Руслан 1 Опубликовано 19 Сентября 2009 Народ я хочу добавить гурппировку на болото а как я не знаю... если на стандартные есть charcter_desc... то на балота нет, обьясните где найти что бы NPC прописать на болото группировку чистое небо добавил и костюмы такие же как и в чистом небе... плиз помагите! Поделиться этим сообщением Ссылка на сообщение
Руслан 1 Опубликовано 18 Июля 2010 народ а как убрать переходы на другие локи ??? что бы не было совсем Поделиться этим сообщением Ссылка на сообщение
Руслан 1 Опубликовано 5 Августа 2010 народ обьясните подробно что и как добавить переходы на локации??? Поделиться этим сообщением Ссылка на сообщение
Руслан 1 Опубликовано 7 Августа 2010 народ как узнать граф поинт на карте а? Поделиться этим сообщением Ссылка на сообщение
Руслан 1 Опубликовано 8 Августа 2010 народ удалите переходы в деревне новичков, плз!!! и скинте потом all.spawn так как game.graph не влияет, как я понял, а то у меня редактор ща не работает, плз сделай мне и я буду очень благодарен!!! Поделиться этим сообщением Ссылка на сообщение
Руслан 1 Опубликовано 14 Августа 2010 да уберите плз переходы на кардоне в деревни новичков, я с all.spawn плохо лажу, плз!!! умоляю, мне это надо срочно. Строгое предупреждение от модератора n6260 Тебя учили просить вежливо? И соблюдай орфографию. Поделиться этим сообщением Ссылка на сообщение
Руслан 1 Опубликовано 5 Сентября 2010 народ дайте мне acdc на патч 1.0004 для тч что бы убрать переходы из деревни новичков. Поделиться этим сообщением Ссылка на сообщение
Руслан 1 Опубликовано 4 Ноября 2010 а можете достать мапу Темная Лощина, каторая стоит межу кардоном и Темной Долине Поделиться этим сообщением Ссылка на сообщение
Руслан 1 Опубликовано 4 Ноября 2010 Expression : fatal error Function : CScriptEngine::lua_error File : E:\stalker\patch_1_0004\xr_3da\xrGame\script_engine.cpp Line : 73 Description : <no expression> Arguments : LUA error: ...ory of snipers\gamedata\scripts\escape_dialog.script:6: attempt to index field 'pstor' (a nil value) Помогите узнать проблему? Знаю что проблемма с файлом escape_dialog.script и именно с каким тегом тоже знаю, но что нужно поставить? я не знаю. плз! помогите! Поделиться этим сообщением Ссылка на сообщение
Руслан 1 Опубликовано 5 Ноября 2010 (изменено) Вылетает при первом разговоре с сидоровичем, как заканчиваю. -------------------------------------------------------------------------------------------------------- -- Trader Factions - ABC Mod by Speed aka Cabrobro. -------------------------------------------------------------------------------------------------------- function wish_pre(trader, actor) if db.storage[db.actor:id()].pstor["wish_zombied"] == "yes" then return true else return false end end function wish_pre_money(trader, actor) if db.actor:money() >= 15000 then return true end return false end function wish_give_med(trader, actor) db.storage[db.actor:id()].pstor["wish_zombied"] = "no" db.storage[db.actor:id()].pstor["count_zombie "] = 0 db.actor:set_character_community("actor", 0, 0) dialogs.relocate_money(actor, 15000, "out") level.remove_pp_effector (1986) level.remove_pp_effector (1987) level.add_pp_effector ("deadcity_wake1.ppe", 1976, false) dialogs.break_dialog(trader, actor) end function factions_repair_checkduty_r(trader, actor) if relation_registry.community_goodwill ("dolg", db.actor:id ()) < 0 then local chkgoodwill = relation_registry.community_goodwill("dolg", db.actor:id()) if chkgoodwill > -100 and db.actor:money() >= 5000 then return true end if chkgoodwill < -100 and chkgoodwill >= -1000 and db.actor:money() >= 10000 then return true end if chkgoodwill < -1000 and db.actor:money() >= 25000 then return true end end return false end function factions_repair_checkduty_j(trader, actor) local whatami = db.actor:character_community() if (relation_registry.community_goodwill ("dolg", db.actor:id()) >= 0) and (db.actor:money() >= 50000) and (whatami ~= "actor_dolg") and (whatami == "actor") then return true else return false end end function factions_repair_checkfree_r(trader, actor) if relation_registry.community_goodwill ("freedom", db.actor:id()) < 0 then local chkgoodwill = relation_registry.community_goodwill("dolg", db.actor:id()) if chkgoodwill > -100 and db.actor:money() >= 5000 then return true end if chkgoodwill < -100 and chkgoodwill >= -1000 and db.actor:money() >= 10000 then return true end if chkgoodwill < -1000 and db.actor:money() >= 25000 then return true end else return false end return false end function factions_repair_checkfree_j(trader, actor) local whatami = db.actor:character_community() if (relation_registry.community_goodwill ("freedom", db.actor:id()) >= 0) and (db.actor:money() >= 50000) and (whatami ~= "actor_freedom") and (whatami == "actor") then return true else return false end end function factions_repair_checkstalker_r(trader, actor) local whatami = db.actor:character_community() local gulag = xr_gulag.get_gulag_by_name ("esc_lager") if (gulag) then if (gulag:npc_is_enemy_to_anybody(db.actor)) and (db.actor:money() >= 5000) and (whatami ~= "monolith") and (whatami ~= "bandit") and (whatami ~= "military") and (whatami ~= "killer") then return true end end return false end function factions_repair_checkstalker(first_speaker, second_speaker) local task_texture, task_rect = get_texture_info("ui_iconsTotal_lost_money") local item_name_and_price = "" local howmuch = 5000 local gulag = xr_gulag.get_gulag_by_name ("esc_lager") if (gulag) then if gulag:npc_is_enemy_to_anybody(db.actor) and db.actor:money() >= 5000 then item_name_and_price = game.translate_string("list_factions_repair_4").." %c[255,238,155,23]"..howmuch.."Ru%c[default]" db.actor:give_talk_message(item_name_and_price, task_texture, task_rect, "iconed_trade_info") end end end function factions_repair_setstalker_r(trader, actor) local howmuch = 5000 local gulag = xr_gulag.get_gulag_by_name ("esc_lager") if (gulag) then if gulag:npc_is_enemy_to_anybody(db.actor) and db.actor:money() >= 5000 then local chkgoodwill = relation_registry.community_goodwill("stalker", db.actor:id()) xr_gulag.setGulagRelation ("esc_lager", game_object.neutral, db.actor) relation_registry.set_community_goodwill ("stalker", db.actor:id(), 0) dialogs.relocate_money(actor, howmuch, "out") end end end function factions_repair_checkduty(first_speaker, second_speaker) local task_texture, task_rect = get_texture_info("ui_iconsTotal_lost_money") local item_name_and_price = "" local howmuch = 0 if db.actor ~= nil then if relation_registry.community_goodwill ("dolg", db.actor:id()) < 0 then local chkgoodwill = relation_registry.community_goodwill("dolg", db.actor:id()) if chkgoodwill > -100 and db.actor:money() >= 5000 then howmuch = 5000 end if chkgoodwill < -100 and chkgoodwill >= -1000 and db.actor:money() >= 10000 then howmuch = 10000 end if chkgoodwill < -1000 and db.actor:money() >= 25000 then howmuch = 25000 end item_name_and_price = game.translate_string("list_factions_repair_0").." %c[255,238,155,23]"..howmuch.."Ru%c[default]" db.actor:give_talk_message(item_name_and_price, task_texture, task_rect, "iconed_trade_info") elseif (relation_registry.community_goodwill ("dolg", db.actor:id()) >= 0) and (db.actor:money() >= 50000) then howmuch = 50000 item_name_and_price = game.translate_string("list_factions_repair_1").." %c[255,238,155,23]"..howmuch.."Ru%c[default]" db.actor:give_talk_message(item_name_and_price, task_texture, task_rect, "iconed_trade_info") end end end function factions_repair_checkfree(first_speaker, second_speaker) local task_texture, task_rect = get_texture_info("ui_iconsTotal_lost_money") local item_name_and_price = "" local howmuch = 0 if db.actor ~= nil then if relation_registry.community_goodwill ("freedom", db.actor:id()) < 0 then local chkgoodwill = relation_registry.community_goodwill("freedom", db.actor:id ()) if chkgoodwill > -100 and db.actor:money() >= 5000 then howmuch = 5000 end if chkgoodwill < -100 and chkgoodwill >= -1000 and db.actor:money() >= 10000 then howmuch = 10000 end if chkgoodwill < -1000 and db.actor:money() >= 25000 then howmuch = 25000 end item_name_and_price = game.translate_string("list_factions_repair_2").." %c[255,238,155,23]"..howmuch.."Ru%c[default]" db.actor:give_talk_message(item_name_and_price, task_texture, task_rect, "iconed_trade_info") elseif (relation_registry.community_goodwill ("freedom", db.actor:id()) >= 0) and (db.actor:money() >= 50000) then howmuch = 50000 item_name_and_price = game.translate_string("list_factions_repair_3").." %c[255,238,155,23]"..howmuch.."Ru%c[default]" db.actor:give_talk_message(item_name_and_price, task_texture, task_rect, "iconed_trade_info") end end end function factions_repair_setduty_r(trader, actor) local howmuch = 0 if db.actor ~= nil then local chkgoodwill = relation_registry.community_goodwill("dolg", db.actor:id()) if chkgoodwill > -100 and db.actor:money() >= 5000 then howmuch = 5000 end if chkgoodwill < -100 and chkgoodwill >= -1000 and db.actor:money() >= 10000 then howmuch = 10000 end if chkgoodwill < -1000 and db.actor:money() >= 25000 then howmuch = 25000 end dialogs.relocate_money(actor, howmuch, "out") relation_registry.set_community_goodwill ("dolg", db.actor:id(), 0) end end function factions_repair_setduty_j(trader, actor) if db.actor ~= nil then dialogs.relocate_money(actor, 50000, "out") db.actor:set_character_community("actor_dolg", 0, 0) local chkgoodwill = relation_registry.community_goodwill("dolg", db.actor:id()) if chkgoodwill > 0 then chkgoodwill = chkgoodwill + 200 relation_registry.set_community_goodwill ("dolg", db.actor:id(), chkgoodwill) else relation_registry.set_community_goodwill ("dolg", db.actor:id (), 200) end end end function factions_repair_setfree_r(trader, actor) local howmuch = 0 if db.actor ~= nil then local chkgoodwill = relation_registry.community_goodwill("freedom", db.actor:id()) if chkgoodwill > -100 and db.actor:money() >= 5000 then howmuch = 5000 end if chkgoodwill < -100 and chkgoodwill >= -1000 and db.actor:money() >= 10000 then howmuch = 10000 end if chkgoodwill < -1000 and db.actor:money() >= 25000 then howmuch = 25000 end dialogs.relocate_money(actor, howmuch, "out") relation_registry.set_community_goodwill ("dolg", db.actor:id(), 0) end end function factions_repair_setfree_j(trader, actor) if db.actor ~= nil then dialogs.relocate_money(actor, 50000, "out") db.actor:set_character_community("actor_freedom", 0, 0) local chkgoodwill = relation_registry.community_goodwill("freedom", db.actor:id()) if chkgoodwill > 0 then chkgoodwill = chkgoodwill + 200 relation_registry.set_community_goodwill ("freedom", db.actor:id(), chkgoodwill) else relation_registry.set_community_goodwill ("freedom", db.actor:id(), 200) end end end function factions_repair_checkmon_j(trader, actor) local whatami = db.actor:character_community() local playhitemb = db.actor:object("h_2") local freep = db.storage[db.actor:id()].pstor["freepplay"] if (freep == "yes" or playhitemb ~= nil or db.joinfactions == "yes") and (db.actor:money() >= 50000) and (whatami ~= "monolith") and (whatami == "actor") then return true else return false end end function factions_repair_checkmonolith(first_speaker, second_speaker) local task_texture, task_rect = get_texture_info("ui_iconsTotal_lost_money") local item_name_and_price = "" local howmuch = 50000 if db.actor:money() >= 50000 then item_name_and_price = game.translate_string("list_factions_repair_5").." %c[255,238,155,23]"..howmuch.."Ru%c[default]" db.actor:give_talk_message(item_name_and_price, task_texture, task_rect, "iconed_trade_info") end end function factions_repair_setmon_j(trader, actor) if db.actor ~= nil then dialogs.relocate_money(actor, 50000, "out") db.actor:set_character_community("monolith", 0, 0) local chkgoodwill = relation_registry.community_goodwill("monolith", db.actor:id()) if chkgoodwill > 0 then chkgoodwill = chkgoodwill + 200 relation_registry.set_community_goodwill ("monolith", db.actor:id(), chkgoodwill) else relation_registry.set_community_goodwill ("monolith", db.actor:id(), 200) end end end function factions_repair_bandit_j(trader, actor) local whatami = db.actor:character_community() local playhitemb = db.actor:object("h_2") local freep = db.storage[db.actor:id()].pstor["freepplay"] if (freep == "yes" or playhitemb ~= nil or db.joinfactions == "yes") and (db.actor:money() >= 10000) and (whatami ~= "bandit") and (whatami == "actor") then return true else return false end end function factions_repair_checkbandit(first_speaker, second_speaker) local task_texture, task_rect = get_texture_info("ui_iconsTotal_lost_money") local item_name_and_price = "" local howmuch = 10000 if db.actor:money() >= 10000 then item_name_and_price = game.translate_string("list_factions_repair_7").." %c[255,238,155,23]"..howmuch.."Ru%c[default]" db.actor:give_talk_message(item_name_and_price, task_texture, task_rect, "iconed_trade_info") end end function factions_repair_setbandit_j(trader, actor) if db.actor ~= nil then dialogs.relocate_money(actor, 10000, "out") db.actor:set_character_community("bandit", 0, 0) local chkgoodwill = relation_registry.community_goodwill("bandit", db.actor:id()) if chkgoodwill > 0 then chkgoodwill = chkgoodwill + 200 relation_registry.set_community_goodwill ("bandit", db.actor:id(), chkgoodwill) else relation_registry.set_community_goodwill ("bandit", db.actor:id(), 200) end end end function factions_repair_mil_j(trader, actor) local whatami = db.actor:character_community() local playhitemb = db.actor:object("h_2") local freep = db.storage[db.actor:id()].pstor["freepplay"] if (freep == "yes" or playhitemb ~= nil or db.joinfactions == "yes") and (db.actor:money() >= 40000) and (whatami ~= "military") and (whatami == "actor") then return true else return false end end function factions_repair_checkmil(first_speaker, second_speaker) local task_texture, task_rect = get_texture_info("ui_iconsTotal_lost_money") local item_name_and_price = "" local howmuch = 40000 if db.actor:money() >= 40000 then item_name_and_price = game.translate_string("list_factions_repair_6").." %c[255,238,155,23]"..howmuch.."Ru%c[default]" db.actor:give_talk_message(item_name_and_price, task_texture, task_rect, "iconed_trade_info") end end function factions_repair_setmil_j(trader, actor) if db.actor ~= nil then dialogs.relocate_money(actor, 40000, "out") db.actor:set_character_community("military", 0, 0) local chkgoodwill = relation_registry.community_goodwill("military", db.actor:id()) if chkgoodwill > 0 then chkgoodwill = chkgoodwill + 200 relation_registry.set_community_goodwill ("military", db.actor:id(), chkgoodwill) else relation_registry.set_community_goodwill ("military", db.actor:id(), 200) end end end function factions_repair_kill_j(trader, actor) local whatami = db.actor:character_community() local playhitemb = db.actor:object("h_2") local freep = db.storage[db.actor:id()].pstor["freepplay"] if (freep == "yes" or playhitemb ~= nil or db.joinfactions == "yes") and (db.actor:money() >= 30000) and (whatami ~= "killer") and (whatami == "actor") then return true else return false end end function factions_repair_checkkill(first_speaker, second_speaker) local task_texture, task_rect = get_texture_info("ui_iconsTotal_lost_money") local item_name_and_price = "" local howmuch = 30000 if db.actor:money() >= 30000 then item_name_and_price = game.translate_string("list_factions_repair_8").." %c[255,238,155,23]"..howmuch.."Ru%c[default]" db.actor:give_talk_message(item_name_and_price, task_texture, task_rect, "iconed_trade_info") end end function factions_repair_setkill_j(trader, actor) if db.actor ~= nil then dialogs.relocate_money(actor, 30000, "out") db.actor:set_character_community("killer", 0, 0) local chkgoodwill = relation_registry.community_goodwill("military", db.actor:id()) if chkgoodwill > 0 then chkgoodwill = chkgoodwill + 200 relation_registry.set_community_goodwill ("killer", db.actor:id(), chkgoodwill) else relation_registry.set_community_goodwill ("killer", db.actor:id(), 200) end end end function factions_repair_eco_j(trader, actor) local whatami = db.actor:character_community() if (db.actor:money() >= 50000) and (whatami ~= "ecolog") and (whatami == "actor") then return true else return false end end function factions_repair_checkeco(first_speaker, second_speaker) local task_texture, task_rect = get_texture_info("ui_iconsTotal_lost_money") local item_name_and_price = "" local howmuch = 50000 if db.actor:money() >= 50000 then item_name_and_price = game.translate_string("list_factions_repair_10").." %c[255,238,155,23]"..howmuch.."Ru%c[default]" db.actor:give_talk_message(item_name_and_price, task_texture, task_rect, "iconed_trade_info") end end function factions_repair_seteco_j(trader, actor) if db.actor ~= nil then dialogs.relocate_money(actor, 50000, "out") db.actor:set_character_community("ecolog", 0, 0) local chkgoodwill = relation_registry.community_goodwill("ecolog", db.actor:id()) if chkgoodwill > 0 then chkgoodwill = chkgoodwill + 200 relation_registry.set_community_goodwill ("ecolog", db.actor:id(), chkgoodwill) else relation_registry.set_community_goodwill ("ecolog", db.actor:id(), 200) end end end function factions_repair_quit_j(trader, actor) local whatami = db.actor:character_community() if (whatami == "actor_dolg") or (whatami == "actor_freedom") or (whatami == "monolith") or (whatami == "bandit") or (whatami == "military") or (whatami == "killer") or (whatami == "ecolog") then if (db.actor:money() >= 10000) then return true end end return false end function factions_repair_checkquit(first_speaker, second_speaker) local task_texture, task_rect = get_texture_info("ui_iconsTotal_lost_money") local item_name_and_price = "" local howmuch = 10000 if db.actor:money() >= 10000 then item_name_and_price = game.translate_string("list_factions_repair_9").." %c[255,238,155,23]"..howmuch.."Ru%c[default]" db.actor:give_talk_message(item_name_and_price, task_texture, task_rect, "iconed_trade_info") end end function factions_repair_setquit_j(trader, actor) if db.actor ~= nil then dialogs.relocate_money(actor, 10000, "out") db.actor:set_character_community("actor", 0, 0) end end -------------------------------------------------------------------------------------------------------- -- Trader Repair by Shebuka, edited by Speed aka Cabrobro. -------------------------------------------------------------------------------------------------------- local weapon_profit_margin = 1.5 local armor_profit_margin = 1.4 local weapon_cond = 0.90 local suit_cond = 0.90 function trader_repair_precond(trader, actor) local item_in_slot_1 = db.actor:item_in_slot(1) local item_in_slot_2 = db.actor:item_in_slot(2) local item_in_slot_6 = db.actor:item_in_slot(6) if item_in_slot_1 ~= nil and weapon_cond > item_in_slot_1:condition() + 0.01 then return true elseif item_in_slot_2 ~= nil and weapon_cond > item_in_slot_2:condition() + 0.01 then return true elseif item_in_slot_6 ~= nil and suit_cond > item_in_slot_6:condition() + 0.01 then return true else return false end end function trader_check_money_s1(trader, actor) local item_in_slot = db.actor:item_in_slot(1) if item_in_slot ~= nil then local item_repair_cost = math.floor( (1-item_in_slot:condition()) * item_in_slot:cost() * weapon_profit_margin ) if item_repair_cost > 0 and db.actor:money() >= item_repair_cost and (weapon_cond - 0.01) > item_in_slot:condition() then return true end end return false end function trader_check_money_s2(trader, actor) local item_in_slot = db.actor:item_in_slot(2) if item_in_slot ~= nil then local item_repair_cost = math.floor( (1-item_in_slot:condition()) * item_in_slot:cost() * weapon_profit_margin ) if item_repair_cost > 0 and db.actor:money() >= item_repair_cost and (weapon_cond - 0.01) > item_in_slot:condition() then return true end end return false end function trader_check_money_s6(trader, actor) local item_in_slot = db.actor:item_in_slot(6) if item_in_slot ~= nil then local item_repair_cost = math.floor( (1-item_in_slot:condition()) * item_in_slot:cost() * armor_profit_margin ) if item_repair_cost > 0 and db.actor:money() >= item_repair_cost and (suit_cond - 0.01) > item_in_slot:condition() then return true end end return false end function trader_repiar_weapon_s1(trader, actor) weapon_profit_margin = 1.5 armor_profit_margin = 1.4 weapon_cond = 0.90 suit_cond = 0.90 if actor:name() == "esc_cabrobro" then weapon_profit_margin = 1.0 armor_profit_margin = 1.1 weapon_cond = 0.96 suit_cond = 0.96 end local item_in_slot = db.actor:item_in_slot(1) if item_in_slot ~= nil then local item_repair_cost = math.floor( (1-item_in_slot:condition()) * item_in_slot:cost() * weapon_profit_margin ) item_in_slot:set_condition(weapon_cond) db.storage[db.actor:id()].pstor[item_in_slot:id().."_repair"] = "trader" dialogs.relocate_money(actor, item_repair_cost, "out") end end function trader_repiar_weapon_s2(trader, actor) weapon_profit_margin = 1.5 armor_profit_margin = 1.4 weapon_cond = 0.90 suit_cond = 0.90 if actor:name() == "esc_cabrobro" then weapon_profit_margin = 1.0 armor_profit_margin = 1.1 weapon_cond = 0.96 suit_cond = 0.96 end local item_in_slot = db.actor:item_in_slot(2) if item_in_slot ~= nil then local item_repair_cost = math.floor( (1-item_in_slot:condition()) * item_in_slot:cost() * weapon_profit_margin ) item_in_slot:set_condition(weapon_cond) db.storage[db.actor:id()].pstor[item_in_slot:id().."_repair"] = "trader" dialogs.relocate_money(actor, item_repair_cost, "out") end end function trader_repiar_armor_s6(trader, actor) weapon_profit_margin = 1.5 armor_profit_margin = 1.4 weapon_cond = 0.90 suit_cond = 0.90 if actor:name() == "esc_cabrobro" then weapon_profit_margin = 1.0 armor_profit_margin = 1.1 weapon_cond = 0.96 suit_cond = 0.96 end local item_in_slot = db.actor:item_in_slot(6) if item_in_slot ~= nil then local suitsc if db.storage[db.actor:id()].pstor[item_in_slot:id().."_helmet"] == "off" then suitsc = 0.2 else suitsc = 0 end local item_repair_cost = math.floor( (1-item_in_slot:condition()) * item_in_slot:cost() * armor_profit_margin ) item_in_slot:set_condition(suit_cond - suitsc) db.storage[db.actor:id()].pstor[item_in_slot:id().."_repair"] = "trader" dialogs.relocate_money(actor, item_repair_cost, "out") end end function repair_costs(first_speaker, second_speaker) local task_texture, task_rect = get_texture_info("ui_iconsTotal_lost_money") weapon_profit_margin = 1.5 armor_profit_margin = 1.4 weapon_cond = 0.90 suit_cond = 0.90 if first_speaker:name() == "esc_cabrobro" then weapon_profit_margin = 1.0 armor_profit_margin = 1.1 weapon_cond = 0.96 suit_cond = 0.96 end local item_name_and_price = "" local item_repair_cost = 0 if db.actor ~= nil then local item_in_slot_1 = db.actor:item_in_slot(1) local item_in_slot_2 = db.actor:item_in_slot(2) local item_in_slot_6 = db.actor:item_in_slot(6) if item_in_slot_1 ~= nil then item_repair_cost = math.floor( (1-item_in_slot_1:condition()) * item_in_slot_1:cost() * weapon_profit_margin ) if item_repair_cost > 0 and (weapon_cond - 0.01) > item_in_slot_1:condition() then item_name_and_price = game.translate_string("list_trader_repair_0").." %c[255,238,155,23]"..item_repair_cost.."Ru%c[default]" db.actor:give_talk_message(item_name_and_price, task_texture, task_rect, "iconed_trade_info") end end if item_in_slot_2 ~= nil then item_repair_cost = math.floor( (1-item_in_slot_2:condition()) * item_in_slot_2:cost() * weapon_profit_margin ) if item_repair_cost > 0 and (weapon_cond - 0.01) > item_in_slot_2:condition() then item_name_and_price = game.translate_string("list_trader_repair_1").." %c[255,238,155,23]"..item_repair_cost.."Ru%c[default]" db.actor:give_talk_message(item_name_and_price, task_texture, task_rect, "iconed_trade_info") end end if item_in_slot_6 ~= nil then item_repair_cost = math.floor( (1-item_in_slot_6:condition()) * item_in_slot_6:cost() * armor_profit_margin ) if item_repair_cost > 0 and (suit_cond - 0.01) > item_in_slot_6:condition() then item_name_and_price = game.translate_string("list_trader_repair_2").." %c[255,238,155,23]"..item_repair_cost.."Ru%c[default]" db.actor:give_talk_message(item_name_and_price, task_texture, task_rect, "iconed_trade_info") end end end end -------------------------------------------------------------------------------------------------------- -- Dialog & InfoPortions Function -------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------- -- Trader -------------------------------------------------------------------------------------------------------- function trader_alredy_give_job(trader, actor) if (has_alife_info("agroprom_military_case") and not has_alife_info("agroprom_military_case_done")) or (has_alife_info("escape_blockpost_case") and not has_alife_info("escape_blockpost_case_done")) or (has_alife_info("tutorial_artefact_start") and not has_alife_info("tutorial_artefact_done")) or (has_alife_info("tutorial_wounded_start") and not has_alife_info("esc_serious_talk")) then return true end return false end function trader_give_extra_job(trader, actor) local actor = db.actor if has_alife_info("escape_blockpost_case") and not has_alife_info("escape_blockpost_case_done") then return true end return false end function bandits_die(actor,npc) local actor = db.actor if has_alife_info("esc_kill_bandits_quest_kill") and not has_alife_info("esc_kill_bandits_noquest_kill") then return true end return false end function trader_need_extra_job(trader, actor) if not has_alife_info("escape_blockpost_case") and has_alife_info("esc_return") then return true end return false end function is_tutorial() return not has_alife_info("tutorial_end") end function is_not_tutorial() return has_alife_info("tutorial_end") end function is_not_tutorial_art(actor, trader) local tutorial_artefact = db.actor:object("af_blood_tutorial") if (has_alife_info("tutorial_artefact_start") and not has_alife_info("tutorial_artefact_done") and tutorial_artefact ~= nil) or has_alife_info("tutorial_artefact_done") then return true end return false end function not_final_job(trader, actor) local actor = db.actor return not has_alife_info("escape_blockpost_case_done") end function trader_test(actor, npc) printf ("!!!!!") return true end function trader_dont_give_job(first_speaker, second_speaker) return not trader_alredy_give_job(first_speaker, second_speaker) end function finalize_quests(first_speaker, second_speaker) if tutorial_artefact_end(first_speaker, second_speaker) == true or tutorial_wounded_end(first_speaker, second_speaker) == true then return true end return false end function not_finalize_quests(first_speaker, second_speaker) return not this.finalize_quests(first_speaker, second_speaker) end function tutorial_artefact_end(first_speaker, second_speaker) local actor = db.actor local tutorial_artefact = first_speaker:object("af_blood_tutorial") if has_alife_info("tutorial_artefact_start") and not has_alife_info("tutorial_artefact_done") and tutorial_artefact ~= nil then return true end return false end function tutorial_artefact_have_not(first_speaker, second_speaker) local actor = db.actor local tutorial_artefact = first_speaker:object("af_blood_tutorial") if has_alife_info("tutorial_artefact_start") and not has_alife_info("tutorial_artefact_done") and tutorial_artefact == nil then return true end return false end function tutorial_wounded_end(first_speaker, second_speaker) local actor = db.actor -- local wounded_flash = first_speaker:object("esc_wounded_flash") if has_alife_info("tutorial_wounded_start") and has_alife_info("tutorial_wounded_give_info") and not has_alife_info("esc_serious_talk") -- and wounded_flash ~= nil then return true end return false end function trader_dont_has_job(first_speaker, second_speaker) if trader_need_military_case(first_speaker, second_speaker) == false and trader_need_blockpost_box(first_speaker, second_speaker) == false then return true end return false end --' Escape tutorial artefact function have_tutorial_artefact(first_speaker, second_speaker) return first_speaker:object("af_blood_tutorial") ~= nil end function give_medkit(first_speaker, second_speaker) dialogs.relocate_item_section(first_speaker, "medkit", "in") end function give_tutorial_artefact(first_speaker, second_speaker) dialogs.relocate_item_section(second_speaker, "af_blood_tutorial", "out") end --' Meet fox function have_fox_info(first_speaker, second_speaker) return first_speaker:object("fox_flash") ~= nil end --' fox help function transfer_medikit_to_fox (player, wounded) wounded:set_relation(game_object.friend, player) db.actor:give_info_portion("escape_fox_heal") end function give_weapon_to_actor (trader, actor) dialogs.relocate_item_section(trader, "wpn_usp", "in") dialogs.relocate_item_section(trader, "ammo_11.43x23_fmj", "in") dialogs.relocate_item_section(trader, "ammo_11.43x23_fmj", "in") dialogs.relocate_item_section(trader, "ammo_11.43x23_fmj", "in") dialogs.relocate_item_section(trader, "ammo_11.43x23_fmj", "in") dialogs.relocate_item_section(trader, "wpn_knife", "in") dialogs.relocate_item_section(trader, "antirad", "in") dialogs.relocate_item_section(trader, "bandage", "in") end --' Escape blockpost box function have_blockpost_case(first_speaker, second_speaker) return first_speaker:object("quest_case_01") ~= nil end function give_blockpost_case(first_speaker, second_speaker) dialogs.relocate_item_section(second_speaker, "quest_case_01", "out") end function give_blockpost_case_reward(first_speaker, second_speaker) dialogs.relocate_money(first_speaker, 2000, "in") end --' Agroprom military case function trader_need_military_case(first_speaker, second_speaker) if has_alife_info("esc_serious_talk") and not has_alife_info("agroprom_military_case") then return true end return false end --' Escape trader artefact function have_artefact_from_fleshes(first_speaker, second_speaker) local actor = db.actor if actor ~= nil and (actor:object("af_vyvert") ~= nil or actor:object("af_gravi") ~= nil or actor:object("af_gold_fish") ~= nil) then return true end return false end --' Ящик с блокпоста function trader_need_blockpost_box(first_speaker, second_speaker) if has_alife_info("tutorial_end") and has_alife_info("esc_trader_speak") and not has_alife_info("escape_blockpost_case") then return true end return false end --' tutorial wounded in vagon function wounded_need_help(first_speaker, second_speaker) local actor = db.actor return actor ~= nil and not has_alife_info( "tutorial_wounded_help" ) end --' trader needs military documents function trader_need_military_document(first_speaker, second_speaker) if has_alife_info("escape_blockpost_case_done") and not has_alife_info("agroprom_military_case") then return true end return false end --' trader dialog about docs from labx18 function actor_has_documents (actor, npc) if actor:object("dar_document4") then return true else return false end end --' Escape dynamite for Wolf function transfer_wolf_reward(first_speaker, second_speaker) dialogs.relocate_item_section(actor, "af_medusa", "in") dialogs.relocate_item_section(actor, "ammo_9x19_fmj", "in") dialogs.relocate_item_section(actor, "ammo_9x19_fmj", "in") dialogs.relocate_item_section(actor, "medkit_scientic", "in") -- alterei logf("spawing mutants wolf 2nd talk") local bloodvilla = vector():set( -201.74, -15.31, -161.78 ) alife():create("chimera_weak", bloodvilla, db.actor:level_vertex_id() , db.actor:game_vertex_id() ) fracunderbridge = vector():set( -201.74, -15.31, -161.78 ) alife():create("chimera_weak", fracunderbridge, db.actor:level_vertex_id() , db.actor:game_vertex_id() ) local snorkvilla = vector():set( -163.81, -18.28, -128.66 ) alife():create("cat_weak", snorkvilla, db.actor:level_vertex_id() , db.actor:game_vertex_id() ) local snorkvilla = vector():set( -201.74, -15.31, -161.78 ) alife():create("cat_weak", snorkvilla, db.actor:level_vertex_id() , db.actor:game_vertex_id() ) local snorkbridge = vector():set( 28.65, 2.90, 26.77 ) alife():create("cat_weak", snorkbridge, db.actor:level_vertex_id() , db.actor:game_vertex_id() ) local nmsp = vector():set( 10, 10, 20 ) nmsp.x = nmsp.x + 10 alife():create("tushkano_normal", nmsp, db.actor:level_vertex_id() , db.actor:game_vertex_id() ) alife():create("tushkano_normal", nmsp, db.actor:level_vertex_id() , db.actor:game_vertex_id() ) alife():create("tushkano_normal", nmsp, db.actor:level_vertex_id() , db.actor:game_vertex_id() ) alife():create("tushkano_normal", nmsp, db.actor:level_vertex_id() , db.actor:game_vertex_id() ) local nmsp = vector():set( -15.43, 3.93, 56.08 ) alife():create("gigant_strong", nmsp, db.actor:level_vertex_id(), db.actor:game_vertex_id()) end function wolf_additional_reward(first_speaker, second_speaker) dialogs.relocate_item_section(first_speaker, "medkit", "in") dialogs.relocate_item_section(first_speaker, "bandage", "in") dialogs.relocate_item_section(first_speaker, "wpn_fort", "in") dialogs.relocate_item_section(first_speaker, "grenade_f1", "in") dialogs.relocate_item_section(first_speaker, "ammo_9x18_fmj", "in") end --' Escape Wounded's flash function wounded_give_flash(first_speaker, second_speaker) dialogs.relocate_item_section(first_speaker, "esc_wounded_flash", "in") end function have_wounded_flash(first_speaker, second_speaker) return first_speaker:object("esc_wounded_flash") ~= nil end function dont_have_wounded_flash(first_speaker, second_speaker) return not have_wounded_flash(first_speaker, second_speaker) end function give_wounded_flash(first_speaker, second_speaker) dialogs.relocate_item_section(second_speaker, "esc_wounded_flash", "out") dialogs.relocate_money(second_speaker, 1500, "in") end function give_knife_to_actor(first_speaker, second_speaker) dialogs.relocate_item_section(first_speaker, "wpn_knife", "in") end --' Escape bandits factory function give_factory_reward_trader(first_speaker, second_speaker) dialogs.relocate_money(first_speaker, 500, "in") end --' Give X-18 documents read function give_documents_reward (first_speaker, second_speaker) dialogs.relocate_money(first_speaker, 1000, "in") end --' Kill killers raid function give_reward_killers(first_speaker, second_speaker) dialogs.relocate_money(first_speaker, 2500, "in") end --' Soldiers on bridge function has_soldiers_bribe(actor, npc) return actor:money() >= 500 end function give_soldiers_bribe(actor, npc) dialogs.relocate_money(npc, 500, "out") end function fox_pay_money(actor, npc) dialogs.relocate_money(npc, 1500, "in") treasure_manager.get_treasure_manager():give_treasure("esc_secret_truck_goods") end function run_tutorial_pda(first_speaker, second_speaker) printf("!-!-!") first_speaker:stop_talk() second_speaker:stop_talk() game.start_tutorial("part_1_pda") end function wolf_precond_univ (actor, npc) return has_alife_info("esc_kill_bandits_quest_done") or (has_alife_info("tutorial_wounded_give_info") and not has_alife_info("esc_kill_bandits_quest_have")) end И ёще вопрос добавлял группировку, но вылетает при синхронизации Expression : e_entity Function : xrServer::Process_event_reject File : E:\stalker\patch_1_0004\xr_3da\xrGame\xrServer_process_event_reject.cpp Line : 12 Description : entity not found. id_parent=1917 id_entity=1918 frame=17140 Изменено 5 Ноября 2010 пользователем Руслан Поделиться этим сообщением Ссылка на сообщение
Руслан 1 Опубликовано 1 Июня 2011 народ как настроить карту в ПДА? что бы карты качественно отображались, а не друг на друге? Поделиться этим сообщением Ссылка на сообщение
Руслан 1 Опубликовано 2 Июня 2011 Народ у кого нибудь есть карта Темный Кордон для Сталкер Чистое Небо или Зов Припяти (думаю разницы почти нету) Поделиться этим сообщением Ссылка на сообщение
Руслан 1 Опубликовано 3 Июня 2011 zoidberg123456789, можно и из билда щас интересует статься для настройки переходов в ЗП. Дай те пожалуйста ссылку на статью подключение локации к Сталкер Зов Припяти (настройка переходов) Поделиться этим сообщением Ссылка на сообщение
Руслан 1 Опубликовано 3 Июня 2011 Народ при декомпиляции all.spawn вылетает ошибка: unknown af_armor_1 at acdccop.pl line 2782 как понимаю что то в acdccop.pl Помогите плз! Поделиться этим сообщением Ссылка на сообщение
Руслан 1 Опубликовано 3 Июня 2011 (изменено) Шип спасибо! видимо автор того мода вообще стока хрени надбавлял, что даже распаковать нормально нельзя Ща буду так дальше делать! спс Благодарности в ЛС. все вроде сделал, теперь там пишит data left in и тут всякие файлы. доходит до последнего и зависает и ничего не просиходит. Скрин выложи, гадать тут никто не будет. Изменено 3 Июня 2011 пользователем Cyclone Поделиться этим сообщением Ссылка на сообщение
Руслан 1 Опубликовано 3 Июня 2011 (изменено) Что делать? как исправить? Декомпилировал all.spawn ACDCCOP Call of Pripyat Изменено 3 Июня 2011 пользователем Руслан Поделиться этим сообщением Ссылка на сообщение
Руслан 1 Опубликовано 4 Июня 2011 (изменено) Народ не знаете ли есть карта Бар, и Росток отдельно? (Для COP) Добавлено через 38 мин.: Прощу кто нить помогите сделать ACDC COP для Dead City Mod http://narod.ru/disk/14962910001/all.spawn.html Версия игры: 1.6.01 Call of Pripyat Изменено 4 Июня 2011 пользователем Руслан Поделиться этим сообщением Ссылка на сообщение
Руслан 1 Опубликовано 5 Июня 2011 (изменено) Народ кто неть перенисите мне Бар и Завод Росток в ЗП! пожалуйста, если надо могу заплотить даже. Строгое предупреждение от модератора Cyclone Запрещено оставлять повторные сообщения. Занесение в шкалу. Изменено 5 Июня 2011 пользователем Cyclone Поделиться этим сообщением Ссылка на сообщение
Руслан 1 Опубликовано 7 Июня 2011 Народ дай те пожалуйста все текстуры от бара и дикой территории. Желательно текстуры гор/холмов каторые в баре есть. Плз, кинь те в ЛС или тут. Буду блогодарен очень. Поделиться этим сообщением Ссылка на сообщение
Руслан 1 Опубликовано 7 Июня 2011 Я партировал уровень бара прошло все успешно. Щас портировал 3 раза Дикую Территорию и при переходе на нее вылет. Expression : !object->used_ai_locations() || ai().level_graph().valid_vertex_id(object->m_tNodeID) Function : CALifeSwitchManager::add_online File : D:\prog_repository\sources\trunk\xrGame\alife_switch_manager.cpp Line : 64 Description : Invalid vertex for object Arguments : Координаты брал из ТЧ. Кро game_vertex и level_vertex. все делал по статье http://sdk.stalker-game.com/ru/index.php?t...0%9C%D0%9A_Team http://narod.ru/disk/15326310001/all.spawn.html Поделиться этим сообщением Ссылка на сообщение