<w>
<file name="ui\ui_map_spots_npc">
<texture id="neutral_nimble" x="192" y="448" width="64" height="64" />
</file>
</w>
<neutral_nimble_location hint="st_neutral_nimble">
<level_map spot="neutral_nimble_location_spot"/>
<mini_map spot="neutral_nimble_location_mini_spot"/>
</neutral_nimble_location>
<neutral_nimble_location_spot width="19" height="19" stretch="1" alignment="c" location_level="-1" scale_min="3">
<texture>neutral_nimble</texture>
</neutral_nimble_location_spot>
<neutral_nimble_location_mini_spot width="14" height="14" stretch="1" alignment="c" location_level="-1">
<texture>neutral_nimble</texture>
</neutral_nimble_location_mini_spot>
----------------------------------------------------------------------------------------------------------------------
-- STALKER MAP SHOW
----------------------------------------------------------------------------------------------------------------------
-- Вызывается на переключении на новую секцию. Производит вычитывание настроек из текущей секции.
function reset_show_spot(npc, scheme, st, section)
....
....
....
elseif map_spot == "medic" then
map_location = "ui_pda2_medic_location"
hint = "st_ui_pda_legend_medic"
--'RP-------------------------------------------------------------------
elseif map_spot == "neutral_nimble" then
map_location = "neutral_nimble_location"
hint = "st_neutral_nimble"
--'end-------------------------------------------------------------------
end
....
....
....
elseif level.map_has_object_spot(npc_id, "ui_pda2_medic_location") ~= 0 then
level.map_remove_object_spot(npc_id, "ui_pda2_medic_location")
--'RP-------------------------------------------------------------------
elseif level.map_has_object_spot(npc_id, "neutral_nimble_location") ~= 0 then
level.map_remove_object_spot(npc_id, "neutral_nimble_location")
--'end-------------------------------------------------------------------
....
....
....
elseif map_spot == "medic" then
map_location = "ui_pda2_medic_location"
--'RP-------------------------------------------------------------------
elseif map_spot == "neutral_nimble" then
map_location = "neutral_nimble_location"
--'end-------------------------------------------------------------------
....
....
....
end
if level.map_has_object_spot(npc_id, map_location) ~= 0 then
level.map_remove_object_spot(npc_id, map_location)
end
end
end
end
level_spot = neutral_nimble
[9000]
; cse_abstract properties
section_name = space_restrictor
name = pri_gastronom_spot
position = 133.34490966797,28.906806945801,239.21775817871
direction = 0,0,0
; cse_alife_object properties
game_vertex_id = 707
distance = 0
level_vertex_id = 364239
object_flags = 0xffffff3e
custom_data = <<END
[story_object]
story_id = pri_gastronom_spot
END
; cse_shape properties
shapes = shape0
shape0:type = sphere
shape0:offset = 0,0,0
shape0:radius = 0.5
; cse_alife_space_restrictor properties
restrictor_type = 3
{target="pri_gastronom_spot", hint="st_pri_gastronom_spot_name"}
--' Вступление в группировки
--' Вступаем в наемники
function actor_set_mercenary(actor, npc)
printf("ACTOR NOW IN [KILLER] COMMUNITY")
sim_board.get_sim_board():set_actor_community("killer")
news_manager.send_tip(db.actor, "Теперь вы наёмник.", nil, nil) --' Сообщение на ПДА
db.actor:change_character_reputation(-250) --' Изменение репутации
return true
end
RedPython писал(а):Продолжаю сливать интересные фичи ЗП.
- Код: Выделить всё
--' Вступление в группировки
--' Вступаем в наемники
function actor_set_mercenary(actor, npc)
printf("ACTOR NOW IN [KILLER] COMMUNITY")
sim_board.get_sim_board():set_actor_community("killer")
news_manager.send_tip(db.actor, "Теперь вы наёмник.", nil, nil) --' Сообщение на ПДА
db.actor:change_character_reputation(-250) --' Изменение репутации
return true
end
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