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

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Hmm, i might have a reason to leave M&B modding now. Even, the pretty neat Warcraft 3 world editor contains external libraries and what not. Anyways, thanks for the answer.
 
cmpxchg8b said:
I should be able to add play_bik_movie, but it's a no-go for other formats.

Wow, that would be just wonderful. Any chance for next patch?
 
cmpxchg8b said:
I should be able to add play_bik_movie, but it's a no-go for other formats.
Oh yeah, I didn't expect anything else. All we modders need now is to make custom video files and convert them to BIK (there's a tool on the forums for that anyway)

On a sidenote CMP, have you ever considered a child board in the Unnoficial Tools section? I'm sure you could get one
 
Specialist said:
All we modders need now is to make custom video files and convert them to BIK (there's a tool on the forums for that anyway)

Code:
http://www.radgametools.com/bnkdown.htm#titleback

There you have, the official video tools, free of charge, supports both Bink video and Smacker.
And includes the non-professional player, oh wait. You already have that! :razz:

Easy peasy.
 
Specialist said:
On a sidenote CMP, have you ever considered a child board in the Unnoficial Tools section? I'm sure you could get one
I think I'll ask for one when "WSE2" is out/announced/whatever, since it's a much bigger project.
Belendor said:
Wow, that would be just wonderful. Any chance for next patch?
Tomorrow, probably. I'm thinking if there's other stuff I can add quickly.
 
Somebody can help me? This code, execute when a round end when a team win, and this crash me client-side with Opcode error. This mean that I can't use this server-side? I think I'm using it server side and not client-side.

Code:
(try_for_prop_instances, ":instance_nos", "spr_pavise"),
(prop_instance_is_valid, ":instance_nos"),
(scene_prop_set_hit_points, ":instance_nos", 0),
(try_end),
(try_for_prop_instances, ":instance_nos", "spr_caja_municion_1"),
(prop_instance_is_valid, ":instance_nos"),
(prop_instance_get_position, pos1, ":instance_nos"),
(position_move_z, pos1, -150),
(prop_instance_set_position, ":instance_nos", pos1),
(try_end),

Thanks.
 
cmpxchg8b said:
Tomorrow, probably. I'm thinking if there's other stuff I can add quickly.
...since the engine must already have a check for this to make the implicit
if (game_key_released, gk_order_1) && positioning_flag_active : set order position to flag position

work, might this be addable 'quickly'?
Caba`drin said:
If there's any way for there to be a can fail/conditional operation that checks whether the 'hold down F1'/positioning flag is active, that could be useful. Currently using a global variable and two triggers--one on key clicked and one on key released--and timing how long the key was held to check for that.
 
Vincenzo said:
Crashing client side is because your running it client side, and you should not set prop positions client side, add a is_server check.

I'll use multiplayer_send_message_to_server to check that. Surely that's the problem, I'll edit this message when test.
 
By the way, for video stuff (when the operation will come out), i have a tutorial that i made a long time age. Which you can locate it Here.
 
Why this still crash by client without WSE running? I'm running the script through server-side.

I use:
Code:
 (multiplayer_send_message_to_server, multiplayer_event_eliminar_escudos),

and then:

Code:
(else_try),
        (eq, ":event_type", multiplayer_event_eliminar_escudos),
		(try_for_prop_instances, ":instance_nos", "spr_pavise"),
		(prop_instance_is_valid, ":instance_nos"),
		(scene_prop_set_hit_points, ":instance_nos", 0),
		(try_end),
		(try_for_prop_instances, ":instance_nos", "spr_caja_municion_1"),
		(prop_instance_is_valid, ":instance_nos"),
		(prop_instance_get_position, pos1, ":instance_nos"),
		(position_move_z, pos1, -150),
		(prop_instance_set_position, ":instance_nos", pos1),
		(try_end),

Run Opcode 17 crash :s

How's this happening? Thanks for help.
 
Evidently it runs client side as well, since there is no multiplayer_is_server check.
Is the value of multiplayer_event_eliminar_escudos already used by some other event? Is it above the maximum limit (127)?
 
cmpxchg8b said:
Evidently it runs client side as well, since there is no multiplayer_is_server check.
Is the value of multiplayer_event_eliminar_escudos already used by some other event? Is it above the maximum limit (127)?
Sorry, I'm still learning Module System functions.

It's not used by other event, and it's not above the 127 maxium limit (it´s 121).

That's good to know there's a 127 limit, do you know if there's some way to bypass it or I assume it's hardcoded?

 
Awesome, thanks for that again and again, cmp. :smile:

Do you think is there any possibility for multimedia support? Like, recognizing URLs as a clickable link, GIF or Flash support. (Animated images for background and such...)
 
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