  
       " "  ... 
 : gamedata/config/misc/artefacts.ltx 
       : 
;,      
;: {_} = {_},Radius,Power
[artefact_spawn_zones]
af_medusa = zone_mosquito_bald_weak, 2.0, 30.0

   af_medusa      zone_mosquito_bald_weak   2    30 (      ) 
     : mp_af_electra_flash = zone_witches_galantine, 3, 50.0 
    : af_fireball = zone_zharka_static, 3, 30.0 
        zone_zharka_weak      ...   . -    zone_zharka,     _weak, _average, _strong( , , ),    zone_zharka_static. 
                . 
                    : 
[af_activation_gravi]
;----------------------------------------------------------------------------------------------------------------------------------------
;format: time(sec), sound_name, light_R,G,B, light_range, particle_name, af_animation_name
;----------------------------------------------------------------------------------------------------------------------------------------
starting = 5.0, anomalygravi_idle00, 0.5, 1.0, 1.5, 5.0, "anomaly2artefact_gravi_blast_start", "idle"
flying = 2.0, anomalygravi_idle01, 0.8, 1.0, 1.2, 3.0, "anomaly2artefactartefact_gravi", "idle"
idle_before_spawning = 5.0, anomalygravi_blowout5, 1.0, 1.0, 1, 0.0, "anomaly2artefact_gravi_blast_finished", "idle" 
spawning = 1, anomalygravity_entrance, 0.9, 1.1, 1.01, 0.0, "", "idle"

     .. 
-            ...         ....  ...   "[af_activation_gravi]"    af_activation_gravi     af_fireball (   ,       ) 
 - : 
[af_fireball]:af_base
GroupControlSection = spawn_group
$spawn = "artifactszharka fireball"
$npc = on ; option for Level Editor
;$prefetch = 3
cform = skeleton
class = ARTEFACT

visual = physicsanomalyartefact_fire.ogf
description = enc_zone_artifact_af-fireball
inv_name = af-fireball
 -   : artefact_activation_seq = af_activation_gravi 
   .   artefacts.ltx   [af_base]:identity_immunities  ;slot=10  : slot=1.   ,  ; ,   ()     slot=1   inv_name = af-electra-moonlight inv_name_short = inv_weight = 0.05 slot = 1 inv_grid_x = 10 inv_grid_y = 10   ,   . 
        . 
By XiaNi 
  http://www.stalkerin.gameru.net/wiki...82%D0%BE%D0%B2


   PDA
 
    Artefact Activation Mod     PDA: 
    config\gameplay\encyclopedia_zone.xml  : 
<!-------------------------------- Activation - Basic ----------------------------->

<article id="zone_anomalies_activation_basic" name="zone_anomalies_activation-basic" group="Anomalies">
<texture x="500" y="150" width="100" height="100">ui_icon_photo</texture>
<text>enc_zone_anomalies_activation_basic</text>
</article>
: 
 
o article id -   ,        
o name -  ,   ,     
o texture -      ,         
o text -  ,   ,     
  , , config\gameplay\info_l01escape.xml (  "")     - ,    ,          (  ,     ).      : 
<!--    -->
<info_portion id="esc_tutorial_dead_novice">
<article>tutorial_moving_anomaly</article>
'''<article>zone_anomalies_activation_basic</article>'''
</info_portion>
 -    article id, name  text .       .        . 
         : 
<text>enc_zone_anomalies_activation_basic</text>
      ,     ,     text  config\text\rus\string_table_enc_zone.xml,   : 
<string id="enc_zone_anomalies_activation-basic">
<text> - </text>
</string>
<string id="enc_zone_anomalies_activation_basic">
<text>  ,   , ''(,   ,   )''...</text>
</string>
[]

      ,  ..._task.xml ( ...   )    : 
<article>__descr</article>


 NPC

      NPC:    , , , ,   . 

  NPC  : 
\config\gameplay\character_desc_[ ].xml
      -    NPC.   : 
 <name>...</name> -  (     ). 
 <icon>ui_npc_...</icon> -   /. 
 <bio>..._bio</bio> -  (   ). 
 <class>...</class> -  (  ).Imp 12:46, 12  2007 (EEST)   -       .         (   )            -,             . 
 <community>...</community> - . 
 <rank>...</rank> - . 
 <reputation>...</reputation> - . 
 <money min="..." max="..." infinitive="..."/> -   (infinitive="1" -  ). 
 <snd_config>...</snd_config> -  . 
 <crouch_type>-1</crouch_type> -  .   . 
 <visual>actors\...</visual> - .      ,     .    -      :   ,    . 
 <supplies>...</supplies> - ,     .       ,          . 
    ,          ,    , ""   . Imp 12:46, 12  2007 (EEST) 
 <start_dialog>...<start_dialog> -  .    ,    . 
 <actor_dialog>...</actor_dialog> -   . 

, ,  NPC   . 
 : 
\config\gameplay\character_desc_escape.xml
    ,  : 
<!---------------------esc_wolf--------------------->

<specific_character id="esc_wolf" team_default = "1">
<name>esc_wolf_name</name>
<icon>ui_npc_u_stalker_neytral_balon_1</icon>
<bio>esc_wolf_bio</bio>

<class>esc_wolf</class>
<community>stalker</community> <terrain_sect>stalker_terrain</terrain_sect>

<rank>434</rank>
<reputation>5</reputation>
<money min="600" max="2000" infinitive="0"/>

<snd_config>characters_voice\human_01\stalker\</snd_config>
<crouch_type>-1</crouch_type>

<visual>actors\neytral\stalker_neytral_balon_1</visual>
<supplies>
[spawn] \n
wpn_pm \n 
ammo_9x18_fmj = 1 \n 
wpn_ak74u \n
ammo_5.45x39_fmj \n
device_torch \n
hand_radio \n
</supplies>

#include "gameplay\character_criticals_4.xml" //

<start_dialog>escape_lager_volk_talk</start_dialog> 
<start_dialog>dm_hello_dialog</start_dialog> 
<actor_dialog>dm_cool_info_dialog</actor_dialog> 
<actor_dialog>dm_help_wounded_medkit_dialog</actor_dialog> 
<actor_dialog>tm_wolf_dialog</actor_dialog>
<actor_dialog>tm_wolf_reward</actor_dialog>
</specific_character>
  .   FN2000  Desert Eagle,   ""     : 
<!---------------------esc_wolf--------------------->

<specific_character id="esc_wolf" team_default = "1">
<name>esc_wolf_name</name>
<icon>ui_npc_u_stalker_neytral_balon_1</icon>
<bio>esc_wolf_bio</bio>

<class>esc_wolf</class>
<community>dolg</community> <terrain_sect>stalker_terrain</terrain_sect>

<rank>434</rank>
<reputation>5</reputation>
<money min="600" max="2000" infinitive="1"/>

<snd_config>characters_voice\human_01\stalker\</snd_config>
<crouch_type>-1</crouch_type>

<visual>actors\neytral\stalker_neytral_balon_1</visual>
<supplies>
[spawn] \n
wpn_deagle \n 
ammo_11.43x23_fmj = 1 \n 
wpn_fn2000 \n
ammo_5.56x45_ap \n
ammo_5.45x39_fmj \n
device_torch \n
hand_radio \n
</supplies>

#include "gameplay\character_criticals_4.xml" //

<start_dialog>escape_lager_volk_talk</start_dialog> 
<start_dialog>dm_hello_dialog</start_dialog> 
<actor_dialog>dm_cool_info_dialog</actor_dialog> 
<actor_dialog>dm_help_wounded_medkit_dialog</actor_dialog> 
<actor_dialog>tm_wolf_dialog</actor_dialog>
<actor_dialog>tm_wolf_reward</actor_dialog>
</specific_character>


  
 
    .  , , "".   . 
:
 
1.    game_relations.ltx                      . ,         : 
[communities_relations]
;|actor |act_dol|act_fre|stalker|monolit|militar|killer |ecolog |dolg |freedom|bandit |zombied|strange|trader|arena_enemy|wind|
;================================================= ================================================== ==============================
actor = 0, 0, 0, 0, -5000, -5000, -5000, 0, 0, 0, -5000, -5000, 0, 0, -5000, 0
actor_dolg = 0, 0, 0, 0, -5000, -500, -5000, 5000, 600, -5000, -5000, -5000, 0, 0, -5000
actor_freedom = 0, 0, 0, 0, -5000, -5000, -5000, -1500, -5000, 5000, 0, -5000, 0, 0, -5000, 0

stalker = 0, 0, 0, 0, -5000, -5000, -5000, 0, 0, 0, -5000, -5000, 0, 0, -5000, 0
monolith = -5000, -5000, -5000, -5000, 5000, -5000, -5000, -5000, -5000, -5000, 5000, 5000, -5000, 0, -5000, 0
military = -5000, -5000, -5000, -5000, -5000, 5000, -5000, 0, -5000, -5000, -5000, -5000, 0, 0, -5000, 0
killer = -5000, -5000, 0, -5000, -5000, -5000, 5000, -5000, -5000, -5000, 0, -5000, -5000, 0, -5000, 0
ecolog = 0, 600, -5000, 0, -5000, 1000, -5000, 5000, 500, -5000, -500, -5000, 0, 0, 0, 0
dolg = 0, 600, -5000, 0, -5000, -500, -5000, 5000, 5000, -5000, -5000, -5000, 0, 0, 0, 0
freedom = 0, -5000, 600, 0, -5000, -5000, -5000, -1500, -5000, 5000, 0, -5000, 0, 0, 0, 0
bandit = -5000, -5000, 0, -5000, -5000, -500, 0, -5000, -5000, 0, 0, -5000, -5000, 0, -5000, 0
zombied = -5000, -5000, -5000, -5000, 5000, -5000, -5000, -5000, -5000, -5000, -5000, 5000, -5000, 0, -5000, 0
stranger = 0, 0, 0, 0, -5000, -5000, -5000, 0, 0, 0, -500, -5000, 0, 0, 0, 0
trader = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
arena_enemy = -5000, -5000, -5000, -5000, -5000, -5000, 0, 0, 0, -5000, -5000, 0, 0, 0, 0, 0

wind = 0, 0, 0, 0, -5000, -5000, -5000, 0, 0, 0, -5000, -5000, 0, 0, -5000, 0
,   ,      : 
; 
communities = actor, 0, actor_dolg, 1, actor_freedom, 2, stalker, 5, monolith, 6, military, 7, killer, 8, ecolog, 9, dolg, 10, 
freedom, 11, bandit, 12, zombied, 13, stranger, 14, trader, 15, arena_enemy, 16, wind, 18,
    .    .     -    ,       .  wind  18,        . 
,   [communities_sympathy]        "" -   ,          : 
[communities_sympathy]
actor = 0.0
actor_dolg = 0.0
actor_freedom = 0.0
stalker = 0.0
monolith = 0.0
military = 0.0
killer = 0.0
ecolog = 0.0
dolg = 0.1
freedom = 0.1
bandit = 0.0
zombied = 0.0
trader = 0.0
stranger = 0.0
arena_enemy = 0.0
wind = 0.0
2.     death_manager*****ipt   local community_list       : 
function init_drop_settings()
local community_list = { "stalker", "dolg", "freedom", "bandit", "military", "zombied", "ecolog", "killer", "monolith", 
"arena_enemy", "actor_dolg", "wind" }
3.   death_items_by_communities.ltx  [x]:stalker ( x -   ): 
[...]
af_dummy_spring = 0
af_fuzz_kolobok = 0

;
vodka = 0

[arena_enemy]
[actor_dolg]

[wind]: stalker
bread = 0
kolbasa = 0
vodka = 0
energy_drink = 0.3
4.      ,  se_respawn*****ipt   local simMaxCount = {      : 
wind_novice = 20, wind_regular = 20, wind_veteran = 20, wind_master = 6,
5.           xr_statistic*****ipt, 
 : 
zombied_novice = 1, zombied_experienced = 2, zombied_veteran = 3, zombied_master = 4,
 
dark_stalker_novice = 1, dark_stalker_experienced = 2, dark_stalker_veteran = 3, dark_stalker_master = 4,

6.    character_desk_x.xml   NPC ( )     : 
<!---esc_wolf--->
<specific_character id="esc_wolf" team_default = "1">
<name>esc_wolf_name</name>
<icon>ui_npc_u_stalker_neytral_balon_1</icon>
<bio>esc_wolf_bio</bio>

<class>esc_wolf</class>
<community>wind</community>
[...]
7.      ""   "wind",  "",      string_table_general.xml: 
<?xml version="1.0" encoding="windows-1251" ?>
<string_table>
<string id="wind">
<text></text>
</string>
<string id="actor">
<text></text>
</string>
[...]
8.        ,     (*_terrain   m_stalker.ltx): 
 ,  ,  : 
[stalker_terrain]
255,000,255,255
008,001,255,255 ;      
012,001,255,255 ;      
   ,  : 
[wind_terrain]
255,000,255,255
008,001,255,255 ;      
012,001,255,255 ;      
010,001,255,255 ;      

, ,    .       . 
 :
   .    .    ,       ,  NPC. 
:
 ,     .  -    . 
-,       : 
<actor_dialog>[-]_dialog</actor_dialog>
<actor_dialog>[-]_reward</actor_dialog>
 : tm_trader_dialog, tm_wolf_dialog... 
!   . 
      " ?",       /  .    task_manager.ltx   . [list]

[...]

;--------Wind------------------------
;----------Kill Stalker----
wind_kill_stalker
;----------Find Item---- 
wind_find_item

[...]

;tasks for Wind 

[wind_find_item]
type = find_item
community = actor
text = [       ]
description = [     ]
parent = [ NPC-]
target = scientific_outfit
reward_money = 5000
reward_reputation = +5
reward_rank = 4
reward_item = wpn_sig_m1
time = 86400


[wind_kill_stalker]
type = kill_stalker
community = actor
text = [       ]
description = [     ]
parent = [ NPC-]
target = sim_stalker_master_master
reward_money = 4000
reward_reputation = +5
reward_rank = 9
reward_item = ammo_5.56x45_ap, ammo_5.56x45_ap, ammo_5.56x45_ap
time = 86400
       .    task_manager.ltx   ,   . 
,        dialogs.xml.   ,      "": 
<dialog id="tm_dolg_dialog" priority="-1">
<init_func>task_manager.init_dolg_task_dialog</init_func>
</dialog>
<dialog id="tm_dolg_reward" priority="0">
<init_func>task_manager.init_dolg_reward_dialog</init_func>
<precondition>task_manager.has_active_vendor_tas k</precondition>
</dialog>
,  ,    task_manager.init_dolg_task_dialog -  task_manager*****ipt: 
function init_dolg_task_dialog(dlg) 
get_random_task():init_task_dialog(dlg, "dolg")
      "". 
  :
    . 
  dialogs*****ipt  action': 
-----------------------------------------------------------------------------------
-- Community
-----------------------------------------------------------------------------------

[...]

function actor_set_wind (actor, npc)
printf ("ACTOR NOW IN WIND COMMUNITY"
if db.actor then
db.actor:set_character_community ("actor_wind", 0, 0)
end
return true
end
   ,       action'  <action>actor_set_wind</action>.   ,  . 
[]
 NPC
      ,  .     . 


 
   ,  . 
       .     - ,         
alife():create(section,position,levelvertex,gameve rtex)
: 
section -  /  
position,levelvertex,gamevertex - ,   ,   . 
 ,   100  : 
,  ,   gamedata/scripts/     ui_main_menu*****ipt    : 
function main_menu:OnButton_credits_clicked() 
local text 
local vid 
local gvid 
local a = vector() 
local text 
a = db.actor:position() 
vid = db.actor:level_vertex_id() 
gvid = db.actor:game_vertex_id() 
text = ":\\nX= "..a.x.."\\nY= "..a.y.."\\nZ= "..a.z.."\\nlevel_vertex= "..vid.."\\ngame_vertex_id= "..gvid 
news_manager.send_tip(db.actor, text, nil, nil, 30000) 
end
       (   ),   ,    ,      (CREDITS) -        ,     ,       ,       .  - F12   .  
__________________