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  1. 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}}

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  1. Help:Introductory course (15,864 bytes)
    227: ...ode><nowiki>[[actor.ltx]]</nowiki></code>|[[actor.ltx]]}}
  2. 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:'''
  3. 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...
  4. Weapon model creation (HUD) (4,901 bytes)
    62: ===5. Model configuration in Actor Editor===
    64: Open the '''Actor Editor'''. Configure parameters in the '''Surface...
  5. 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
  6. 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())
  7. 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
  8. 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.
  9. 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
  10. 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>
  11. 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"))
  12. 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 ...
  13. 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, ...
  14. 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...
  15. 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...
  16. 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...
  17. 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 :
  18. 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...
  19. 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}}
  20. 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:

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