Pumpkin Lord
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.
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)cmpxchg8b said:I should be able to add play_bik_movie, but it's a no-go for other formats.
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)
http://www.radgametools.com/bnkdown.htm#titleback
I think I'll ask for one when "WSE2" is out/announced/whatever, since it's a much bigger project.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
Tomorrow, probably. I'm thinking if there's other stuff I can add quickly.Belendor said:Wow, that would be just wonderful. Any chance for next patch?
(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),
...since the engine must already have a check for this to make the implicitcmpxchg8b said:Tomorrow, probably. I'm thinking if there's other stuff I can add 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.
Thanks as always.cmpxchg8b said:Yes, added order_flag_is_active.
(multiplayer_send_message_to_server, multiplayer_event_eliminar_escudos),
(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),
Sorry, I'm still learning Module System functions.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)?
cmpxchg8b said:v2.6.2
- Added operations try_for_dict_keys, order_flag_is_active, play_bink_file