(party_get_num_companion_stacks, ":num_of_stacks", ":party_no"),
(try_for_range, ":n", 0, ":num_of_stacks"),
(party_stack_get_troop_id, ":stack_troop", ":party_no", ":n"),
(eq, ":stack_troop", ":troop_id"),
#do stuff like add XP, or get the number of that troop type that is wounded, etc
(assign, ":num_of_stacks", 0),
(try_end),
scene_set_valley_size = 4510 #(scene_set_valley_size, <scene_no>, <value>), #Sets <scene_no>'s terrain generator valley size to <value> (0-127)
scene_set_hill_height = 4511 #(scene_set_hill_height, <scene_no>, <value>), #Sets <scene_no>'s terrain generator hill height to <value> (0-127)
scene_set_ruggedness = 4512 #(scene_set_ruggedness, <scene_no>, <value>), #Sets <scene_no>'s terrain generator ruggedness to <value> (0-127)
Caba`drin said:I appear to have been under the mistaken impression that there was a wse script for when a savegame is loaded. Is a wse_game_load counterpart to the following script possible?
#script_wse_game_saved
# Called each time after game is saved successfully
("wse_game_saved", [
]),
It's possible, but I don't really see the advantage over doing it via MS script:Caba`drin said:Three things in this question post:
First, might there be an operation to hook into to get the stack number of a troop type ('member') in a given party so the following isn't necessary:
Code:(party_get_num_companion_stacks, ":num_of_stacks", ":party_no"), (try_for_range, ":n", 0, ":num_of_stacks"), (party_stack_get_troop_id, ":stack_troop", ":party_no", ":n"), (eq, ":stack_troop", ":troop_id"), #do stuff like add XP, or get the number of that troop type that is wounded, etc (assign, ":num_of_stacks", 0), (try_end),
("find_stack_for_troop", [
(party_get_num_companion_stacks, ":num_of_stacks", ":party_no"),
(assign, reg0, -1),
(try_for_range, ":n", 0, ":num_of_stacks"),
(party_stack_get_troop_id, ":stack_troop", ":party_no", ":n"),
(eq, ":stack_troop", ":troop_id"),
(assign, reg0, ":n"),
(assign, ":num_of_stacks", 0),
(try_end),
]),
No idea, you should try.Caba`drin said:1) Will they function on random scenes (setup by script_setup_random_scene ; have the flags sf_generate|sf_randomize) ?
2) If so, do they affect the next use of those random scenes, or just the current generation?
As long as it's before or during ti_before_mission_start it will work. ti_after_mission_start is too late.Caba`drin said:3) Should these be called from the menu when the scene is set up with (jump_to_scene) or in the mission with ti_before/after_mission_start ?
Try playing a bit in the terrain generator and see the effects of the various sliders. It's probably ruggedness, though.Caba`drin said:4) Finally, which of the following (or all of them? or I'll need to play around?) would smooth out the ridiculous/steep mounds that get created for mountainous terrain:
Noted, I'll se if it's possible/how much effort it requires.Caba`drin said:And, a friendly re-query:
cmpxchg8b said:Try playing a bit in the terrain generator and see the effects of the various sliders. It's probably ruggedness, though.Caba`drin said:4) Finally, which of the following (or all of them? or I'll need to play around?) would smooth out the ridiculous/steep mounds that get created for mountainous terrain:
Barabas said:cmpxchg8b said:Try playing a bit in the terrain generator and see the effects of the various sliders. It's probably ruggedness, though.Caba`drin said:4) Finally, which of the following (or all of them? or I'll need to play around?) would smooth out the ridiculous/steep mounds that get created for mountainous terrain:
Ruggedness determines the amount of hills and also a bit how steep they are. But you most probably also want to alter the height.
instead of however many bones there are in the skeleton/animation.self said:that the game is hardwired to send animation data (i.e. per-bone transforms), at runtime (i.e. to the vertex shader), for exactly 20 bones (for humans)
Revan06 said:Hello,
when I try to run WSE i get the following error: failed to inject library into remote process...
I did try to find solution and so far none worked. I ran it as administrator, I have net.framework, microsoft visual C++ - nothing helps... wse_loader_log is empty and I can't find wse_crash_log.
Any help would be greatly appreciated because it seems that many modifications require WSE and it's essantial to have it working...
Slawomir of Aaarrghh said:Run WSE .exe with parameter "-p <path_to_exe>", for example:
-p "D:\Games\Warband\mb_warband.exe"
Native already has (party_get_current_terrain,<destination>,<party_id>),Belendor Torheal Artendor said:I believe some World Map operations are needed. Specially the times, when you need a party to do somethings depend on terrain, or the times when you don't want the player to pass the bridge without destroying the castle that guards it, i.e. (stop_party), (get_terrain_type),
No need to repeat a question you asked only 6 hours ago. cmp hasn't released the source of WSE...which likely means he doesn't intend to.The_dragon said:were can i see the source code?or how can i get it?
Not sure whether it will help or not, but people who are having "Failed to inject library into remote process" errors with Steam should try this version.cmpxchg8b said:v2.5.1
- Improved Steam injection
- Fixed crash in wse_chat_message_received