Search results
From Mod Wiki
You searched for Actor.ltx
There is no page titled "Actor.ltx". You can create this page.
For more information about searching Mod Wiki, see Help.
Showing below up to 20 results starting with #1.
View (previous 20) (next 20) (20 | 50 | 100 | 250 | 500).
Article title matches
- Actor Editor Import/Export Tutorial (3,313 bytes)
7: ...s) to <tt>/X-Ray SDK/level_editor/gamedata/meshes/actors/</tt>. You'll need them in a bit.
9: #Before doing anything Select Preferences (within Actor Editor) and expand the Object Tree, and select Sk...
23: [[image:ActorEditorFinalResult.jpg|left|thumb]]{{Clear}}
Page text matches
- Help:Introductory course (15,864 bytes)
227: ...ode><nowiki>[[actor.ltx]]</nowiki></code>|[[actor.ltx]]}} - Tool List (8,293 bytes)
52: ==Extractor==
56: ... The second download is an alternate database extractor. It extracts one at a time.
104: ...o regular Windows notepad, excellent for editing .ltx files. Allows for easy searching and formatting o...
120: ==Smart Terrain Debug and Waypoint Extractor Tool==
162: '''Waypoint Extractor Tool:''' - Model export tutorial (4,132 bytes)
43: ...o object format (.obj), which is understood by '''Actor Editor''' from '''SDK'''. Open '''Utilites''' sec...
48: '''7)''' Open '''Actor Editor''' from '''SDK''', and load our saved mode... - Weapon model creation (HUD) (4,901 bytes)
62: ===5. Model configuration in Actor Editor===
64: Open the '''Actor Editor'''. Configure parameters in the '''Surface... - Ltx includes (20,196 bytes)
1: An include map for [[Ltx|.ltx]] files in game version 1.0005:
3: * config\_prefetch.ltx
4: * config\creatures\m_army.ltx
5: * config\creatures\m_bandit.ltx
6: * config\creatures\m_bloodsucker.ltx - Spawning through script (28,703 bytes)
22: The first parameter — ltx section describing the object. For instance: "bol...
32: ...can get the vertex nearest to an actor — <tt>db.actor:level_vertex_id()</tt>.
39: db.actor:game_vertex_id()
42: And so, to spawn, for instance, a blot under an actor's feet, we write:
44: alife():create("bolt", db.actor:position(), 1, db.actor:game_vertex_id()) - Your first modification (5,468 bytes)
7: [[Tool List#Extractor|Database Extractor]]
17: ... all you must do is rename the extension back to .ltx or whatever it was before.
23: ...ially word files. These extensions include [[Ltx|.ltx]] and [[Xml|.xml]] and [[Script|.script]]. (Notep...
24: ...n '''actor.ltx''' and one of them is in '''system.ltx''':
25: ...adow of Chernobyl\gamedata\config\creatures\actor.ltx - Editing Weapons (3,174 bytes)
12: ''NOTE: Look in weapons.ltx and do a search for ''''ammo'''', you will be abl...
13: ...s here. Should be able to find defines in weapons.ltx again.
15: ...third-person animation is used. Cannot be seen if actor (You) is reloading from a first-person perspectiv...
20: ...ic graphic for the weapon and are defined in the .ltx itself. It has to match the size of the graphic.
30: ...m''' are all self-explanatory and defined in the .ltx of the game's weapons. - Smart Terrain Tutorial (10,066 bytes)
80: ....e. we will add logic to config\misc\gulag_escape.ltx file. It may looks like this:
140: ;-- section is a "link" to logic defined in ltx file
204: 4 - npcs are online and actor attacks them
258: if not db.actor then - Quest creation (29,424 bytes)
93: Participating actors: Sidorovich (S) and the Marked One (M)
143: ...reference to some function (for instance, dialogs.actor_set_dolg makes the player a Duty member).
311: ...to the sid in file gamedata\config\game_story_ids.ltx
432: ...er"</tt> and copy the two new <tt><actor_dialog></actor_dialog></tt> right above the end tag </specific_c...
435: <actor_dialog>esc_trader_new_quest_complete </actor_dialog> - Code execution by button (2,562 bytes)
12: ... if level.present() and (db.actor ~= nil) and db.actor:alive() then
39: ... if level.present() and (db.actor ~= nil) and db.actor:alive() then
53: ... if level.present() and (db.actor ~= nil) and db.actor:alive() then
54: if db.actor:object("antirad") ~= nil then
55: db.actor:eat(db.actor:object("antirad")) - Weapon editing (15,420 bytes)
14: ...\, file name: w_weaponname.ltx (example: w_fn2000.ltx for FT 200M)
24: ...tion with your weapon in config\misc\unique_items.ltx
38: ...n properties file config\weapons\w_yourweaponname.ltx
39: # include it in weapons.ltx
115: ...r. For '''example:''' first image use scope_zoom_factor = 15 (standard Vintar value) while the secon one ... - Creating factions (6,045 bytes)
7: '''1. To start, open game_relations.ltx and relations factions to the table at the end of...
11: ; actor act_dol act_fre stalker monolit militar killer e...
13: actor = 0, 0, 0, 0, -5000, ...
14: actor_dolg = 0, 0, 0, 0, -5000, ...
15: actor_freedom = 0, 0, 0, 0, -5000, ... - Weapon import (30,058 bytes)
7: ...ties and even item creation, vehicle creation and actor creation.
9: ... work off the same principles, just some like the actor creation is more advanced.
20: * '''[[Tool List#Extractor|STALKER Gamedata Extractor]]'''
31: ===Using the database extractor===
35: # Once you've downloaded the extractor, place it inside of the directory:<br>'''C:\Progr... - Logic (104,884 bytes)
47: ...t>team</tt>; for instance: escape_bridge, escape_factory — this will reduce the chance of error of givi...
176: :; actor
186: ...</tt>. If you want to make a character look at an actor in a remark, you have to specify it explicitely. ...
297: : story id of the leader from game.ltx
392: ...ection to look at. Possible values: <tt>nil</tt>, actor, number. In case of a number, will look at the pl... - AI Map Compiling (18,113 bytes)
3: ...ayer). Moved? Perfect. Creating Spawn elements -> actor and in the Properties lets write the following:
22: '''game_maps_single.ltx:'''
35: '''game_levels.ltx:'''
49: '''game_graphs.ltx:'''
61: bin\xr_3da.exe -ltx user.ltx -nointro -external -start server(level/single) cl... - Editing all.spawn file with xrSpawner (2,994 bytes)
45: Example 2: change Actor itens
47: ...actor</tt> in <tt>Entity</tt> or <tt>level_prefix_actor_0001</tt> in <tt>Objects</tt> name.
49: If you want change actor obejects to actor change this :
57: novice_outfit ; if you want actor had a stalker suit change it to stalker_outfit
61: If you want add objects to actor add the weapon ,amunition, food do this : - Docs:MP spawn elements setup (4,624 bytes)
18: In basic tool you can see Actor Spawn with such settings:
19: ...ctor.jpg|Actor Spawn for Death Match|center|frame|Actor Spawn for Death Match]]
27: In basic tool you can find <code>Actor Spawn</code> with such settings:
28: ...jpg|Actor Spawn for Team Death Match|center|frame|Actor Spawn forTeam Death Match]]
40: <code>Actor Spawns</code> must be placed in teh rates of appr... - Actor Editor Import/Export Tutorial (3,313 bytes)
7: ...s) to <tt>/X-Ray SDK/level_editor/gamedata/meshes/actors/</tt>. You'll need them in a bit.
9: #Before doing anything Select Preferences (within Actor Editor) and expand the Object Tree, and select Sk...
23: [[image:ActorEditorFinalResult.jpg|left|thumb]]{{Clear}} - Creating squad and setting up its logic (14,876 bytes)
36: <visual>actors\stalker_dolg\stalker_dolg_2</visual>
58: ...es are defined in '''configs\ui\textures_descr\ui_actor.xml'''. ''Icon'' and ''Visual'' should match.
62: ...ls can be used, you should take look in '''meshes\actors\stalker_*faction*\'''. ''Icon'' and ''Visual'' s...
79: ...n. We are going to edit '''spawn_sections_jupiter.ltx''':
95: ...splitted by location. Open '''squad_descr_jupiter.ltx''' and add this to the beginning:
View (previous 20) (next 20) (20 | 50 | 100 | 250 | 500).