Regulamin forum
Dział "Tworzenie Modyfikacji" służy do zadawania pytań odnośnie tworzenia modyfikacji, edytowania plików gry, oraz pisania tzw. tutoriali, czyli poradników odnośnie modyfikowania gry. Nie zadajemy tutaj pytań odnośnie modyfikacji gotowych (nie dyskutujemy o nich!), prócz prób ich połączenia etc.
Przy cytowaniu plików *.LTX stosować tag [SYNTAX="ini"], przy cytowaniu plików *.script [SYNTAX="lua"] a przy cytowaniu plików *.xml - [SYNTAX="xml"].
Otóż po lekkiej modyfikacji plików gry, wszystkie postacie zniknęły! Edytowałem skrypt rzeczy otrzymywanych od Wilka, bieg w egzo, wagę i to było by na tyle...
Można powiedzieć, że znalazłem problem... wyciągnąłem z gamedaty system.ltx, zmieniłem max_weight, po czym wkleiłem do folderu z grą, i wuala, nie wiem, co mam zrobić Co mogło spowodować ten bug?
Edytowałeś jakiś plik .xml? Bo kiedyś było mówione, że spaprany tag w .xmlu powoduje taki właśnie błąd. Wrzuć cały escape_dialog.script który edytowałeś.
-------------------------------------------------------------------------------------------------------- -- 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
--' 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
--' ßůčę ń áëîęďîńňŕ 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(first_speaker, "af_medusa", "in") 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
No właśnie nie... co najwyżej ltx-y... do gamedaty wrzucone mam tekstury, dźwięki i animacje broni, umieszczenie broni na ekranie, i kilka mało ważnych rzeczy, takich jak menu, czy obrazki podczas ładowania. Błąd ten występuję po wrzuceniu do gamedaty system.ltx, ze zmodyfikowanym max_weight.
Parę osób na forum miało tego buga, niedawno ja też. Nie pamiętam co go powodowało i jak go rozwiązać, o ile się da... Pozostaje ci przeszukanie forum.