches

    max_tushkanos = 26        --26

    max_werewolves = 2        --2 East Pripyat

    max_zombies = 20        --20 min for yantar

    --------------------------------------OFFLINE ALIFE end------------------------------------------------

    --spawns the items contained in func actor_net_spawn(), will happen every time you enter

    --a new level, great for re-loading  

    give_items_on_spawn = false

    --true = unlimited bolts (just spawns a new one each throw), false = DMX style disposable

    --it may deplete your inventory but should still keep one in slot.

    unlimited_bolts = true

    --hide weapon during conversation and item usage, default is true

    --NOTE: cars and some gameplay require hiding the weapon, these will NOT be effected by this setting

    hide_weapon      = false

    --ADVANCED AI

    use_xtrm_ai      = true    -- causes more looting and more agressive combat

    sniper_aim_ratio  = 30    --(30:1) if (distance_to_object * sniper_aim_ratio) <= sniper_aim_min then shoot else target

    sniper_aim_min    = 3000    --(3000) equal to 300m in game, further than this is targeting or not seen, tested with Rostok and Agro snipers

    ai_anomoly_evade  = false    --!M! npc will try to evade anomolies, uses more memory (presently causes npc to throw all their bolts)

    ---------presently the AMK news system is being tested, it may cause CTDs in game, important news is still shown

    show_death_news  = false    --turns death news on/off, random deaths, not key characters

    show_spawn_news  = false    --turns spawn news on/off, random spawns, not key characters

    show_abuse_news    = false    --turns abuse news on/off, random acts by ficticous characters

    show_hero_news    = false    --!M! news about your exploits in the zone, also causes bandits to travel

    show_blowout_news  = false    --only effects predictions after a blowout

    show_info_news    = false    --!M! also spawns surprise creatures, some of which can spawn improperly and cause CTDs

    offline_alife_trade = false    --!M! news on items for trade, off for better performance

    --Hit styles

    default_hit      = true    --hit effects like bullets, explosions and anomolies

    amk_style_hit    = false    --when health decreases a certain amount then added pain, real hardcore!

    blowout_crows    = false    --!M! the killing of crows during blowouts, randomly causes hung birds

    blowout_npc      = false    --!M! hit npc not in hideout during blowouts, causes many dead npc

    blowout_rad_val    = 1.0    --hit radiation level during blowout when actor unprotected

    horror_hit      = true    --hits actor during hellhour

    meet_hit      = true    --hits actor on meeting npc with bad reputation

    sleep_hit      = true    --hits actor on waking up

    wound_hit      = true    --hits npc/creatures after getting wounded

    death_hit      = false    --hits npc/creatures after death to move them away slightly

    animation_hit    = true    --hits npc/creatures rotate/bend when wounded

    alcohol_hit      = true    --hits actor when drunk

    artefact_hit    = true    --hits actor when picking up hot artifacts

    art_hit_multiplier  = 1      --intensity of hit from artefacts when artefact_hit = true, 1 to 100

    teleport_hit    = false    --actor rotates when teleported

    mutator_hit      = true    --hits actor on transmutator effect

    radiation_hit    = true    --hits actor when rad level high

    zavis_hit      = false    --hits npc on final removal

    --gameplay difficulty

    cave_no_big_electros = false  --removes the 4 big elctro anomolies in the cave

    cave_hard      = true    --!M! if true then more and stronger creatures but extra artifacts will spawn as a reward, easy reduces number and strength of creatures

    heli_attack      = false    --Hellicopter attacks on player

    default_sleep    = false    --SLEEPING BAG (MATRAS) and beds use default sleep or sleep anytime except hell and blowouts

    die_in_sleep    = false    --you can die in your sleep from starvation, bleeding and radiation when true

    guns_can_explode  = true    --they will just malfunction instead

    head_bob      = true    --initial setting, can be changed ingame in advanced options

    head_sway_power    = 0.4    --amount of camera inertia to apply for sway and bob

    loadout_rand_cond  = true    --randomly set the npc load out weapons/suit conditions between 80 and 100%

    --Money options for decoder and loot items on corpses

    money_decoder    = true    -- finds money on NPCs, default true = on

    money_scarce    = true    -- scarce on NPCs when true, gets scarcer with rank/level increases

    loot_option      = 3      --!M! Mode for random stuff on corpses, 0 = no loot, 5 = max loot, 3 = default

    --!M! poisonous fog and swamp mist, improves performance and mem usage when false

    use_fog        = true

    use_swamp_mist    = true

    --!M! smoke, cigs, bar, fires..., improves performance and mem usage when false

    use_smoke      = true

    --anoms are now spawned based on player freeplay level/rank, not difficulty.

    least_anomolies    = false    --minimal anomolies spawned (skips random anoms), overrides hardcore anomolies

    hardcore_anomolies  = false    --starts at level 3,ignored when least anomolies = true

    easy_anomolies    = false    --spawn only easy to detect anomolies when true, ignored when least anomolies = true

    Cadet_level_anomolies = false  --spawn at cadet rank only, less spawned

    --!M! Artefact spawning

    arts_max      = 100    --Zone re-spawn limit, range: 1 to 100

    less_arts      = false    --AMK random arts, reduces them by half when true

    --other difficulty settings

    radiation_factor  = 1.0    --(1.0) multiplier for radiation delta, 0.0 same as god mode, higher the number, faster the rise

    din_rad        = true    --!M!  Dynamic Radiation (true - on, false - off), moving zones of radiation

    zombie        = true    -- Player can be Zombied (true - on, false - off)

    invisible      = true    -- Use of Invisible Suits (true - on, false - off)

    teleporter_use    = true    -- Using Smart Hand Escape (true - on, false - off)

    effector_spawn    = false    --!M!  Spawn "Elector bloodsuckers" in obtaining infoportion about the presence of quest items (true - on, false - off)

    night_creatures    = true    --(true) turns random 'Creatures of the Night' on/off, only spawn around midnite if you are present

    --BLOWOUT OPTIONS

    run_blowout_pp    = true    --!M!  regular emmissions occur, false will stop emmisions

    zombie_team      = false    --!M!  transform NPC to zombies, trup, causes CTDs, leave false

    surge_day_effect  = true    --!M!  COP style blowout effect, causes errors in low memory situations

    phantom_spawn    = true    --!M!  Spawn phantoms on the level during blowouts and horror (true - on, false - off), they sometimes spawn with bad gv.

    ------time and phase

    blow_time_basis    = 720  -- basic time before following default release - in short game

    blow_time_shift    = 960  -- number is used to adjust blow_time_basis, if the value is 0, the emissions would be through time = blow_time_basis

    blow_phase_basis  = 2    -- The base duration of one phase output (only during the release of five phases) in the short game

    blow_phase_shift  = 3    -- maximum-phase output (only during the release of five phases) in the short game

    blow_phase_max    = 3    -- number is used to adjust blow_phase_basis, if equal to 0, while one phase is = blow_phase_basis

    --HELL HOUR, 20% chance novice to 50% chance master, 50% chance collector

    hell = true          -- Time of Terror (true - on, false - off)

    hell_spawn = true      --!M!  Spawn monsters on the level during the horror (true - on, false - off)

    hell_hour_alarm = true    -- Siren or distortion (default) at start of hell hour, false = off

    --!M! fires always on instead of just at night, does not effect indoor/cave as they are always on

    fires_always_on    = false    --!M! fires burn from 7pm to 6am

    --ARENA OPTIONS

    --Arena lights: 1 = center row 3 lamps, 2 = center staggered 8 lamps, 3 = both 1&2 11 lamps, 4 = emergency lighting 3 dim rotating lamps

    aem_light_style    = 3    --not presently usable, causes actor freeze on restoring default lamps

    --MUSIC OPTIONS

    --bar music default, 0 = retro, 1 = rock, 2 = rockn, 3 = modern

    bar_music      = 1

    --!M! COP Quick Keys

    --NOTE: NOT FUNCTIONING IN BETA, numpad +/- will still turn HUD on/off

    CopKeys        = false

    -----------------------------------------------------------------------------------

    ------------------------------ MENU DISPLAY ---------------------------------------

    -----------------------------------------------------------------------------------

    menu_char_height  = 20  --for file list spacing

    menu_date_start    = 330  --start column for file date listing

    menu_show_keys    = false  --displays modders keys on menu screen

    -----------------------------------------------------------------------------------

    --------------------------- ADVANCED SYSTEMS --------------------------------------

    -----------------------------------------------------------------------------------

    ------ when night vision kicks in on binoculars and some weapons  (DMX default 35)

    --use 'ESC N' to toggle between night time only and anytime NV

    fov_nv        = 35    --start of night vision in digatal binocs/weapons (max 35, min 10)

    advanced_nightvision = false  --!M! Not active yet, colored reticles in shaders still WIP

    -----------DDOF and MBLUR, initial mode set here, now an option in game menu -----------

    ddof_mode      = 0    --[startup] dynamic depth of field: 0=off, 1=Motion Blur, 2=classic, 3=gausian

    ddof_kernel_C    = 0.5  --density of the blur samples, classic, range = 0.3 to 0.6

    ddof_kernel_G    = 0.7  --density of the blur samples, gaussian, range = 0.7 to 1.0

    motion_blur      = 0.4  --replaces setting in user.ltx, 0=off(also ingame menu), range = 0.1 to 1.0

    --HUD elements

    bio_map_pulse    = true  --screen goes in and out or fixed on

    biodetect_all    = true  --detect all creatures without parts on belt

    bioradar_max_count  = 100  --maximum number of objects to display, limited to 100 internally

    auto_levels      = 0    --if set to 1 then the render settings will be automaticaly

                 --adjusted for the level you are spawning on

    level_set_max    = 100  --(100) if auto_levels = 1 then do not set any level past this amount

                 --options are in %    120,  100, 70, 50, 30

                   --lighting_val  =  2.0,  1.5,  1.2,  1.0,  0.7

                   --dist_val    =  1.5,  1.5,  1.2,  1.0,  0.7

                   --lod_a      =   96, 96, 64, 64, 48

                   --lod_b      =   64, 64, 48, 48, 32

                   --shadow_qlty  =  1.0,  1.0,  0.7,  0.7,  0.5

    --DELTA time slice thresholds, below delta_lowest = slice 1, each slice level causes more

    --non crucial services to be skipped until it lowers

    delta_critical    = 85  --(85) slice = 5

    delta_moderate    = 65  --(65) slice = 4

    delta_low      = 50  --(50) slice = 3

    delta_lowest    = 40  --(40) slice = 2

    -----------------------------------------------------------------------------------

    -----------------------Game Start Functions----------------------------------------

    -----------------------------------------------------------------------------------

    -- seperate sections for STALKER starts and The Collector start

    -----------------------------------------------------------------------------------

    -------------------------------STALKER SECTION ------------------------------------

    -----------------------------------------------------------------------------------

    function stalker_set_portals()  

     if default_portal_spawn then

        sak.out_new_lc(9100,"info_way100a")    --hides portal if called, normal start

        sak.out_new_lc(9101,"info_way101a")

        sak.out_new_lc(9102,"info_way102a")

        sak.out_new_lc(9103,"info_way103a")

        sak.out_new_lc(9104,"info_way104a")

        sak.out_new_lc(9105,"info_way105a")

        sak.out_new_lc(9106,"info_way106a")

        sak.out_new_lc(9107,"info_way107a")

        sak.out_new_lc(9108,"info_way108a")

        sak.out_new_lc(9109,"info_way109a")

        sak.out_new_lc(9110,"info_way110a")

        sak.out_new_lc(9111,"info_way111a")

        sak.out_new_lc(1008,"info_way112a")

        sak.out_new_lc(592,"info_way113a")

        sak.out_new_lc(97101,"info_way114a")

        sak.out_new_lc(11504,"info_way_arhara_peshera_cvalka")

        sak.out_new_lc(11505,"info_way_arhara_peshera_agro")

        sak.out_new_lc(11502,"info_way_arhara_cvalka_peshera")

        sak.out_new_lc(11503,"info_way_arhara_agro_peshera")

        sak.out_new_lc(97071,"info_way_arhara_td_les")

        sak.out_new_lc(97081,"info_way_arhara_labirint_peshera")

        sak.out_new_lc(97021,"info_way_arhara_peshera_labirint")

        sak.out_new_lc(11512,"info_way_arhara_labirint_yantar")

        sak.out_new_lc(11515,"info_way_arhara_yantar_labirint")

        sak.out_new_lc(11511,"info_way_arhara_labirint_earth")

        sak.out_new_lc(97041,"info_way_arhara_atp_pripyat")

        sak.out_new_lc(97091,"info_way_arhara_atp_military")

        sak.out_new_lc(97092,"info_way_arhara_atp_kordon")

        sak.out_new_lc(97093,"info_way_arhara_atp_svalka")

        sak.out_new_lc(97100,"info_way_arhara_pripyt_village")

        sak.out_new_lc(11514,"info_way_arhara_military_earth")

        sak.out_new_lc(11513,"info_way_arhara_td_earth")

        sak.out_new_lc(12506,"info_way_arhara_svalka_earth")

        sak.out_new_lc(11510,"info_way_arhara_earth_labirint")

        sak.out_new_lc(97094,"info_way_arhara_radar_warlab")

        sak.out_new_lc(97095,"info_way_arhara_warlab_brainlab")

        sak.out_new_lc(97097,"info_way_arhara_warlab_skladu")

        sak.out_new_lc(97098,"info_way_arhara_x18_warlab")

        sak.out_new_lc(14002,"info_way_arhara_kordon_boloto")

        sak.out_new_lc(14091,"info_way_arhara_radar_forest")

        sak.out_new_lc(97099,"info_way_arhara_chaes2_atp")

        sak.out_new_lc(11529,"info_way_arhara_village_limansk")

        sak.out_new_lc(11531,"info_way_arhara_village_hospital")

        sak.out_new_lc(97103,"info_way_arhara_chaes_generator")

        sak.out_new_lc(97104,"info_way_arhara_hospital_agroprom")

        sak.out_new_lc(97105,"info_way_arhara_agroprom_marsh1")

        sak.out_new_lc(97001,"info_way_arhara_bar_atp")

        sak.out_new_lc(97106,"info_way_arhara_gener_pripyat")

        sak.out_new_lc(97102,"info_way_arhara_chaes2_chaes")

        sak.out_new_lc(11521,"info_way_arhara_gener_hospital")

        sak.out_new_lc(97096,"info_way_arhara_warlab_generators")

        sak.out_new_lc(97107,"info_way_arhara_limansk_generators")

        sak.out_new_lc(97108,"info_way_arhara_forest_warlab")

        sak.out_new_lc(97109,"info_way_arhara_dcity_limansk")

        sak.out_new_lc(97110,"info_way_arhara_dead_city_atp")

        sak.out_new_lc(97111,"info_way_arhara_dcity_rostok")

        sak.out_new_lc(97112,"info_way_arhara_atp_dead_city")

        sak.out_new_lc(97113,"info_way_arhara_dcity_zaton")

        sak.out_new_lc(97114,"info_way_arhara_lima_dcity")

      else

        if TB3D_Modders.Global_Debug then TB3D_Services.info_alert("TB3D: Open All Portals") end

        sak.add_new_dcity()

        sak.add_new_dcity_to_zaton()

        sak.add_new_lima_to_dead_city()

      end

    end

    function stalker_start()

     if give_items_on_spawn then

       --given on new game only

     end  

    end --stalker net spawn

    function stalker_spawn()

     if give_items_on_spawn then

       -- given every level spawn

       amk.spawn_in_inv("ammo_5.56x45_ap", 4)

       amk.spawn_in_inv("ammo_zhekan_izomorf", 4)

       amk.spawn_in_inv("ammo_5.7x28_ss190", 4)

       amk.spawn_in_inv("ammo_m209", 2)

     end  

    end --stalker spawn

    -----------------------------------------------------------------------------------

    -------------------------------- COLLECTOR SECTION --------------------------------

    -----------------------------------------------------------------------------------

    function collector_spawn()  -- given each time spawn on a level

     --amk.spawn_in_inv("razgruzka",1)  --ammo vest, was given by fox, not usefull so off by default

     --amk.spawn_in_inv("fake_wpn_coujaf",1)  --Exotic Knife, StarGate?

     --amk.spawn_in_inv("wpn_fs",1)  --the default start handgun

    end

    --==================================================================================================--

    ----------DEBUG SECTION should stay off in normal play -----------------------------------------------

    Global_Debug = false    --turns on upper level debug info, can be toggled in-game with 'ESC 0'

    -----------------------------------------------------------------------------------------

    local use_all = false    --turns on all messages below

    --in game messages for minor errors, useful for modders who work with schemes

    use_abort_message    = use_all or true  --errors that should terminate gameplay

    use_task_message    = use_all or false  --info on tasks, trade and treasure, in log

    use_scheme_message    = use_all or false  --errors and general messages, in log 'massive'

    use_packet_message    = use_all or false  --shows the load and save packets for the player, in log

    use_spawn_message    = use_all or false  --info on spawned items in news

    use_respawn_message    = use_all or false  --info on items added to the respawner

    use_alife_message    = use_all or false  --info on reputation, rank and some NPC data

    use_environment_message  = use_all or false  --info on day/night changes and actions

    use_lc_message      = use_all or false  --info on level changers, in log

    use_sak_message      = use_all or false  --info on sak inventory actions, in log

    use_logic_message    = use_all or false  --info on xr logic actions, in log

    use_smh1_message    = use_all or false  --info on smart_terrain general actions, in log, keep off

    use_smh2_message    = use_all or false  --info on xr_gulag detailed actions, in log, keep off

    use_smh3_message    = use_all or false  --info on se_stalker detailed actions and extra checks, in log, keep off

    use_combat_message    = use_all or false  --info on hit/death callbacks, good for tweaking weapons, damages...

    use_rxai_message    = use_all or false  --info on extended ai functions, in log

    use_news_message    = use_all or false  --info on news related functions, in log

    use_counter_message    = use_all or false  --shows the total, increments and decrements to creature counts

    use_conditions_message  = use_all or false  --shows actions executed from conditions list

    use_arena_message    = use_all or false  --shows the progress through an event

    use_inventory_message  = use_all or false  --dmx inventory actions, protected items

    use_weapon_message    = use_all or false  --arsenal related actions

    use_fastcall_message  = use_all or false  --AMK fast mod calls

    use_perception_message  = use_all or false  --Sound detection of actor by creatures and npc

    ----------------------------------------------------------------------------------------------

    show_tables        = false    --prints tables to log, very intensive, keep off

    show_smart_packets    = false    --prints smart terrain read/write packets to log, very intensive, keep off

    use_slice_message    = false    --actor update timming, should be used alone

    show_news_spots      = false    --show red spot where news occured, may not get removed once shown

    use_fast_news_debug    = false    --speeds up news, adds more info for testing

    log_game_stats      = false    --logs actor condition at intervals, also task and money transactions

    show_hit_actions    = false    --logs hits made in hit_styles

    show_hit_invulnerable  = false    --logs hits on invulnerable npc

    use_cleaner_message    = false    --logs the results of the cleaner and the fixer

    use_population_report  = false    --logs the population totals and some ingame events

    use_loadout_message    = false    --logs npc dynamic load outs if given

    use_info_message    = false    --logs the info portion callback for the actor

    display_delta      = false    --displays the actor slice multiplier on the minimap (1 thru 5, 5 = critical)

    --===========================================================================================--

    --State messgaes are from the motivator, npc_to_log must be a valid name or part of a name,

    --i.e. bar_ambush_killer_03 will log states for that npc only, bar_ambush_killer_ will log all them.

    use_state_message    = false    --logs the transition states of the state manager, super excessive data to log

    npc_to_log        = "bar_ambush_killer_"

    --===========================================================================================--

    ------------END FILE

     

  2. Witam   Po długiej przerwie zabawy w Stalkera  spróbowałem znowu odświeżyć sobie niegdysiejsze emocje.  Zacząłem od Snipera - dodatku do COP. Odpuściłem . Drugie podejście zaczałem od razu z grubej rury - Solianka. Ale nie rus polonizowane ,  lecz wersję Tecnobacona  czyli StalkerSoup . Instalacja bezproblemowa  na wersji PL 1.00006 . Mod chodzi płynnie , żadnych zwiechów , żadnych zwalonych Xr engine  , co najmniej tydzień płynnego grania i ... pojawił sie problem .     Problem jest następujący :

    [error]Expression    : fatal error[error]Function	  : CScriptEngine::lua_error[error]File		  : E:stalkersourcestrunkxr_3daxrGamescript_engine.cpp[error]Line		  : 73[error]Description   : <no expression>[error]Arguments     : LUA error: ...ow of chernobylgamedatascriptsflamethrower.script:419: 'for' limit must be a number

      Problem pojawia się gdy chcę zaliczyć questa na dziennik Ducha w X16 ,  który winienem oddać Krugłowowi . W trakcie rozmowy finalizującej  pojawia się powyższy crasch.   Przejrzałem  dział , i nie znalazłem podobnego problemu.    Pozdrawiam Bober

  3. Witam

     

    Mod jest naprawdę bardzo dobry  , gra sie bardzo przyjemnie ale ... zawsze jest jakieś ale.Co jakis czas dopada mnie nastepujący problem:

    FATAL ERROR [error]Expression    : fatal error[error]Function	  : CInifile::r_section[error]File		  : D:prog_repositorysourcestrunkxrCoreXr_ini.cpp[error]Line		  : 502[error]Description   : <no expression>[error]Arguments	 : Can't open section ''. Please attach [*.ini_log] file to your bug report

    W związku z tym iż poziom mojej wiedzy dotyczącej ogólnie pojetego ogarniania komputera jest niski  mam p[ytanie do znawców  o przyczyne powyższego.

     Pozdrawiam

     

     Edit - po  wielu godzinach walki ze "sniperem"

    - usunięcie podstawki i moda z dysku

    - ponowne zainstalowanie składowych

    -  nadal wywala

    - ściągnąłem pliki z torrenta - nie powinno byc problemów z brakującymi - być może- składowymi

    - ponowna deinstalacja całości i instalacja  krok po kroku

    - teraz  wywala jak  wywalało ,  tyle że częściej  i  dodatkowo nie mogę dokończyc questa z miejscami postoju żołnierzy - 

      jeden z punktów nie odznacza się - ergo- nie mogę  przejść do następnej lokacji.

     

    Podsumowanie - zmeczyło mnie marnowanie czasu na ten dodatek. Z całym szacunkiem dla osób które go zrobiły poświęcając swój prywatny czas -  poczekam na "Misery 2".

    Lubię kufajmańskie gry - mają niezły klimat - ale nie  mam zamiaru tracic czasu na buble.

    Podrawiam

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