Do you mean you want Freedom to use the Duty uniform? If so, go to gamedata\textures\act and look for these files:
[COLOR=Red]act_nauchniy_dolg.dds act_st_exoskel_tank_dolg.dds act_stalker_black.dds[/COLOR]
Now, make copies of these files and paste them on your desktop. Once on your desktop, copy and paste the file 'act_stalker_black.dds'. You should now have 4 files on your desktop:
[COLOR=Red]act_nauchniy_dolg.dds act_st_exoskel_tank_dolg.dds act_stalker_black.dds copy of act_stalker_black.dds[/COLOR]
Rename each of those files like this:
[COLOR=Red]act_nauchniy_dolg.dds[/COLOR] = [COLOR=Blue]act_svoboda_nauchniy.dds[/COLOR] [COLOR=Red]act_st_exoskel_tank_dolg.dds[/COLOR] =[COLOR=Blue] act_st_exoskel_tank_svoboda.dds[/COLOR] [COLOR=Red]act_stalker_black.dds[/COLOR] = [COLOR=Blue]act_svoboda.dds[/COLOR] [COLOR=Red]copy of act_stalker_black.dds[/COLOR] = [COLOR=Blue]act_svoboda1.dds[/COLOR]
So you should be left with:
[COLOR=Blue]act_svoboda_nauchniy.dds act_st_exoskel_tank_svoboda.dds act_svoboda.dds act_svoboda1.dds[/COLOR]
on your desktop. Copy those files back into gamedata\textures\act, and click yes if it asks to overwrite.
All right, I'm back with another question. Sorry for the double post.
How do I write "wait for 3 seconds" in the code? Look at this:
local spawn_timer = time_global() local spawn_active = true
if spawn_active and (spawn_timer == nil or spawn_timer <= time_global()) then if spawn_timer ~= nil then if spawn_timer < time_global() + 1000 then news_manager.send_tip( db.actor, "MESSAGE ONE", nil, nil, 10000 ) end
if spawn_timer > time_global() + 3000 then news_manager.send_tip( db.actor, "MESSAGE TWO", nil, nil, 10000 ) spawn_active = false end spawn_active = true end end end
It was supposed to have bandits spawn every 3 seconds in the Garbage. Now I'm trying to have it fire messages every 3 seconds, from dropping an object in CS but the second message will never appear...
edit NVM, I sorted it out by moving the (new) code to the bind_stalker script. But now I have to realize the reason why the game crashes if I try to move when I'm dead!
New question! What do I write in a script, in order to make it happen when I "use" an item (like food)? I tried on_item_activate and on_item_use, to no avail: only on_item_drop and on_item_take seem to work for me. Tnx for any help!
xdiesp2;4976190New question! What do I write in a script, in order to make it happen when I "use" an item (like food)? I tried on_item_activate and on_item_use, to no avail: only on_item_drop and on_item_take seem to work for me. Tnx for any help!
i dont think its possible without modding a ton of scripts which is insanely hard like the sleeping bag from OL2.2, it is integrated deep within a bunch of AMK scripts
All right, new question.
Is it possible, in your understanding, to put an override function in xr_combat, xr_camper, xr_monolith (3 schemes of combat behaviour) so that all npcs fight like zombies if I fire a global...?
function combat_overrider() if mylittlepony == 1 then return db.storage[self.object:id()].script_combat_type == "zombied" end end
Niphty, you are the expert here.
I lost 2 weeks looking for a way to include the cut mutants (Burer, Izlom, Chimera, etc); I know that each level has it's own spawn file. But I don't know how to edit them, because I don't know anything about 3D positioning on the level map. I read that rspeed know something about an easy way to spawn the mutants [ http://forums.filefront.com/s-t-l-k-e-r-soc-modding-mapping-editing/307191-basic-modding-playable-examples-14.html ] , something with MSDOS (I'm not sure about that, I use the notepad to edit files). Plus, I couldn't find a mini-mod for this.
I know that AMK has the best scripts (Oblivion Lost use them). But I don't know how to isolate the mutant spawn, nor the Blowout scripts neither. I know there's an old Blowout Mod, but ir gives radiation for 20 seconds and don't have scripts for hiding in buildings.
What do you recomend me?
EDIT: There's the "LLSNeitrino FM&PB v1.0", but is for 1.0002 and 1.0003. I know that mods for that version are not compatible with 1.0004 and up.
i made some weapons for S.T.A.L.K.E.R. using the niphty tutorial thought made everything right and they worked until i reached the bar area and wentover the tiny bridge and it crashed so i pressed ctrl+v and it give something like this:confused::confused::mad:
Expression : res!=-1 Function : get_rank File : E:\stalker\patch_1_0004\xr_3da\xrGame\ui\Restrictions.cpp Line : 34 Description : cannot find rank for Arguments : wpn_niphty_m1
So my question is how i can make ranks for weapons.and i downloaded the X-46 battlearmour suit mod and the G41 AARS is named ad wpn_niphty_m1
And i'm noob in this so please help fast
Sorry for duoble post but can someone PM me some weapons or teach me howto make them. gonna make my first little weapon armour god mod. i want them beacuse i don't know a lot
place your "wpn_niphty_m1" into the
"Gamedata/config/mp/mp_ranks.ltx" file m8
set it at lvl 0 for basic use, add to the end of the other weps in that rank
other files include - so the game knows what to do if you or a npc dies misc/death_generic.ltx misc/death_items_count.ltx
also make shure all the traders have it in there basic Buy Schema.. & a ;NOTRADE in the sell (before & after brain) params.. it dont need to be in supply's unless your making them sell it.
If no-one's around.. feel free to PM me, if i know i'll help if i don't.. i'll look into it & offer some advice.. im not one of the big guys (i just got here lol) but i do know my way around most parts of the X-Ray as ive been at this for about a year and a half now... deep inside my little bunker :smokin: