Level Change -1 reply

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Equilibrium666

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19th September 2008

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#1 10 years ago

Ok, so here's my idea - I'm trying to make a mod that allows player to go back from Limansk. First of all, I've unpacked all.spawn file with Atrocious help and located level_changer lines but I don't get it how it work's at all. Here are some codes from levels that u're able to go in and go back:

[esc_level_changer_to_marsh_1_reject_way] points = p0,p1 p0:name = wp00 p0:position = -271.121765136719,-21.6844654083252,-276.619110107422 p0:game_vertex_id = 473 p0:level_vertex_id = 3366 p0:links = p1(1)

p1:name = wp01 p1:position = -269.570251464844,-21.6844654083252,-278.150817871094 p1:game_vertex_id = 473 p1:level_vertex_id = 3965 The one above is from escape (Cordon) level, below u can see lines from swamp (I guess it's corresponding to it. Am I right?) [mar_level_changer_to_escape_1_reject_way] points = p0,p1 p0:name = wp00 p0:position = 558.07275390625,2.14040803909302,-180.6494140625 p0:game_vertex_id = 223 p0:level_vertex_id = 512019 p0:links = p1(1)

p1:name = wp01 p1:position = 555.728759765625,1.99133002758026,-180.096054077148 p1:game_vertex_id = 223 p1:level_vertex_id = 511286

I'll be greatful for any kind of help :)




grawet

Slightly cooler than a n00b

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12th September 2008

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#2 10 years ago

Hmmm, you took a bit hard job, eh? I'm as green with codes one can be, but it seems to me that line p0:links = p1(1) does something like it tells the engine from where this function reads it's next coordinates, ie. where it goes. I mean first it reads p0-lines, and it knows where it and then it p1-lines which tell it to where it goes next. So i think position lines tell the exact coordinates on map. If all above wasn't total bulls*** you should somehow find the coordinates for exit from Limansk. You probably have the p0-coordinates for Limansk, but if you aren't supposed to come back from there, then there probably is no coordinates for p1 to find. And that means you should invent them, which is total lottery. But as said above, i don't know a thing, i just tried guess in somehow logical way :)




Atrocious

Oblivion Lost supplier

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25th March 2008

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#3 10 years ago

They have obviously changed the way the points are linked together. It all looked different in SoC. Can you upload the two files for the levels, you have extracted? I think that you didn't post all necessary info. You can attach the files in a zip to the forum posts here.

The important thing that you need now are coordinates. You need X, Y, Z, game_vertex_id and level_vertex_id. And you need those five values for four positions: Entrance to level_changer A Exit at level_changer B Entrance to level_changer B Exit at level_changer A Maybe you need even more, for the "reject" way, when you chose not to go through the lc.

Once again I would give you a link to the wiki, where we have explained how to get coordinates.... The site is still down.

Well, praise the lord for google cache: Spawning through script - Mod Wiki

Read that article - especially the "How to get coordinates" part. Then you will come to the point where it says, read the "Code execution by button" article. So here it is: Code execution by button - Mod Wiki

Of course all these articles have been written for SoC. There may be differences in CS.




Equilibrium666

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19th September 2008

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#4 10 years ago

I made a mistake in first post due to lack of knowledge :( I was trying to edit wrong files and I noticed that after playing some with google backups and reading this article at wiki :P In CS there is no difference in those files, we can follow wiki article for it. Sorry for fuss guyz.

However, in files from my quotes we can add new spawn points (or use existing ones). Also I've made it to work :) Didn't even played the game yet so I added new level changer to Clear Sky base at swamps and it worked. The only thing is that after entering Limansk threw it my main quest got changed :/ After every single enter to that zone quest will restart. This problem will be a lot harder to solve :/




Atrocious

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25th March 2008

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#5 10 years ago

Probably can be also fixed with all.spawn. Maybe there are some space restrictors that start quests if you are in a certain area. If so, you could remove the restrictors or at least the info_portions that are linked by it. Well, that's all theory since I don't have CS. :)




Equilibrium666

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#6 10 years ago

xrengineexe13ca0.th.png

;)

Pomów z barmanem - Speak with barman: it's the first quest in the game :) (it's main story quests field, below side quests) Do Czerwonego Lasu - To Red Forest

However, it's working version and I have problem that I can't figure out. Atm lvl changers are setted to silent mode - it works, but I'd rather use message window to change lvls. When I'm setting silent mode to 0 or removing this line game crashes after starting new game :/ Any1 could help me? or explain how it worked in SoC?




Equilibrium666

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#7 10 years ago

Sorry for duble post, but I think that, I've solved nearly all problems :) We have warning messages at entrance, quests shouldn't loop :)