OSP Kit Combat [WB, Codes + Models] Fire Arrow - OSP

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El Guanche

Veteran
logofirearrow.png

Here is the code, already completed, under the platform, "M&B Warband"
Megaupload Download Here
MediaFire Download Here
flagUSA.png


Image Here:
webflechasdefuego.jpg
I've also added some textures and 3D models, a Bow, test!
Best to check yourself, the. Brf

Content:
BRF's:
- Fire_ranged_ammo
- Fire_ranged_weapon
Textures:
- Fire_flying_missiles
- Fire_missiles
- Fire_weapons1
Screenshots:
- Various pictures
Image Web:
- Images from the web
Extras:
- Fire_flying_missiles.xcf (Format The Gimp, for layers)
- Fire_weapons1.xcf (Format The Gimp, for layers)
Codes:
- Fire Arrow's (includes bolts, but are not assigned ...)
- Fire Bow (Test Version, "Optional", the latter is not essential)
- Fire Particle's System

Finally, just need to rebalance the parameters, price, number of arrows, weight, ect ..
I forgot the names of the arrows and bow, are in Spanish .... you know.

(Warning: This code only works with the implementation of "WSE") :!:

Before I go, I want to thank:
Mirathei
SonKidd
Dunde
Swyter
cmpxchg8b
: for the system, WSE!
 
Specialist
Well do not think I made ​​many mistakes in the MS (Module System), all perfect, compiled the first!

but at the time, make it work .... nothing happened!

Maybe it is to press a key to enable it?

I did a test with the Bow, but nothing happened!

Wait, give me a second ... Put here mirathei codes, but again, are for the "M & B."

Mirathei
For now, its just for looks. I'll work on making things actually light up.

In any appropriate mission template:
      (ti_before_mission_start, 0, 0, [], [
(try_for_range,":slot",0,500),
    (party_set_slot,"p_fire_arrows",":slot",-1),
(end_try),]),

      (0.005, 0, 0, [],[
(try_for_agents,":agent"),                                                 
    (party_get_slot,":fire","p_fire_arrows",":agent"),
    (ge,":fire",0),
    (party_get_slot,":mad:","p_x_coordinate",":agent"),
    (party_get_slot,":y","p_y_coordinate",":agent"),
    (party_get_slot,":z","p_z_coordinate",":agent"),
    (party_get_slot,":mad:vel","p_x_velocity",":agent"),
    (party_get_slot,":yvel","p_y_velocity",":agent"),
    (party_get_slot,":zvel","p_z_velocity",":agent"),
    (val_add,":mad:",":mad:vel"),
    (val_add,":y",":yvel"),
    (val_add,":z",":zvel"),
    (position_set_x,pos1,":mad:"),
    (position_set_y,pos1,":y"),
    (position_set_z,pos1,":z"),
    (particle_system_burst, "psys_torch_fire", pos1, 15),
    (position_set_z_to_ground_level,pos1),
    (position_get_z,":zground",pos1),
    (try_begin),
      (le,":z",":zground"),
      (particle_system_burst,"psys_torch_fire",pos1, 1000),
      (party_set_slot,"p_fire_arrows",":agent",-1),
    (else_try),
      (party_set_slot,"p_x_coordinate",":agent",":mad:"),
      (party_set_slot,"p_y_coordinate",":agent",":y"),
      (party_set_slot,"p_z_coordinate",":agent",":z"),
      (val_sub,":zvel",1),
      (party_set_slot,"p_z_velocity",":agent",":zvel"),
    (end_try),
(end_try),]),




In module_items:
["fire_bow",        "Bow with fire arrows", [("strong_bow",0),("strong_bow_case", ixmesh_carry)], itp_type_bow |itp_merchandise|itp_primary|itp_two_handed ,itcf_shoot_bow|itcf_carry_bowcase_left|itcf_show_holster_when_drawn, 337 , weight(1.25)|difficulty(3)|spd_rtng(94) | shoot_speed(55) | thrust_damage(46 ,pierce),imodbits_bow,
[(ti_on_weapon_attack, [(assign,":chosen",-1),(assign,":mindist",99999),
(try_for_agents,":agent"),
  (agent_get_position,pos2,":agent"),
  (get_distance_between_positions,":dist",pos1,pos2),
  (lt,":dist",":mindist"),
  (assign,":mindist",":dist"),
  (assign,":chosen",":agent"),
(end_try),
(gt,":chosen",-1),
(agent_get_look_position,pos1,":chosen"),
(position_move_z,pos1,120),
(position_get_x,":mad:",pos1),
(position_get_y,":y",pos1),
(position_get_z,":z",pos1),
(party_set_slot,"p_x_coordinate",":chosen",":mad:"),
(party_set_slot,"p_y_coordinate",":chosen",":y"),
(party_set_slot,"p_z_coordinate",":chosen",":z"),
(position_move_y,pos1,110),
(position_get_x,":mad:new",pos1),
(position_get_y,":ynew",pos1),
(position_get_z,":znew",pos1),
(val_sub,":mad:new",":mad:"),
(val_sub,":ynew",":y"),
(val_sub,":znew",":z"),
(party_set_slot,"p_x_velocity",":chosen",":mad:new"),
(party_set_slot,"p_y_velocity",":chosen",":ynew"),
(party_set_slot,"p_z_velocity",":chosen",":znew"),
(party_set_slot,"p_fire_arrows",":chosen",1),])]],



In module_parties:
  ("fire_arrows"                  ,"You shouldn't be seeing me",    pf_disabled|pf_is_static, no_menu, pt_none, fac_commoners,0,ai_bhvr_hold,0,(0., 0),[(trp_looter,15,0)]),
  ("x_coordinate"                  ,"You shouldn't be seeing me",    pf_disabled|pf_is_static, no_menu, pt_none, fac_commoners,0,ai_bhvr_hold,0,(0., 0),[(trp_looter,15,0)]),
  ("y_coordinate"                  ,"You shouldn't be seeing me",    pf_disabled|pf_is_static, no_menu, pt_none, fac_commoners,0,ai_bhvr_hold,0,(0., 0),[(trp_looter,15,0)]),
  ("z_coordinate"                  ,"You shouldn't be seeing me",    pf_disabled|pf_is_static, no_menu, pt_none, fac_commoners,0,ai_bhvr_hold,0,(0., 0),[(trp_looter,15,0)]),
  ("x_velocity"                  ,"You shouldn't be seeing me",    pf_disabled|pf_is_static, no_menu, pt_none, fac_commoners,0,ai_bhvr_hold,0,(0., 0),[(trp_looter,15,0)]),
  ("y_velocity"                  ,"You shouldn't be seeing me",    pf_disabled|pf_is_static, no_menu, pt_none, fac_commoners,0,ai_bhvr_hold,0,(0., 0),[(trp_looter,15,0)]),
  ("z_velocity"                  ,"You shouldn't be seeing me",    pf_disabled|pf_is_static, no_menu, pt_none, fac_commoners,0,ai_bhvr_hold,0,(0., 0),[(trp_looter,15,0)]),


You say, that this code works?

Warband's platform?, No ... what's more, I just try now, does not 10 minutes.

Now if you say you have to change anything, maybe work!

I have the patch, 1143 M & B Warband.

Thank Specialist
 
Maybe it doesn't. Normally code from MB will work in Warband, but you can also try this: http://forums.taleworlds.com/index.php/topic,70666.0.html

If you can decipher the source code, you can port the fire arrow code over.
 
I look at it now!
Thank Specialist

*EDIT*

Specialist

hmm, that does not have much to do with the kind of "fire arrows" that I mentioned! lol
But watching the video ... it has something interesting, that the ship is on fire!

Nothing you see this image to see the differences:
fierydeathxn6.jpg

What do you think of the Arrows of the image, the arrows of Video?


Specialist

mMmm, eso no tiene mucho que ver con el tipo de "Flechas de Fuego" que yo menciono!! jajaja
Pero mirando bien el video...tiene algo interesante, que el barco se prende fuego!

Que opinas de las Flechas de la imagen, a las flechas del Video?
 
The easy way is to use WSE.

The harder way will be to go with Mirathei's code - which will never be exactly accurate.

I personally tried it with Warband, and I think it worked.

Try dissecting the code for testing first - add some display_messages to see which parts of the code is played and which are not.

Also, you are using it for single-player right?
 
SonKidd

If a player only!
I'll tell you the biggest problem I have ... lol I have no idea of ​​codes!
disaster go with what I like!

I have no idea who may be the WSE, well I look over ... but not knowing what function find out!

You may want to give me a review!

I use the (MS)-Module System, because it is cleaner to use intrusive programs or simple txt file.

I explain it, right? jejeje

But I use a little ingenuity, I thought that there are torches, and they already have their own parameters in
Module_items.py ... Why not analyze the code of the torch and apply it to an arrow?

I did exactly that, but nothing happened, not a small little fire, no burning flame ... lol and a little smoke!

by god!

So, as I prefer to look decistir code ... in fact, to continue going crazy translating, pages, post, tutorials ... (I have a headache, from time to translate).

Sonkidd
.... if you happen to have the code, you care to have fun?
Well I'll show you something I did for arrows fired once!

Snapshott:
pruebafliyingmissile.jpg

pruebafliyingmissile1.jpg

pruebafliyingmissile2.jpg

pruebafliyingmissile3.jpg

pruebafliyingmissile4.jpg



SonKidd

Si solo para un jugador!!
Te voy a contar el mayor problema que tengo...jajaja es que no tengo idea de codigos!
vaya desastre, con lo que me gustan!!

No tengo idea de que puede ser el WSE, bueno lo mire por encima...pero no averigue saber que funcion tiene!!

Si quieres, puedes darme un repaso!

Utilizo el (MS)-Module System, por que es mas limpio que usar programas intrusos o simples archivos txt.

Me explique bien, verdad? jejeje

Pero utilizo algo de ingenio, pense que existen las antorchas, y ellas ya tiene sus propios parametros en
Module_items.py... por que no analizar el codigo de la antorcha y aplicarselo a una flecha?

Exactamente eso hice, pero no paso nada, ni un fueguito pequeño, ni una llamita ardiente...jajaja ni un poco de humo!!

por dios!!

Asi que, ya voy a decistir...prefiero buscar el codigo hecho, a seguir volviendome loco traduciendo, paginas, post, tutoriales...(me duele la cabeza, de tanto traducir).

Sonkidd
....si por casualidad tienes el codigo, te importaria pasarmelo?
Bueno te voy a mostrar algo que hice para las flechas una vez disparadas!!


Well after testing the code: "Fire Arrows" of Mirathei and see what did not work!

Look for the code of the torch!
["torch",  "Torch", [("club",0)], itp_type_one_handed_wpn|itp_primary, itc_scimitar, 11 , weight(2.5)|difficulty(0)|spd_rtng(95) | weapon_length(95)|swing_damage(11 , blunt) | thrust_damage(0 ,  pierce),imodbits_none,
[(ti_on_init_item, [(set_position_delta,0,60,0),(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 marked in Blue, is to copy ...

Then find the code for the Arrow.

Copy it and create a new arrow to distinguish it in the store ... What crap!
["flechas_fuego","Flechas de Fuego", [("flechas_fuego",0),("flying_missile_fuego",ixmesh_flying_ammo),("quiver_b", ixmesh_carry)], itp_type_arrows|itp_merchandise, itcf_carry_quiver_back_right, 410,weight(3.5)|abundance(30)|weapon_length(95)|thrust_damage(3,pierce)|max_ammo(30),imodbits_missile, [(ti_on_init_item, [(set_position_delta,0,60,0),(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 is Red, which is added to the Code of the Arrow.
The marked in Green, is identifying the new Arrow.

Well .. None of this is that I'm far away will see the light lol


Bueno despues de probar el codigo: "Fire Arrows" de Mirathei y ver que no me funcionaba!

Busque el codigo de la antorcha!

Lo marcado en Azul, es lo que copie...

Despues busque el codigo de la Flecha.

Lo copie y cree una flecha nueva, para diferenciarla en la tienda...Que chorrada!!

Lo que esta en Rojo, es lo que añadi al codigo de la Flecha.
Lo marcado en Verde, es identificacion la nueva Flecha.

Pues nada de esto sirve..sera que ando muy lejos de ver la luz jajaja
 
I have a similar piece of code - for multiplayer and quite a bit more complex, so it won't be very applicable in this scenario - it would just be easier to modify what you have.

Firstly, I would test if the "psys_torch_fire" particle system is working.

Try this:

Code:
	(0, 0, 0.5, [(key_is_down, key_b), (eq,0,0),], [
		(display_message, "@PARTICLE SYSTEM TEST"),
		(get_player_agent_no,":agent_id"),
                (agent_get_position,pos1,":agent_id"),
                (position_move_y, pos1, 50),
                (particle_system_burst, "psys_torch_fire", pos1, 15),
	]),

Now for testing, press B. And see if:
1) A message: "PARTICLE SYSTEM TEST" is displayed on lower left corner.
2) You see a particle burst in front of you.
 
SonKidd

mmm one question: where is that code?
- Module_items.py?
- Module_mision_template.py?
- Module_particles.py?
.... on somewhere special?
----------- Editor Mode enabled?
not give me a clue!

and pressing the "B", you mean during a battle, press the "B"?

I just kill ... jajajajaja that madness is this!
If it works, you're a beast!


SonKidd

mmm una sola pregunta: donde va ese codigo?
- Module_items.py?
- Module_mision_template.py?
- Module_particles.py?
....en algun sitio en especial?
----------- Modo editor habilitado?
no se, dame una pista!!


y lo de presionar la "B", te refieres durante una batalla, pulso la tecla "B"?

Me acabas de matar...jajajajaja que locura es esta!!
Si funciona, eres una Fiera!!

EDIT


We take a look over the file: Module_particles.py
and in my opinion, I could not see anything blocked.

Search: Torch!

I found it all in green, without asterisks nowhere ...

Take a look and see if you notice anything weird!

Module_particles.py
("torch_fire", psf_billboard_3d|psf_global_emit_dir|psf_always_emit|psf_randomize_size|psf_randomize_rotation, "prt_mesh_fire_1",
    50, 0.35, 0.2, 0.03, 10.0, 0.0,    #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
    (0.5, 0.:cool:, (1, 0),        #alpha keys
    (0.5, 1.0), (1, 0.9),      #red keys
    (0.5, 0.7),(1, 0.3),      #green keys
    (0.5, 0.2), (1, 0.0),      #blue keys
    (0, 0.15),  (0.4, 0.3),  #scale keys
    (0.04, 0.04, 0.01),      #emit box size
    (0, 0, 0.5),              #emit velocity
    0.0,                      #emit dir randomness
    200,                      #rotation speed
    0.5                        #rotation damping
    ),
    ("torch_smoke", psf_billboard_3d|psf_global_emit_dir|psf_always_emit, "prtcl_dust_a",
    15, 0.5, 0.2, -0.2, 10.0, 0.1,    #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
    (0.5, 0.25), (1, 0),      #alpha keys
    (0.0, 0.2), (1, 0.1),      #red keys
    (0.0, 0.2),(1, 0.09),      #green keys
    (0.0, 0.2), (1, 0.0:cool:,    #blue keys
    (0, 0.5),  (0.8, 2.5),    #scale keys
    (0.1, 0.1, 0.1),          #emit box size
    (0, 0, 1.5),              #emit velocity
    0.1                        #emit dir randomness
    ),
    ("torch_fire_sparks", psf_billboard_3d|psf_global_emit_dir|psf_always_emit|psf_randomize_size,  "prt_sparks_mesh_1",
    10, 0.7, 0.2, 0, 10.0, 0.02,    #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
    (0.66, 1), (1, 0),          #alpha keys
    (0.1, 0.7), (1, 0.7),      #red keys
    (0.1, 0.5),(1, 0.5),      #green keys
    (0.1, 0.1), (1, 0.1),      #blue keys
    (0.1, 0.05),  (1, 0.05),  #scale keys
    (0.1, 0.1, 0.1),          #emit box size
    (0, 0, 0.9),              #emit velocity
    0.0,                      #emit dir randomness
    0,
    0,
    ),


Le eche un vistazo por encima al archivo: Module_particles.py
y a mi parecer, no pude ver nada bloqueado.

Busque: Torch!

Lo encontre todo en color verde, sin asteriscos por ningun lado...

Echale un ojo, a ver si tu notas algo raro!
 
Just ignore what I said before.




In module_mission_template,
search for lead_charge
and change it like this:

Code:
(
    "lead_charge",mtf_battle_mode,charge,
    "You lead your men to battle.",
    [
     (1,mtef_defenders|mtef_team_0,0,aif_start_alarmed,12,[]),
     (0,mtef_defenders|mtef_team_0,0,aif_start_alarmed,0,[]),
     (4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,12,[]),
     (4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,0,[]),
     ],
    [
	...
    ] + fire_arrow_trigger;
  ),

At the top of mission_templates.py add this:

Code:
fire_arrow_trigger = [

      (ti_before_mission_start, 0, 0, [], [
(try_for_range,":slot",0,500),
    (party_set_slot,"p_fire_arrows",":slot",-1),
(end_try),]),

      (0.005, 0, 0, [],[
(try_for_agents,":agent"),                                                 
    (party_get_slot,":fire","p_fire_arrows",":agent"),
    (ge,":fire",0),
    (party_get_slot,":x","p_x_coordinate",":agent"),
    (party_get_slot,":y","p_y_coordinate",":agent"),
    (party_get_slot,":z","p_z_coordinate",":agent"),
    (party_get_slot,":xvel","p_x_velocity",":agent"),
    (party_get_slot,":yvel","p_y_velocity",":agent"),
    (party_get_slot,":zvel","p_z_velocity",":agent"),
    (val_add,":x",":xvel"),
    (val_add,":y",":yvel"),
    (val_add,":z",":zvel"),
    (position_set_x,pos1,":x"),
    (position_set_y,pos1,":y"),
    (position_set_z,pos1,":z"),
    (particle_system_burst, "psys_torch_fire", pos1, 15),
    (position_set_z_to_ground_level,pos1),
    (position_get_z,":zground",pos1),
    (try_begin),
       (le,":z",":zground"),
       (particle_system_burst,"psys_torch_fire",pos1, 1000),
       (party_set_slot,"p_fire_arrows",":agent",-1),
    (else_try),
       (party_set_slot,"p_x_coordinate",":agent",":x"),
       (party_set_slot,"p_y_coordinate",":agent",":y"),
       (party_set_slot,"p_z_coordinate",":agent",":z"),
       (val_sub,":zvel",1),
       (party_set_slot,"p_z_velocity",":agent",":zvel"),
    (end_try),
(end_try),]),
    ]
 
SonKidd

Excuse me, look like a useless.

You just lost me completely ...

Let's see if I focus, where the code ends: "lead_charge"

I put: + fire_arrow_trigger,.

But you put an ellipsis is, (...)?

**** that I fried neurons! I echo a mess now, everything is the difference of language,

It is assumed that we all write ... according to the Royal Academy of Language! (to whom it happens)

That would otherwise not understand anything, you have to **** with translations!

Sorry to drive you crazy.

Wait I relax ... Let's see
As should be the Module_mision_template.py?

And do not pay much attention let me do a test and come back to the hell of translations.


It should be like this?
    "lead_charge",mtf_battle_mode|mtf_synch_inventory,charge,
    "You lead your men to battle.",
    [
    (1,mtef_defenders|mtef_team_0,0,aif_start_alarmed,12,[]),
    (0,mtef_defenders|mtef_team_0,0,aif_start_alarmed,0,[]),
    (4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,12,[]),
    (4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,0,[]),
    ],
fire_arrow_trigger = [

      (ti_before_mission_start, 0, 0, [], [
(try_for_range,":slot",0,500),
    (party_set_slot,"p_fire_arrows",":slot",-1),
(end_try),]),

      (0.005, 0, 0, [],[
(try_for_agents,":agent"),                                               
    (party_get_slot,":fire","p_fire_arrows",":agent"),
    (ge,":fire",0),
    (party_get_slot,":mad:","p_x_coordinate",":agent"),
    (party_get_slot,":y","p_y_coordinate",":agent"),
    (party_get_slot,":z","p_z_coordinate",":agent"),
    (party_get_slot,":mad:vel","p_x_velocity",":agent"),
    (party_get_slot,":yvel","p_y_velocity",":agent"),
    (party_get_slot,":zvel","p_z_velocity",":agent"),
    (val_add,":mad:",":mad:vel"),
    (val_add,":y",":yvel"),
    (val_add,":z",":zvel"),
    (position_set_x,pos1,":mad:"),
    (position_set_y,pos1,":y"),
    (position_set_z,pos1,":z"),
    (particle_system_burst, "psys_torch_fire", pos1, 15),
    (position_set_z_to_ground_level,pos1),
    (position_get_z,":zground",pos1),
    (try_begin),
      (le,":z",":zground"),
      (particle_system_burst,"psys_torch_fire",pos1, 1000),
      (party_set_slot,"p_fire_arrows",":agent",-1),
    (else_try),
      (party_set_slot,"p_x_coordinate",":agent",":mad:"),
      (party_set_slot,"p_y_coordinate",":agent",":y"),
      (party_set_slot,"p_z_coordinate",":agent",":z"),
      (val_sub,":zvel",1),
      (party_set_slot,"p_z_velocity",":agent",":zvel"),
    (end_try),
(end_try),]),
    ]

    [
(ti_on_agent_spawn, 0, 0, [],
      [
        (store_trigger_param_1, ":agent_no"),
        (call_script, "script_agent_reassign_team", ":agent_no"),

        (assign, ":initial_courage_score", 5000),....bla bla bla


SonKidd

Disculpame, parezco un inutil.

Es que me acabo de perder totalmente...

A ver si me centro, donde termina el codigo: "lead_charge"

Debo poner: + fire_arrow_trigger;.

Pero, has puesto unos puntos suspensivos hay, (...)?

joder que se me frien las neuronas!! estoy echo un lio ahora mismo, todo es la diferencia de idioma,

Se supone que, todos debemos escribir...segun la Real Academia de Lengua!! (a quien se le ocurre)

Por que de otra manera no se entiende nada, hay que joderse con las traducciones!!

Disculpa por volverte loco.

Espera que me relajo...A ver
Como deberia quedar el Module_mision_template.py ?

No e hagas mucho caso dejame hacer una prueba y vengo otra vez al infierno de las traducciones.

Deberia quedar parecido a esto?

EDIT

SyntaxError: Invalid Syntax
fire_arrow_trigger = [
The red, has a ^, as if you were telling me that this is wrong!
I get errors during compilation!

La marca roja, tiene un ^, como si estubiera indicandome que eso esta mal!
Me da errores durante la compilacion!!
 
No, it's not like that.

Just follow SonKidd's instruction.
In module_mission_templates.py,

Put those lines above mission_templates = [ :
Code:
fire_arrow_trigger = [

      (ti_before_mission_start, 0, 0, [], [
(try_for_range,":slot",0,500),
    (party_set_slot,"p_fire_arrows",":slot",-1),
(end_try),]),

      (0.005, 0, 0, [],[
(try_for_agents,":agent"),                                                 
    (party_get_slot,":fire","p_fire_arrows",":agent"),
    (ge,":fire",0),
    (party_get_slot,":x","p_x_coordinate",":agent"),
    (party_get_slot,":y","p_y_coordinate",":agent"),
    (party_get_slot,":z","p_z_coordinate",":agent"),
    (party_get_slot,":xvel","p_x_velocity",":agent"),
    (party_get_slot,":yvel","p_y_velocity",":agent"),
    (party_get_slot,":zvel","p_z_velocity",":agent"),
    (val_add,":x",":xvel"),
    (val_add,":y",":yvel"),
    (val_add,":z",":zvel"),
    (position_set_x,pos1,":x"),
    (position_set_y,pos1,":y"),
    (position_set_z,pos1,":z"),
    (particle_system_burst, "psys_torch_fire", pos1, 15),
    (position_set_z_to_ground_level,pos1),
    (position_get_z,":zground",pos1),
    (try_begin),
       (le,":z",":zground"),
       (particle_system_burst,"psys_torch_fire",pos1, 1000),
       (party_set_slot,"p_fire_arrows",":agent",-1),
    (else_try),
       (party_set_slot,"p_x_coordinate",":agent",":x"),
       (party_set_slot,"p_y_coordinate",":agent",":y"),
       (party_set_slot,"p_z_coordinate",":agent",":z"),
       (val_sub,":zvel",1),
       (party_set_slot,"p_z_velocity",":agent",":zvel"),
    (end_try),
(end_try),]),
    ]


search for lead_charge
and change it like this:

Code:
(
    "lead_charge",mtf_battle_mode,charge,
    "You lead your men to battle.",
    [
     (1,mtef_defenders|mtef_team_0,0,aif_start_alarmed,12,[]),
     (0,mtef_defenders|mtef_team_0,0,aif_start_alarmed,0,[]),
     (4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,12,[]),
     (4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,0,[]),
     ],

bla,bla,bla,bla .......

    [
	...
    ] + fire_arrow_trigger,
  ),

 
dunde
I just saw my translation from Spanish to English and backwards!
and I realize, of where the problem is that the translation says incoherent things!

A yes, that way I can not understand anything and neither do you.

So I ask a little patience and thank you in advance.

Dunde, if not, it bothers you, you can do me a favor,
Put the code, which is located on top of Fire_arrow, and the code is below,
Maybe I can understand it that way.

because, following the footsteps of SonKidd, I'm in the same spot, Syntaxis error.

Let me explain:
Code: which is located above.
Code: Fire_arrow.
Code: which is situated below.

I'm not saying it's nobody's fault, just because of the translation itself.

(I've been writing this post, plus or minus 1 hour. (holy god).


Acabo de ver, mi traduccion del español al ingles y al reves!!
y me doy cuenta, de donde radica el problema, es que la traduccion dice cosas incoherentes!

A si, que de esta manera no puedo entender nada y usted tampoco.

Por eso les ruego un poco de paciencia y doy las gracias de antemano.

Dunde, si no, te molesta, puedes hacerme un favor,
Poner el codigo, que se situa encima , de Fire_arrow, y el codigo que se encuentra por debajo,
Quizas yo, de esa manera pueda entenderlo.

porque, siguiendo los pasos de SonKidd, sigo en el mismo punto, error de syntaxis.

Me explico:
Codigo: que se encuentra situado arriba.
Codigo: Fire_arrow.
Codigo: que se encuentra situado abajo.

No estoy diciendo que sea culpa de nadie, solo culpa de la propia traduccion.

(llevo escribiendo este post, mas o menos 1 hora. (santo dios).
 
  (0, 0, 0,
  [
      (eq, "$g_mt_mode", abm_training)
      ],
    [
      (assign, ":max_teams", 6),
      (val_max, ":max_teams", 1),
      (get_player_agent_no, ":player_agent"),
      (try_for_agents, ":agent_no"),
        (agent_is_human, ":agent_no"),
        (agent_is_alive, ":agent_no"),
        (agent_slot_eq, ":agent_no", slot_agent_arena_team_set, 0),
        (agent_get_team, ":team_no", ":agent_no"),
        (is_between, ":team_no", 0 ,7),
        (try_begin),
          (eq, ":agent_no", ":player_agent"),
          (agent_set_team, ":agent_no", 6), #player is always team 6.
        (else_try),
          (store_random_in_range, ":selected_team", 0, ":max_teams"),
          # find strongest team
          (try_for_range, ":t", 0, 6),
            (troop_set_slot, "trp_temp_array_a", ":t", 0),
          (try_end),
          (try_for_agents, ":eek:ther_agent_no"),
            (agent_is_human, ":eek:ther_agent_no"),
            (agent_is_alive, ":eek:ther_agent_no"),
            (neq, ":agent_no", ":player_agent"),
            (agent_slot_eq, ":eek:ther_agent_no", slot_agent_arena_team_set, 1),
            (agent_get_team, ":eek:ther_agent_team", ":eek:ther_agent_no"),
            (troop_get_slot, ":count", "trp_temp_array_a", ":eek:ther_agent_team"),
            (val_add, ":count", 1),
            (troop_set_slot, "trp_temp_array_a", ":eek:ther_agent_team", ":count"),
          (try_end),
          (assign, ":strongest_team", 0),
          (troop_get_slot, ":strongest_team_count", "trp_temp_array_a", 0),
          (try_for_range, ":t", 1, 6),
            (troop_slot_ge, "trp_temp_array_a", ":t", ":strongest_team_count"),
            (troop_get_slot, ":strongest_team_count", "trp_temp_array_a", ":t"),
            (assign, ":strongest_team", ":t"),
          (try_end),
          (store_random_in_range, ":rand", 5, 100),
          (try_begin),
            (lt, ":rand", "$g_arena_training_num_agents_spawned"),
            (assign, ":selected_team", ":strongest_team"),
          (try_end),
          (agent_set_team, ":agent_no", ":selected_team"),
        (try_end),
        (agent_set_slot, ":agent_no", slot_agent_arena_team_set, 1),
        (try_begin),
          (neq, ":agent_no", ":player_agent"),
          (val_add, "$g_arena_training_num_agents_spawned", 1),
        (try_end),
      (try_end),
      ]),
  ]

#######################################
fire_arrow_trigger = [
(
bla bla bla bla
)
]
#######################################


mission_templates = [
  (
    "town_default",0,-1,
    "Default town visit",
    [(0,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
    (1,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    (2,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    (3,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    (4,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    (5,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    (6,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),



         
          (call_script, "script_battle_tactic_apply"),
          ], []), #applying battle tactic

      common_battle_order_panel,
      common_battle_order_panel_tick,

    ] + fire_arrow_trigger ,
  ),

  (
    "village_attack_bandits",mtf_battle_mode|mtf_synch_inventory,charge,
    "You lead your men to battle.",
    [
    (3,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
    (1,mtef_team_0|mtef_use_exact_number,0,aif_start_alarmed, 7,[]),
    (1,mtef_visitor_source|mtef_tea
 
Dunde
This code works right!
Thank you very much indeed.

But I have a question, a large, ask!
As is described in the game; flying_missiles?
Investigating a bit, some details, I look at ...
The code, of the torch and I compare it with the code of Mirathei.
Look at this, in the original code of the torch:
["torch",  "Torch", [("club",0)], itp_type_one_handed_wpn|itp_primary, itc_scimitar, 11 , weight(2.5)|difficulty(0)|spd_rtng(95) | weapon_length(95)|swing_damage(11 , blunt) | thrust_damage(0 ,  pierce),imodbits_none,
[(ti_on_init_item, [(set_position_delta,0,60,0),(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),
])]],

You can make a comparison with this part of the code of Mirathei:
["fire_bow",        "Bow with fire arrows", [("strong_bow",0),("strong_bow_case", ixmesh_carry)], itp_type_bow |itp_merchandise|itp_primary|itp_two_handed ,itcf_shoot_bow|itcf_carry_bowcase_left|itcf_show_holster_when_drawn, 337 , weight(1.25)|difficulty(3)|spd_rtng(94) | shoot_speed(55) | thrust_damage(46 ,pierce),imodbits_bow,
[(ti_on_weapon_attack, [(assign,":chosen",-1),(assign,":mindist",99999),
(try_for_agents,":agent"),
  (agent_get_position,pos2,":agent"),
  (get_distance_between_positions,":dist",pos1,pos2),
  (lt,":dist",":mindist"),
  (assign,":mindist",":dist"),
  (assign,":chosen",":agent"),
(end_try),
(gt,":chosen",-1),
(agent_get_look_position,pos1,":chosen"),
(position_move_z,pos1,120),
(position_get_x,"",pos1),
(position_get_y,":y",pos1),
(position_get_z,":z",pos1),
(party_set_slot,"p_x_coordinate",":chosen",""),
(party_set_slot,"p_y_coordinate",":chosen",":y"),
(party_set_slot,"p_z_coordinate",":chosen",":z"),
(position_move_y,pos1,110),
(position_get_x,":mad:new",pos1),
(position_get_y,":ynew",pos1),
(position_get_z,":znew",pos1),
(val_sub,":mad:new",""),
(val_sub,":ynew",":y"),
(val_sub,":znew",":z"),
(party_set_slot,"p_x_velocity",":chosen",":mad:new"),
(party_set_slot,"p_y_velocity",":chosen",":ynew"),
(party_set_slot,"p_z_velocity",":chosen",":znew"),
(party_set_slot,"p_fire_arrows",":chosen",1),])]],

You could add something similar to: Flying_missiles?

* Flying_missiles, is neither a weapon nor is it an item.
(I think you understand what I mean, right?)
Although, I do not know how to do ...

However, ... someone who understands the method, could certainly carry it out.


Dunde
Este codigo, funciona correcto!
Muchas gracias de verdad.

Pero tengo una pregunta, una gran, pregunta!!
Como se califica en el juego; flying_missiles?
Investigando un poco, algunos detalles, me fijo en...
El codigo, de la Antorcha y yo lo comparo con el codigo, de Mirathei.
Mira esto, en el codigo original de la antorcha:

Puedes hacer una comparacion con esta parte del codigo, de Mirathei:

Se podria añadir algo parecido, a: Flying_missiles?
Aunque, yo, no sabria como hacerlo...

Pero, alguna persona...que entienda el metodo, seguramente podria llevarlo a cabo.
 
El Guanche said:
Dunde
This code works right!
Thank you very much indeed.

But I have a question, a large, ask!
As is described in the game; flying_missiles?
Investigating a bit, some details, I look at ...
The code, of the torch and I compare it with the code of Mirathei.
Look at this, in the original code of the torch:
["torch",  "Torch", [("club",0)], itp_type_one_handed_wpn|itp_primary, itc_scimitar, 11 , weight(2.5)|difficulty(0)|spd_rtng(95) | weapon_length(95)|swing_damage(11 , blunt) | thrust_damage(0 ,  pierce),imodbits_none,
[(ti_on_init_item, [(set_position_delta,0,60,0),(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),
])]],

You can make a comparison with this part of the code of Mirathei:
["fire_bow",        "Bow with fire arrows", [("strong_bow",0),("strong_bow_case", ixmesh_carry)], itp_type_bow |itp_merchandise|itp_primary|itp_two_handed ,itcf_shoot_bow|itcf_carry_bowcase_left|itcf_show_holster_when_drawn, 337 , weight(1.25)|difficulty(3)|spd_rtng(94) | shoot_speed(55) | thrust_damage(46 ,pierce),imodbits_bow,
[(ti_on_weapon_attack, [(assign,":chosen",-1),(assign,":mindist",99999),
(try_for_agents,":agent"),
  (agent_get_position,pos2,":agent"),
  (get_distance_between_positions,":dist",pos1,pos2),
  (lt,":dist",":mindist"),
  (assign,":mindist",":dist"),
  (assign,":chosen",":agent"),
(end_try),
(gt,":chosen",-1),
(agent_get_look_position,pos1,":chosen"),
(position_move_z,pos1,120),
(position_get_x,"",pos1),
(position_get_y,":y",pos1),
(position_get_z,":z",pos1),
(party_set_slot,"p_x_coordinate",":chosen",""),
(party_set_slot,"p_y_coordinate",":chosen",":y"),
(party_set_slot,"p_z_coordinate",":chosen",":z"),
(position_move_y,pos1,110),
(position_get_x,":mad:new",pos1),
(position_get_y,":ynew",pos1),
(position_get_z,":znew",pos1),
(val_sub,":mad:new",""),
(val_sub,":ynew",":y"),
(val_sub,":znew",":z"),
(party_set_slot,"p_x_velocity",":chosen",":mad:new"),
(party_set_slot,"p_y_velocity",":chosen",":ynew"),
(party_set_slot,"p_z_velocity",":chosen",":znew"),
(party_set_slot,"p_fire_arrows",":chosen",1),])]],

You could add something similar to: Flying_missiles?

* Flying_missiles, is neither a weapon nor is it an item.
(I think you understand what I mean, right?)
Although, I do not know how to do ...

However, ... someone who understands the method, could certainly carry it out.

You're welcome.
I'm afraid we can't access the missile with Module System only, but as SonKidd mentioned above, we can do it with help from WSE.
 
Dunde
So good is this program?
Well, I'll try to see how it works!
Thank you very much, you deserve them.
SonKidd, also I can give you thanks.

ESPAÑOL
Dunde
Tan bueno es ese programa? WSE?
Bueno, probare a ver que tal funciona!!
Muchas Gracias, te las mereces.
SonKidd, tambien a ti puedo darte las gracias.

EDIT

I have a question: flying_missile can be converted in an item?
that is, to appear as an item in module_item.py!
Although not see in stores, it is less, important!
It would be possible?, Or am I wrong?
It's just a question I want to know,
and if possible, you can add attributes to the arrow in the air.
of, ****ing Luxury.

ESPAÑOL
Tengo una pregunta: se puede convertir flying_missile, en un item?
es decir, que aparezca como un item, en module_item.py!
Aunque, no se véa en las tiendas, eso es de menor, importancia!
Seria posible esto?, o me equivoco?
Solo es una cuestion que me interesa saber,
ya que si es posible, se pueden añadir atributos a la flecha en el aire.
de, puto Lújo.
 
The download link says it's unavailable. :sad:

Is there any way you could upload it to mediafire or the mbrepository?
 
Specialist said:
The download link says it's unavailable. :sad:

Is there any way you could upload it to mediafire or the mbrepository?
Oh how I hate MegaUpload (and Rapid Share, too, but I suppose that is beside the point), so here's this for the interim: MediaFire mirror until the OP provides a civilized download himself (I figured I'd gone through the pain of downloading it, so why not, eh?)
 
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