[WB] Warband Script Enhancer v3.2.0 (21/07/2013)

Users who are viewing this thread

Status
Not open for further replies.
How does dictionary work?

I tried

Code:
(dict_create,":dict"),
(try_for_range,":t",kingdom_heroes_begin,kingdom_heroes_end),
  (str_store_troop_name,s1,":t"),
  (dict_set_str,":dict",":t",s1),
(try_end),
(dict_save,":dict","@dict"),

It produced dict.wsedict that was 12 bytes. That I suppose stored an empty dictionary.

And another question. What type of data structure is used for dictionary?
Hash-table, list, array?


 
Code:
(dict_create,":dict"),
(try_for_range,":t",kingdom_heroes_begin,kingdom_heroes_end),
  (str_store_troop_name,s1,":t"),
  (assign,reg1,":t"),
  (dict_set_str,":dict","@{reg1}",s1),
(try_end),
(dict_save,":dict","@dict"),
 
cmpxchg8b
A greeting to all!

I am Spanish, so I apologize for my English!

Well, although I have little idea of how the codes work, I downloaded the "WSE"
for the platform: Warband!

I was watching their video channel on Youtube, there are things, excellent!
I would like to, if not too much trouble, you can pass me the code: Fire Arrow.

I know, I'm putting something heavy with this issue, and I thank SonKidd and Dunde
they helped me with one of the codes.

I explain what I wanted to explain:
The code that we use ... it was the code, Mirathei.

But something happens with this code, you shoot the arrow, and the effect of fire is way behind his own arrow.

That is, I think the error is in that ... the code is applied to the arch and not the arrow, or at Flying_missiles.
I know, that arrow itself can not be because it is visible only on two occasions;
1, in the arc.
2, and when an impact ... on the target, a body or an object in the scene.

Nor, it may be; Flying_missile, because ... it does not appear as a, weapon or an item.
It can only be seen, when fired, in the way of the Arch, to the Goal.

but you make it, at least in a Youtube video.

Well, before I go, tell a story.
As I did not know if it worked the torch, nor its particle.

What I did was the following;
Module_items.py
Look for the line of the torch.
Cut the line of the torch, and placed it a few item's, above, just above the arch Nomad.

When carrying out this action, the torches are now in the shops.

and if the particles are working properly ...
If I add now, the code, the Torch ... to an arrow, you can see the fire, but only in the middle of the arrow, not the tip of the arrow.
(note that this event only occurs if the lines of the torch, the change in position.)

that rare.


cmpxchg8b

Un saludo, a todos!!

Soy español, asi que pido disculpas por mi ingles!

Bueno, aunque no tengo mucha idea, de como funcionan los codigos, me descarge el "WSE"
para la plataforma: Warband!

Estaba mirando, su canal de videos en Youtube,  hay cosas, exelentes!!
Me gustaria, si no es mucha molestia, puedes pasarme el codigo: de Flechas de Fuego.

Yo se, yo me estoy poniendo algo pesado con este tema, y Agradezco a SonKidd y a Dunde,
que ellos me ayudaron, con uno de los codigos.

Expongo, lo que queria explicar:
El codigo, que utilizamos...fue el codigo de, Mirathei.

Pero, ocurre algo con ese codigo, disparas la flecha, y el efecto de fuego va muy por detras de la propia flecha.

Es decir, creo que el error, esta en que...el codigo se aplica a el Arco y no, a la flecha o, al Flying_missiles.
Yo se, que a la propia flecha no se puede porque, solo es visible, en dos ocaciones;
1º, En el arco.
2º, y cuando, impacta...en el objetivo,  un cuerpo o, un objeto del escenario.

Tampoco, puede ser el; Flying_missile, porque...no consta como un, arma o, un item.
Solo puede verse, cuando es disparada, en el trayecto, de el Arco, a el Objetivo.

pero, usted lo a conseguido, por lo menos en un video de Youtube.

Bueno, antes de irme, cuento una anecdota.
Como yo, no sabia si funcionaba la, antorcha, ni tampoco su particula.

Lo que hice, fue lo siguiente;
Module_items.py
Busque la linea , de la, antorcha.
Corte la linea de la antorcha, y, la situe unos elementos, mas arriba, justo por encima del, Arco Nómada.

Al realizar esa accion, ahora aparecen las antorchas, en las tiendas.

y si, las particulas funcionan correctamente ...

Si le añado ahora, el codigo, de la Antorcha...a una Flecha, se puede ver el Fuego, pero solo, en medio de dicha flecha, no en la punta, de la flecha.
(ojo, que este acontecimiento solamente ocurre, si las lineas de la antorcha, las cambio de posicion.)

que raro.
 
In module_items.py:
Code:
(ti_on_init_missile, [
	(set_position_delta, 0, 0, 0), #change this to move the particle system's local position
	(particle_system_add_new, "psys_whatever_your_psys_is"),
]),
 
cmpxchg8b
:shock: :shock:
This is what adds to the Arrow?

and I can do with all the code, Mirathei? deleted it?

Right now, I'm going to try!
You're a beast and if you, you were a woman, I'd marry you!
THANK YOU !!!!!!!!!  :shock: :shock: :shock: :shock: :shock:

cmpxchg8b
I have a doubt, every time I try to modify the Header_items.py
I skipped the code; # -*- coding: cp1252 -*-
I put it at the end of the file; = Code # -*- coding: cp1252 -*-
I put in the term, "itp_ = Code # -*- coding: cp1252 -*-

I'm doing wrong?
Traceback (most recent call last):
  File "process_init.py", line 2, in <module>
    from process_operations import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\process_operations.py", lin
e 13, in <module>
    from module_items import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\module_items.py", line 1240

    ]
    ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_global_variables.py", line 5, in <module>
    from module_triggers import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\module_triggers.py", line 4
, in <module>
    from header_items import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\header_items.py", line 94
SyntaxError: Non-ASCII character '\xc2' in file E:\Mis documentos\Downloads\Jueg
os\M&B Warband Module System 1143\Flechas de Fuego Test\Module_system 1.143 Flec
has de Fuego\header_items.py on line 94, but no encoding declared; see http://ww
w.python.org/peps/pep-0263.html for details
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call last):
  File "process_map_icons.py", line 6, in <module>
    from process_operations import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\process_operations.py", lin
e 13, in <module>
    from module_items import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\module_items.py", line 1240

    ]
    ^
SyntaxError: invalid syntax
Exporting faction data...
Traceback (most recent call last):
  File "process_items.py", line 4, in <module>
    from module_items import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\module_items.py", line 1240

    ]
    ^
SyntaxError: invalid syntax
Exporting scene data...
Traceback (most recent call last):
  File "process_scenes.py", line 15, in <module>
    from process_operations import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\process_operations.py", lin
e 13, in <module>
    from module_items import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\module_items.py", line 1240

    ]
    ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_troops.py", line 4, in <module>
    from module_troops import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\module_troops.py", line 4,
in <module>
    from header_items import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\header_items.py", line 94
SyntaxError: Non-ASCII character '\xc2' in file E:\Mis documentos\Downloads\Jueg
os\M&B Warband Module System 1143\Flechas de Fuego Test\Module_system 1.143 Flec
has de Fuego\header_items.py on line 94, but no encoding declared; see http://ww
w.python.org/peps/pep-0263.html for details
Exporting particle data...
Traceback (most recent call last):
  File "process_scene_props.py", line 7, in <module>
    from process_operations import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\process_operations.py", lin
e 13, in <module>
    from module_items import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\module_items.py", line 1240

    ]
    ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_tableau_materials.py", line 5, in <module>
    from module_tableau_materials import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\module_tableau_materials.py
", line 5, in <module>
    from header_items import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\header_items.py", line 94
SyntaxError: Non-ASCII character '\xc2' in file E:\Mis documentos\Downloads\Jueg
os\M&B Warband Module System 1143\Flechas de Fuego Test\Module_system 1.143 Flec
has de Fuego\header_items.py on line 94, but no encoding declared; see http://ww
w.python.org/peps/pep-0263.html for details
Traceback (most recent call last):
  File "process_presentations.py", line 8, in <module>
    from process_operations import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\process_operations.py", lin
e 13, in <module>
    from module_items import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\module_items.py", line 1240

    ]
    ^
SyntaxError: invalid syntax
Exporting party_template data...
Traceback (most recent call last):
  File "process_parties.py", line 4, in <module>
    from module_game_menus import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\module_game_menus.py", line
3, in <module>
    from header_items import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\header_items.py", line 94
SyntaxError: Non-ASCII character '\xc2' in file E:\Mis documentos\Downloads\Jueg
os\M&B Warband Module System 1143\Flechas de Fuego Test\Module_system 1.143 Flec
has de Fuego\header_items.py on line 94, but no encoding declared; see http://ww
w.python.org/peps/pep-0263.html for details
Exporting quest data...
Exporting info_page data...
Traceback (most recent call last):
  File "process_scripts.py", line 4, in <module>
    from module_scripts import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\module_scripts.py", line 9,
in <module>
    from header_items import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\header_items.py", line 94
SyntaxError: Non-ASCII character '\xc2' in file E:\Mis documentos\Downloads\Jueg
os\M&B Warband Module System 1143\Flechas de Fuego Test\Module_system 1.143 Flec
has de Fuego\header_items.py on line 94, but no encoding declared; see http://ww
w.python.org/peps/pep-0263.html for details
Traceback (most recent call last):
  File "process_mission_tmps.py", line 5, in <module>
    from module_mission_templates import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\module_mission_templates.py
", line 7, in <module>
    from header_items import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\header_items.py", line 94
SyntaxError: Non-ASCII character '\xc2' in file E:\Mis documentos\Downloads\Jueg
os\M&B Warband Module System 1143\Flechas de Fuego Test\Module_system 1.143 Flec
has de Fuego\header_items.py on line 94, but no encoding declared; see http://ww
w.python.org/peps/pep-0263.html for details
Traceback (most recent call last):
  File "process_game_menus.py", line 5, in <module>
    from module_game_menus import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\module_game_menus.py", line
3, in <module>
    from header_items import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\header_items.py", line 94
SyntaxError: Non-ASCII character '\xc2' in file E:\Mis documentos\Downloads\Jueg
os\M&B Warband Module System 1143\Flechas de Fuego Test\Module_system 1.143 Flec
has de Fuego\header_items.py on line 94, but no encoding declared; see http://ww
w.python.org/peps/pep-0263.html for details
Traceback (most recent call last):
  File "process_simple_triggers.py", line 2, in <module>
    from module_simple_triggers import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\module_simple_triggers.py",
line 4, in <module>
    from header_items import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\header_items.py", line 94
SyntaxError: Non-ASCII character '\xc2' in file E:\Mis documentos\Downloads\Jueg
os\M&B Warband Module System 1143\Flechas de Fuego Test\Module_system 1.143 Flec
has de Fuego\header_items.py on line 94, but no encoding declared; see http://ww
w.python.org/peps/pep-0263.html for details
Traceback (most recent call last):
  File "process_dialogs.py", line 5, in <module>
    from module_triggers import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\module_triggers.py", line 4
, in <module>
    from header_items import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\header_items.py", line 94
SyntaxError: Non-ASCII character '\xc2' in file E:\Mis documentos\Downloads\Jueg
os\M&B Warband Module System 1143\Flechas de Fuego Test\Module_system 1.143 Flec
has de Fuego\header_items.py on line 94, but no encoding declared; see http://ww
w.python.org/peps/pep-0263.html for details
Traceback (most recent call last):
  File "process_global_variables_unused.py", line 3, in <module>
    from process_operations import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\process_operations.py", lin
e 13, in <module>
    from module_items import *
  File "E:\Mis documentos\Downloads\Juegos\M&B Warband Module System 1143\Flecha
s de Fuego Test\Module_system 1.143 Flechas de Fuego\module_items.py", line 1240

    ]
    ^
SyntaxError: invalid syntax
Exporting postfx_params...
____________________________
Script processing has ended.
Press any key to exit. . .
Header_items.py = Line: 94
itp_covers_beard            = 0x0000001000000000    #remove beard mesh
itp_no_pick_up_from_ground  = 0x0000002000000000
itp_can_knock_down          = 0x0000004000000000
itp_extra_penetration        = 0x0000100000000000
itp_has_bayonet              = 0x0000200000000000
itp_cant_reload_while_moving = 0x0000400000000000
itp_ignore_gravity          = 0x0000800000000000
itp_ignore_friction          = 0x0001000000000000
itp_show_body = 0x40000000 # forces showing body (works on body armor items)
itp_offset_mortschlag = 0x2000000000000 # offsets melee weapon to mortschlag grip
itp_offset_melee_firearm = 0x4000000000000 # offsets pistol/musket to melee grip
itp_offset_flip = 0x8000000000000 # flips melee weapon model 180° on y-axis

#equipment slots
ek_item_0 = 0
ek_item_1 = 1
ek_item_2 = 2

EDIT

cmpxchg8b

Esto se lo añado, a la Flecha?

y que puedo hacer con, todo el codigo, de Mirathei? lo elimino?

Ahora mismo, lo voy a probar!!!
Eres una Bestia y si tu, fueras mujer, me casaria contigo!

MUCHAS GRACIAS!!!!!!!!!

cmpxchg8b
Tengo, una duda, cada vez que intento modificar, el Header_items.py
Me salta el codigo; # -*- coding: cp1252 -*-
Lo pongo, al final del archivo; = Codigo # -*- coding: cp1252 -*-
Lo pongo, en el Término; "itp_ = Codigo # -*- coding: cp1252 -*-

que hago mal?
 
cmpxchg8b said:
In module_items.py:
Code:
(ti_on_init_missile, [
	(set_position_delta, 0, 0, 0), #change this to move the particle system's local position
	(particle_system_add_new, "psys_whatever_your_psys_is"),
]),

Now I can make trails for certain ammo. :grin:

On this, could I use ti_on_init_missile on a ranged weapon? Or just on ammunition? Because, on this level, I can make every weapon use the same ammo, but make the damage per weapon do different things (by utilizing the spawn missile command).
 
Edit the file: module_items.py
I add, the arrow of fire + code, of: cmpxchg8b
["flechas_fuego","Flechas Incendiarias", [("flechas_fuego",0),("flying_missile_fuego",ixmesh_flying_ammo),("quiver", ixmesh_carry)], itp_type_arrows|itp_merchandise|itp_default_ammo, itcf_carry_quiver_back, 72,weight(3)|abundance(160)|weapon_length(95)|thrust_damage(1,pierce)|max_ammo(30),imodbits_missile,
[(ti_on_init_missile, [
(set_position_delta, 0, 0, 0), #change this to move the particle system's local position
(particle_system_add_new, "psys_whatever_your_psys_is"),
])]],
Perfect, until I do the compilation.
build_module:
Initializing...
Compiling all global variables...
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Exporting map icons...
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Exporting faction data...
Exporting item data...
Error: Unable to find object:psys_whatever_your
ERROR: Illegal Identifier:psys_whatever_your_ps
Exporting scene data...
Exporting troops data
Exporting particle data...
Exporting scene props...
Exporting tableau materials data...
Exporting presentations...

The only file that gives me problems when I edit it, is: header_item.py

I can not add all the lines which contains the file: header_items_addon.py
That is, in the folder: WSESDK.
The other, files, perfect!
- Header_common_addon.py = Perfect.
- Header_items_addon.py = Failure.
- Header_operations_addon.py = perfect.
- Header_triggers_addon.py = Perfect.
- Module_scripts_addon.py = perfect.
- Process_operations_patch.py ​​= Perfect.


If someone has the file, Header_item.py edited, and can hang, to download, make me a big favor.

Thank you.

Edito, el archivo: module_items.py
añado, la flecha de fuego + el codigo, de: cmpxchg8b
Perfecto, hasta que hago, la compilacion.


El unico archivo, que me da problemas, cuando lo edito, es: header_item.py

No puedo, añadir todas las lineas, que contiene, el archivo: header_items_addon.py
Que se encuentra, en la carpeta: WSESDK.
Los demas, archivos, perfecto!
- header_common_addon.py = Perfecto.
- header_items_addon.py = Falla.
- header_operations_addon.py = perfecto.
- header_triggers_addon.py = Perfecto.
- module_scripts_addon.py = perfecto.
- process_operations_patch.py = Perfecto.


Si alguien, tiene el archivo, Header_item.py editado, y puede colgarlo, para descarga, me hace un gran favor.

Gracias.
 
El Guanche, you don't need to post a spanish variant every time, not everyone here understand it. :wink:

The psys_whatever_... error: You have to make a new particle system, this name is an example.

Unfortunately I can't upload the header file ATM, so if you can wait a day or so... :/
 
El Guanche, use this, if you think Mirathei's scripts effect looked good enough:

cmpxchg8b said:
In module_items.py:
(ti_on_init_missile, [
(set_position_delta, 0, 0, 0), #change this to move the particle system's local position
(particle_system_add_new, "psys_torch_fire"),
]),
 
Lumo, SonKidd

Guys, you are right the two!
But look at this, it works.
[(ti_on_init_missile, [
(set_position_delta, 0, 0, 0), #change this to move the particle system's local position
(particle_system_add_new, "psys_torch_fire"),
        (particle_system_add_new, "psys_torch_smoke"),
        (set_current_color,150, 130, 70),
        (add_point_light, 10, 30),
])]],

I would like to improve it a little more, because I do not know how to unite these two terms, to work as one.
Here I draw, if somebody can fix it to work, would be great!
[(ti_on_init_missile, [
(set_position_delta, 0, 0, 0), #change this to move the particle system's local position
(particle_system_add_new, "psys_torch_fire"),
        (particle_system_add_new, "psys_torch_smoke"),
        (set_current_color,150, 130, 70),
        (add_point_light, 10, 30),
])]],
[(ti_on_init_item, [
    (set_position_delta, 0, 0, 0), #change this to move the particle system's local position
(particle_system_add_new, "psys_torch_fire"),
        (particle_system_add_new, "psys_torch_smoke"),
        (set_current_color,150, 130, 70),
        (add_point_light, 10, 30),
])]],
What you get with this is that: the arrow that flies "Flying_missile" and the "Flecha static"
both are in flames. :shock:

But I do not know, like, merge the two codes. :sad:

(I know there are not many Spanish here, but maybe between someone and I suppose you would like to understand something)

Still, Lumo will consider it!

Thanks ... kings of the codes!

Español
Lumo, SonKidd
Chicos, los dos teneis razon!
Pero mirad esto, funciona.

Me gustaria mejorarlo un poco mas, por que yo no se como unir, estos dos terminos, para que funcionen como uno solo.

Aqui lo muesto, si alguien lo puede arreglar para que funcione, seria grande!!

Lo que se consigue con esto, es que: la Flecha que vuela "Flying_missile" y la "Flecha estatica",
esten en llamas las dos.

Pero yo no se, como, unir los dos codigos.

(se que no hay muchos españoles aqui, pero quizas entre alguien y supongo, que le gustaria entender algo)

Aun asi, lo tendre en cuenta Lumo!

Gracias...reyes de los codigos!!!
 
If the
Code:
on_init
trigger doesn't work, I fear you'll have to add the [abbr=particle system]psys[/abbr] on the bow.
As far as I know the real missile is created on 'draw'.

Si el script
Code:
on_init
no funciona, me temo que tendrás que añadir el sistema de partículas al arco.
Hasta donde yo sé el misil real se crea al 'disparararlo'.
 
Swyter
does not work without the WSE!
But conversely, if it works ...
Swyter, you can, do me the favour of merging these two codes?
and I'll show some pictures, you will surely enjoy.
I explain:
ti_on_init_missile = only serves to "Flying_missile" = while flying.
ti_on_init_item = Only used for, "Static Arrow" = arrow in the bow and arrow in the Goal.
I guess you understand me!

Ie Fire, while flying, and fire when it hits the target.
is great.
Only, I could try it ... separately.

Español
no funciona, sin el WSE!
Pero, al contrario, si que funciona...
Swy, tu puedes, hacerme el favór de fusionar, esos dos codigos?
y te mostrare unas imagenes, seguro te gustan.
te explico:
ti_on_init_missile = Solo sirve para la, "Flying_missile", = Mientras Vuela.
ti_on_init_item = Solo sirve para la, "Static Arrow", = flecha en el arco, y flecha en el Objetivo.
supongo que tu me entiendes!

Es decir, Fuego, mientras vuela, y Fuego cuando impacta en el objetivo.
es genial.

Solo, pude probarlo...por separado.
 
Specialist said:
cmpxchg8b said:
In module_items.py:
Code:
(ti_on_init_missile, [
	(set_position_delta, 0, 0, 0), #change this to move the particle system's local position
	(particle_system_add_new, "psys_whatever_your_psys_is"),
]),

Now I can make trails for certain ammo. :grin:

On this, could I use ti_on_init_missile on a ranged weapon? Or just on ammunition? Because, on this level, I can make every weapon use the same ammo, but make the damage per weapon do different things (by utilizing the spawn missile command).

Dang..I'm stupid. I can just use spawn missile with ti_on_weapon_attack :lol:
 
dunde said:
Is there any way to pause a mission running?  It's just like when a question box or control screen's displayed, all actions will be paused. I tried to make a configuration screen presentation on SP, but when my presentation's displayed, the battle continues on background. I want the battle's paused until I quit from the presentation.
Somebody said:
Use options_set_cheat_mode? I'm not sure if mission_set_time_speed goes all the way down to 0.
It does not go all the way to 0. Well, it takes the value, but time continues to move (albeit extremely slowly, but not fully paused).

cmpxchg8b, have you had a chance to look into a way to 'hook into' the Ctrl-F11 pause cheat so it could be turned into an operation?
 
Status
Not open for further replies.
Back
Top Bottom