Итак гулаг mar_lager упоминается в 4 файлах :
scripts\gulag_escape.script, misc\gulag_escape.ltx , all.spawn, gameplay\character_desc_escape.xml,
далее цитаты
1. scripts\gulag_escape.script
local t = {}
function load_job(sj, gname, type, squad, groups)
--- mar лагерь ---
if type == "mar_lager" then
t = { section = "logic@mar_lager_marsh_provodnik",
idle = 0,
prior = 5, state = {0},
in_rest = "", out_rest = ""
}
table.insert(sj, t)
end
--- baza_mar лагерь ---
if type == "baza_mar_lager" then
t = { section = "logic@baza_mar_lager_baza_marsh_provodnik",
idle = 0,
prior = 5, state = {0},
in_rest = "", out_rest = ""
}
table.insert(sj, t)
end
;;;;;;далее чуть ниже
function load_states(gname, type)
--- mar лагерь ---
if type == "mar_lager" then
return function (gulag)
return 0
end
end
--- baza_mar лагерь ---
if type == "baza_mar_lager" then
return function (gulag)
return 0
end
end
;;;;;;и в конце
--------------------------------------------------------------------------
-- Dynamic ltx
--------------------------------------------------------------------------
function load_ltx(gname, type)
return nil
end
function checkStalker(npc_community, gulag_type, npc_rank, se_obj)
--- mar лагерь ---
if gulag_type == "mar_lager" then
return se_obj:profile_name() == "marsh_provodnik"
end
--- baza_mar лагерь ---
if gulag_type == "baza_mar_lager" then
return se_obj:profile_name() == "baza_marsh_provodnik"
end
2. misc\gulag_escape.ltx ,
-- kostya_level
[logic@mar_lager_marsh_provodnik]
active = kamp@mar_lager_marsh_provodnik
[kamp@mar_lager_marsh_provodnik]
center_point = marsh_provodnik_kamp
[logic@baza_mar_lager_baza_marsh_provodnik]
active = kamp@baza_mar_lager_baza_marsh_provodnik
[kamp@baza_mar_lager_baza_marsh_provodnik]
center_point = baza_marsh_provodnik_kamp
3. all.spawn
номер 11070 кол-в 12344 вер 6
Entity
smart_terrain
имя объекта
mar_lager
level_ID
3407 неизменять
story
-1
скрипт
[smart_terrain]
type = mar_lager
capacity = 1
;;;;; теперь НПС для этого террайна
номер 11071 кол-в 12344 вер 6
Entity
stalker
имя объекта
mar_stalker
level_ID
5000 неизменять
story
-1
путь к объекту\имя файла без расширения
actors\neytral\stalker_neytral_rukzak_1
скрипт
[smart_terrains]
mar_lager = true
4. Character_desc_escape.xml
Проводник Серж "Сладкий"
ui_npc_u_stalker_neytral_rukzak_1
sim_stalker_general_bio
marsh_provodnik
stalker stalker_terrain
593
0
characters_voice\human_02\stalker\
-1
actors\neytral\stalker_neytral_rukzak_1
[spawn] \n
wpn_pm \n
ammo_9x18_fmj = 1 \n
wpn_mp5 \n
ammo_9x19_fmj = 1 \n
device_torch \n
#include "gameplay\character_drugs.xml" \n
#include "gameplay\character_food.xml"
#include "gameplay\character_criticals_4.xml"
marsh_provodnik
dm_hello_dialog
hello_dialog
;;;;;;;;;добавляем своё
1. scripts\gulag_escape.script
local t = {}
function load_job(sj, gname, type, squad, groups)
--- mar лагерь ---
if type == "mar_lager" then
t = { section = "logic@mar_lager_marsh_provodnik",
idle = 0,
prior = 5, state = {0},
in_rest = "", out_rest = ""
}
table.insert(sj, t)
end
--- baza_mar лагерь ---
if type == "baza_mar_lager" then
t = { section = "logic@baza_mar_lager_baza_marsh_provodnik",
idle = 0,
prior = 5, state = {0},
in_rest = "", out_rest = ""
}
table.insert(sj, t)
end
--- predbannik лагерь ---
if type == "predbannik_lager" then
t = { section = "logic@predbannik_lager_predbannik_provodnik",
idle = 0,
prior = 5, state = {0},
in_rest = "", out_rest = ""
}
table.insert(sj, t)
end
function load_states(gname, type)
--- mar лагерь ---
if type == "mar_lager" then
return function (gulag)
return 0
end
end
--- baza_mar лагерь ---
if type == "baza_mar_lager" then
return function (gulag)
return 0
end
end
--- predbannik лагерь ---
if type == "predbannik_lager" then
return function (gulag)
return 0
end
end
--------------------------------------------------------------------------
-- Dynamic ltx
--------------------------------------------------------------------------
function load_ltx(gname, type)
return nil
end
function checkStalker(npc_community, gulag_type, npc_rank, se_obj)
--- mar лагерь ---
if gulag_type == "mar_lager" then
return se_obj:profile_name() == "marsh_provodnik"
end
--- baza_mar лагерь ---
if gulag_type == "baza_mar_lager" then
return se_obj:profile_name() == "baza_marsh_provodnik"
end
---predbannik лагерь---
if gulag_type == "predbannik_lager" then
return se_obj:profile_name() == "predbannik_provodnik"
end
2. misc\gulag_escape.ltx ,
-- kostya_level
[logic@mar_lager_marsh_provodnik]
active = kamp@mar_lager_marsh_provodnik
[kamp@mar_lager_marsh_provodnik]
center_point = marsh_provodnik_kamp
[logic@baza_mar_lager_baza_marsh_provodnik]
active = kamp@baza_mar_lager_baza_marsh_provodnik
[kamp@baza_mar_lager_baza_marsh_provodnik]
center_point = baza_marsh_provodnik_kamp
[logic@predbannik_lager_predbannik_provodnik]
active = kamp@predbannik_lager_predbannik_provodnik
[kamp@predbannik_lager_predbannik_provodnik]
center_point = predbannik_provodnik_kamp
3. all.spawn
номер 12345 кол-в 12346 вер 6
Entity
smart_terrain
имя объекта
predbannik_lager
level_ID
2792 неизменять
story
-1
скрипт
[smart_terrain]
type = predbannik_lager
capacity = 1
;;;;; теперь НПС для этого террайна
номер 12346 кол-в 12346 вер 6
Entity
stalker
имя объекта
predbannik_stalker
level_ID
2898 неизменять
story
-1
путь к объекту\имя файла без расширения
actors\alco\stalker_bandit_6_drunktest
скрипт
[smart_terrains]
predbannik_lager = true
и вносим изменения к остальным маячкам в scripts\actor_need_help.script
l12_stancia = {
none="aes_heli_attack_desant_walk1_2" -- взял из spawn.ini надо проверять
},
l12u_sarcofag = {
none="aes_heli_attack_desant_walk1_2" -- не нашёл
},
l12u_control_monolith = {
none="aes_heli_attack_desant_walk1_2" -- не нашёл
},
l12_stancia_2 = {
none="aes_heli_attack_desant_walk1_2" -- не нашёл
},
aver = {
none="aver_lager_kamp" -- не нашёл
},
marsh = {
none="mar_lager_marsh_provodnik_kamp"
},
predbannik = {
none="predbannik_lager_marsh_predbannik_kamp"
}
}
ещё раз проверяем запятые и молимся......Good Luck Lola
вылетает и пишет такую дрянь......
Expression : fatal error
Function : CScriptEngine::lua_error
File : E:\stalker\patch_1_0004\xr_3da\xrGame\script_engine.cpp
Line : 73
Description :
Arguments : LUA error: ...erate\s.t.a.l.k.e.r\gamedata\scripts\xr_gulag.script:271: bad argument #1 to 'getn' (table expected, got nil)