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-   -   starting kits (http://forums.filefront.com/s-t-l-k-e-r-soc-modding-mapping-editing/340946-starting-kits.html)

varuna December 8th, 2007 02:56 PM

starting kits
 
can anyone tell me where to find the scripts or does anyone know how to edit what wolf says. I wanted it so that when you start a new game and recieve the items from him you could choose what you wanted, for example, he asks how you like to fight and you get to choose from;
a.) from a safe distance.
b.) I like the sound of assassination.
c.) close up and personal.
d.) I couldnt really care.
e.) the way you would.
And each answer would result in a different weapon(s) Is this possible?

Thanks

Marco M. December 8th, 2007 04:57 PM

Re: starting kits
 
I'm sorry, but I don't know if you can create different choose dialogs.
but I can tell you how you can give ammo\weapons\suits\items to wolf and take them when you tolk with him at first.

take a look here:
http://forums.filefront.com/4033500-post2.html

varuna December 9th, 2007 03:09 AM

Re: starting kits
 
Yeah I know how to change the stuff he give you but surely it would be possible though, as people have added their own dialog like the side quests and the repair mod. thanks anyway

bando144 December 9th, 2007 04:27 PM

Re: starting kits
 
You got a really good idea there.

Unfortunately that kinda stuff is beyond my skill. But I know theres some people out there that could deffinatly do something like this. Hopefully one of them will give a hand here.

varuna December 10th, 2007 11:00 AM

Re: starting kits
 
any names you could give me? I think it would be a great idea if they relesed a co-op mod, or in single player.

bando144 December 11th, 2007 08:40 AM

Re: starting kits
 
Co-op has been attempted and failed. As far as I know.

But maybe Rspeed. Im not sure if he'll try this since hes got alot gonig on with ABC Inferno, it still worth a shot.

Faiakes would probably know how, along with Natasha.

Umm, look through the mods and find some of the more advanced ones, those people might know how to do that stuff.

TheWhiteDove December 13th, 2007 03:53 AM

Re: starting kits
 
Hi..

If you still want this 'dialog choices', I may try to try it.. :D:D:D
Just gimme some time. May come this week-end..

varuna December 13th, 2007 07:51 AM

Re: starting kits
 
Thanks, yeah I do still want it, would you be able to tell me how to do it?

TheWhiteDove December 14th, 2007 12:25 AM

Re: starting kits
 
1 Attachment(s)
Hi again..

Came up with something..
Take a look in the text file..

varuna December 14th, 2007 05:38 AM

Re: starting kits
 
Ah thats great, thanks so much :D

varuna December 14th, 2007 06:26 AM

Re: starting kits
 
sorry for double post but i've had some trouble adding a new choice, ive set it to the right text and action but nothing, is there a file where i need to include the 5th function, text and phase?

TheWhiteDove December 17th, 2007 12:56 AM

Re: starting kits
 
Hi again.. All you have to do is: - extract the 3 files needed, - search for the text to be changed/replaced, - replace it with the new text (copy then paste) - save the new file.. .. or I miss something.. (no internet at home, so sorry for the delay..)

varuna December 17th, 2007 04:12 AM

Re: starting kits
 
Heres what i've done, I still cant see what the problem is. :confused:

function give_weapon_to_actor_4 (trader, actor)
dialogs.relocate_item_section(trader, "wpn_ak74", "in")
dialogs.relocate_item_section(trader, "ammo_5.45x39_fmj", "in")
dialogs.relocate_item_section(trader, "ammo_5.45x39_fmj", "in")
dialogs.relocate_item_section(trader, "wpn_addon_scope", "in")
dialogs.relocate_item_section(trader, "wpn_beretta", "in")
dialogs.relocate_item_section(trader, "ammo_11.43x23_fmj", "in")
dialogs.relocate_item_section(trader, "wpn_knife", "in")
end

function give_weapon_to_actor_5 (trader, actor)
dialogs.relocate_item_section(trader, "wpn_usp", "in")
dialogs.relocate_item_section(trader, "ammo_11.43x23_fmj", "in")
dialogs.relocate_item_section(trader, "ammo_11.43x23_fmj", "in")
dialogs.relocate_item_section(trader, "grenade_rgd5", "in")
dialogs.relocate_item_section(trader, "grenade_rgd5", "in")
dialogs.relocate_item_section(trader, "grenade_rgd5", "in")
dialogs.relocate_item_section(trader, "grenade_rgd5", "in")
dialogs.relocate_item_section(trader, "wpn_knife", "in")
end

----------------------------------------------------------
<string id="escape_lager_volk_talk_1111111110">
<text>Ok! But you wont stand a chance without a weapon, I got some plus ammo and a few grenades. What do you want?</text>
</string>

<string id="escape_lager_volk_talk_1111111111">
<text>Just give a pistol and some ammo, i'm sure I wont need anything else.</text>
</string>

<string id="escape_lager_volk_talk_1111111112">
<text>I'll take that shotgun, you look like your not using it.</text>
</string>

<string id="escape_lager_volk_talk_1111111113">
<text>How about some silent weapons, I wouldn't want to get caught.</text>
</string>

<string id="escape_lager_volk_talk_1111111114">
<text>Got any scoped weapons?, i'd like to be a safe distance away.</text>
</string>

<string id="escape_lager_volk_talk_1111111115">
<text>I'll take the handgun and some grenades.</text>
</string>

---------------------------------------------------
<phrase id="1111111111">
<text>escape_lager_volk_talk_1111111111</text>
<action>escape_dialog.give_weapon_to_actor</action>
<give_info>esc_kill_bandits_quest_have</give_info>
</phrase>
<phrase id="1111111112">
<text>escape_lager_volk_talk_1111111112</text>
<action>escape_dialog.give_weapon_to_actor_2</action>
<give_info>esc_kill_bandits_quest_have</give_info>
</phrase>
<phrase id="1111111113">
<text>escape_lager_volk_talk_1111111113</text>
<action>escape_dialog.give_weapon_to_actor_3</action>
<give_info>esc_kill_bandits_quest_have</give_info>
</phrase>
<phrase id="1111111114">
<text>escape_lager_volk_talk_1111111114</text>
<action>escape_dialog.give_weapon_to_actor_4</action>
<give_info>esc_kill_bandits_quest_have</give_info>
</phrase>
<phrase id="1111111115">
<text>escape_lager_volk_talk_1111111115</text>
<action>escape_dialog.give_weapon_to_actor_5</action>
<give_info>esc_kill_bandits_quest_have</give_info>
</phrase>
<phrase id="1111111111">
<text>escape_lager_volk_talk_1111111111</text>
<action>escape_dialog.give_weapon_to_actor</action>
</phrase>
----------------------------------------------------------------------

I copied the existing choice 4 and then changed the last digit to 5 on all the places where the 4 was.

TheWhiteDove December 18th, 2007 01:35 AM

Re: starting kits
 
Hi..

<phrase id="1111111110">
<text>escape_lager_volk_talk_1111111110</text>
<next>1111111111</next>
<next>1111111112</next>
<next>1111111113</next>
<next>1111111114</next>
<next>1111111115</next> <--- added ??
</phrase>

Edit : your post does contain a duplicate phrase id '1111111111' (10 one)..

varuna December 18th, 2007 05:13 AM

Re: starting kits
 
Thanks that was it I didnt add <next>1111111115</next> in that list. Also is there ment to be 2 (10 one) because the second one doesnt have the line:
<give_info>esc_kill_bandits_quest_have</give_info>


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