Author Topic: Mount & Blade Mod Makers Q&A Thread  (Read 1090408 times)

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xPearse

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10950 on: June 06, 2012, 09:21:42 PM »
Hey how could I get a map totally underwater so I could use it with the bridge scene, I don't know how to go about doing that so I decided to ask here.

Edit: What I mean how can I get a map to be like this in this image.

(click to show/hide)
« Last Edit: June 07, 2012, 03:48:58 PM by xPearse »


RanGer_SLO

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10951 on: June 07, 2012, 04:09:32 PM »
Do you guys know which bone is for the player back? I was using the spine bone but it doesn´t work very well when you kill him at his back. Maybe it´s because you need to hit specifically a small part of the back.

Thanks.

Spine, thorax, abdomen. But hit detection has nothing to do with the bones, hit boxes do (well they're more like spheres). What exactly are you trying to do?
Realistic musket animations for Mount&Blade: Warband http://forums.taleworlds.com/index.php/topic,196100.0.html

Garibaldibaldo

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10952 on: June 07, 2012, 10:58:46 PM »
Hello guys, I want to add a specific item to my game. I cloned a similar one with the Item Editor, but I can't find the mesh reference of the new item.


It's this one:
From this thread: http://forums.taleworlds.com/index.php/topic,76333.0.html

Any help would be appreciated.

CTCCoco

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10953 on: June 08, 2012, 04:22:56 PM »
Somebody can tell me the hardcoded limit of the "reg" variables, please?

Thanks!
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Caba`drin

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10954 on: June 08, 2012, 05:08:50 PM »
Somebody can tell me the hardcoded limit of the "reg" variables, please?

Thanks!
See header_common.
Registers 0-63 are defined; and 65. No reg64, oddly enough.

Doesn't necessarily mean that the engine won't accept others though...so I probably didn't answer your question.



MadVader

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10955 on: June 08, 2012, 05:17:11 PM »
Somebody can tell me the hardcoded limit of the "reg" variables, please?

Thanks!
See header_common.
Registers 0-63 are defined; and 65. No reg64, oddly enough.

Doesn't necessarily mean that the engine won't accept others though...so I probably didn't answer your question.
Maybe a better question is why would you need them? I hope it's not this again:
(click to show/hide)

_Sebastian_

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10956 on: June 08, 2012, 06:30:56 PM »
Does anyone know the formula of the missile starting velocity :?:

I found this in the crpg forum;
Code: [Select]
ingame_velocity_in_m_per_s = item_kinds_shoot_speed * sqrt((PD * 0.12) + 1.0) * 1.2
{PD capped at bow diff+4}
Is this formula correct...
I mean why the hell is the shoot speed multipiled by 1.2 at the end of the calculation :?:
« Last Edit: June 08, 2012, 11:08:40 PM by _Sebastian_ »

MadocComadrin

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10957 on: June 08, 2012, 06:44:52 PM »
An adjusting coefficient?
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_Sebastian_

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10958 on: June 08, 2012, 11:08:56 PM »
Does anyone know the formula of the missile starting velocity :?:

I found this in the crpg forum;
Code: [Select]
ingame_velocity_in_m_per_s = item_kinds_shoot_speed * sqrt((PD * 0.12) + 1.0) * 1.2
{PD capped at bow diff+4}
Is this formula correct...
I mean why the hell is the shoot speed multipiled by 1.2 at the end of the calculation :?:
Edit

Well the formula seems to be correct.

I testet it with a crossbow with 10 shoot_speed and explosive(to see when it hits) bolts with no gravity and no airfriction.
I shoot at a wall at a exact distance of 100meters and the bolt traveled around 8.3 to 8.4sec (it should be 10sec).
So the missile speed was 12m/s and not 10.

All missile speeds are multipiled by 1.2 doesnt matter which weapon type.

Gambino

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10959 on: June 09, 2012, 10:17:00 AM »
what are the files for the player's party mesh on the minimap ( the mounted one)

JKsonic

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Giving player a woman icon when choosing female.
« Reply #10960 on: June 09, 2012, 10:52:42 AM »
Hi guys!
I'm looking for a way to give the main party a woman icon upon choosing female at the very begining of the game.
I tried to edit the game menus.py
seems like it passed the module building but when I go inside the game I still see godd old plain male player icon.

Can anyone tell me what's wrong with my code?

Code: [Select]
("start_female",[],"Female",
       [
           (troop_set_type,"trp_player",1),
           (assign,"$character_gender",tf_female),
   (party_set_icon, "p_main_party", "icon_woman_b"),
           (jump_to_menu,"mnu_start_character_1")
        ]
       ),

MadVader

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10961 on: June 09, 2012, 10:59:16 AM »
You can't set the icon there, as there is a simple trigger that updates the main party icon every frame. Modify the trigger instead (find party_set_icon in simple triggers; check for sex with troop_get_type).
« Last Edit: June 09, 2012, 11:02:51 AM by MadVader »

JKsonic

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10962 on: June 09, 2012, 12:36:05 PM »
You can't set the icon there, as there is a simple trigger that updates the main party icon every frame. Modify the trigger instead (find party_set_icon in simple triggers; check for sex with troop_get_type).
Thnks!! a lot ~

Minhelm

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10963 on: June 09, 2012, 12:55:48 PM »
Does anybody know if the EULA for Warband is available somewhere?
Searched all over the place but people are only referring to it, not actually linking or quoting it.

Thanks in advance.

MadVader

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10964 on: June 09, 2012, 01:07:00 PM »
Does anybody know if the EULA for Warband is available somewhere?
Searched all over the place but people are only referring to it, not actually linking or quoting it.

Thanks in advance.
Maybe you should ask directly what you want to know. By the sound of it, it already looks like the answer is "no". :)
(Not here though, this is for modding, not Warband legalities.)