The Guide Of Useful Scripts

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You could add the command cursor mod if you want, it's in my sig. 'course, it won't be useful for long, since Warband includes the exact same functionality natively :grin:
 
COGlory said:
Why didn't you just quote me, Arch?  :lol:  I had the first part done.
maybe he did ?? :mrgreen: and just finished it.  :twisted: Anyway thanks too arch this thread has exploded with new great kit you can use in mod.

way to go arch.  :twisted:
 
Ryan!!! You are my savior!! I'll extend your code as well (I always do that, professional deformation  :grin:), but I wanted ballistas that can be operated like usable scene props... I'll check your code. And you'll get credits.
 
Interesting, but pretty low damage.
And...
JESUS CHRIST HOW THE HELL COULD YOU GIVE YOUR CODE IN THIS CONDITION!!!
I fixed it up and now is better:
Code:
ballista_tick = (0, 0, ti_once, [],[(assign,"$balista_action",0),# 0 is none, 1 is in action, 2 fired, 3 reloading, 4 one second please:P
	(assign,"$balista_fire",0),
	(assign,"$missile_count",0), 
	(assign,"$missile_max",15),
	])  
ballista_action = (0, 0, 0, [(key_clicked, key_e),
			(eq,"$balista_action",0),
			(scene_prop_get_instance,":balista_instance", "spr_balista", 0), 
			(get_player_agent_no,":player_agent"),  
			(prop_instance_get_position,pos1,":balista_instance"),  
			(agent_get_position,pos2,":player_agent"), 
			(get_distance_between_positions,":distance",pos1,pos2), 
			(lt,":distance",750),    
			(mission_cam_set_mode,1),   
			(mission_cam_set_position, pos2),    
			(assign,"$balista_action",4)],
		  [(scene_prop_get_instance,":balista_instance", "spr_balista", 0), 
			(prop_instance_get_position,pos1,":balista_instance"),   
			(position_move_z,pos1,125),      
			(position_move_y,pos1,350),     
			(position_rotate_z,pos1,180),  
			(mission_cam_animate_to_position, pos1, 1000, 0), 
		]) 
ballista_enter = (0, 0, 0, [(key_clicked, key_f),(eq,"$balista_action",1)],
		  [(mission_cam_set_mode,0),
			(assign,"$balista_action",0),
		]) 
		
ballista_wtf = (0, 1, 0, [(eq,"$balista_action",4)],
		  [(assign,"$balista_action",1),
		])
ballista_missile_tick = (0, 0, 0, [(eq,"$balista_action",1)],
		  [(scene_prop_get_instance,":balista_instance", "spr_balista", 0), 
			(prop_instance_get_position,pos1,":balista_instance"),     
			(scene_prop_get_instance,":missile_instance", "spr_balista_missile", "$missile_count"),    
			(prop_instance_get_position,pos2,":balista_instance"),     
			(position_move_z,pos2,55),     
			(prop_instance_set_position,":missile_instance",pos2),  
			(position_move_z,pos1,125),      
			(position_move_y,pos1,350),        
			(position_rotate_z,pos1,180),     
			(mission_cam_set_position, pos1),
		]) 
ballista_rotate_something = (0, 0, 0, [(key_is_down, key_space),(eq,"$balista_action",1)],
		  [(assign,"$balista_action",2), 
			(scene_prop_get_instance,":balista_instance", "spr_balista", 0),        
			(prop_instance_get_position,pos1,":balista_instance"),       
			(position_move_z,pos1,500),     
			(position_move_y,pos1,350),  
			(position_rotate_z,pos1,180),   
			(mission_cam_animate_to_position, pos1, 1000, 0),   
		])      
ballista_misslie_check = (0, 0, 0, [],[(try_for_range,":missile_number",0,"$missile_count"),   
				(scene_prop_get_instance,":missile_instance", "spr_balista_missile", ":missile_number"),
				(prop_instance_get_position,pos1,":missile_instance"),    
				(prop_instance_get_position,pos2,":missile_instance"),
				(position_set_z_to_ground_level, pos2),       
				(get_distance_between_positions,":distance",pos1,pos2),  
				(try_begin),              
				(gt,":distance",5),       
				(position_move_y,pos1,-300),
				(position_rotate_x,pos1,1),  
                (prop_instance_animate_to_position,":missile_instance",pos1,10),        
				(get_player_agent_no,":player_agent"),    
				(try_for_agents,":agents"),          
				(agent_is_alive, ":agents"),         
				(agent_get_position,pos2,":agents"),         
				(get_distance_between_positions,":missile_hit",pos1,pos2),   
				(try_begin),                       
				(lt,":missile_hit",100),                
				(agent_set_hit_points,":agents",0,0),     
				(agent_deliver_damage_to_agent,":player_agent",":agents"),    
				(try_end),          
				(try_end),              
				(try_end),     
				(try_end),
		])      
ballista_reload = (0, 0, 0, [(eq,"$balista_action",2)],
		  [(assign,"$balista_action",3),  
			(try_begin),      
			(lt,"$missile_count","$missile_max"),       
			(val_add,"$missile_count",1),  
			(try_end)
		])
ballista_fire = (0, 0, 0, [(key_clicked, key_t),(eq,"$balista_action",1),],
		  [(try_begin), 
			(eq,"$balista_fire",1), 
			(assign,"$balista_fire",0),    
			(else_try),         
			(assign,"$balista_fire",1),  
			(try_end)
		])
ballista_fire_tick = (0, 0, 0, [(eq,"$balista_fire",1),],
		  [(store_sub,":one_less","$missile_count",1), 
			(store_sub,":two_less","$missile_count",2), 
			(scene_prop_get_instance,":missile_instance", "spr_balista_missile", "$missile_count"), 
			(scene_prop_get_instance,":missile_instance2", "spr_balista_missile", ":one_less"), 
			(scene_prop_get_instance,":missile_instance3", "spr_balista_missile", ":two_less"), 
			(prop_instance_get_position,pos1,":missile_instance"),     
			(prop_instance_get_position,pos2,":missile_instance2"),  
			(prop_instance_get_position,pos3,":missile_instance3"),  
			(position_move_y,pos1,-100),        
			(position_move_y,pos2,-100),       
			(position_move_y,pos3,-100),     
			(particle_system_burst, "psys_torch_fire",pos1,10),   
			(particle_system_burst, "psys_torch_smoke",pos1,10), 
			(particle_system_burst, "psys_torch_fire_sparks",pos1,10),    
			(particle_system_burst, "psys_fire_glow_1",pos1,5),  
			(particle_system_burst, "psys_torch_fire",pos2,5),   
			(particle_system_burst, "psys_torch_fire_sparks",pos2,5),    
			(particle_system_burst, "psys_fire_glow_1",pos2,2),   
			(particle_system_burst, "psys_torch_fire",pos3,5),   
		])
ballista_check_actions = (0, 4, 0, [(eq,"$balista_action",3),],
		  [(assign,"$balista_action",5),
		])
ballista_create_missiles = (0, 0.1, 0, [(eq,"$balista_action",5),],
		  [(assign,"$balista_action",4),
          (scene_prop_get_instance,":balista_instance", "spr_balista", 0),
          (prop_instance_get_position,pos1,":balista_instance"),   
		  (position_move_z,pos1,125),    
		  (position_move_y,pos1,350),     
		  (position_rotate_z,pos1,180),     
		  (mission_cam_animate_to_position, pos1, 1000, 0),  
		  (scene_prop_get_instance,":missile_instance", "spr_balista_missile", "$missile_count"),    
		  (prop_instance_get_position,pos2,":balista_instance"),      
		  (position_move_z,pos2,55),     
		  (prop_instance_set_position,":missile_instance",pos2), 
		])      
ballista_move_up = (0, 0, 0, [(key_is_down, key_up),(eq,"$balista_action",1),],
		  [(scene_prop_get_instance,":balista_instance", "spr_balista", 0),   
			(prop_instance_get_position,pos1,":balista_instance"),      
			(position_rotate_x,pos1,3),     
			(prop_instance_animate_to_position,":balista_instance",pos1,10),    
		])
ballista_move_down = (0, 0, 0, [(key_is_down, key_down),(eq,"$balista_action",1),],
		  [(scene_prop_get_instance,":balista_instance", "spr_balista", 0),   
		  (prop_instance_get_position,pos1,":balista_instance"),     
		  (position_rotate_x,pos1,-3),  
		  (prop_instance_animate_to_position,":balista_instance",pos1,10), 
		]) 
ballista_move_left = (0, 0, 0, [(key_is_down, key_left),(eq,"$balista_action",1),],
		  [(scene_prop_get_instance,":balista_instance", "spr_balista", 0),
			(prop_instance_get_position,pos1,":balista_instance"),    
			(position_rotate_z,pos1,3),         
			(prop_instance_animate_to_position,":balista_instance",pos1,10),   
		])
ballista_move_right = (0, 0, 0, [(key_is_down, key_right),(eq,"$balista_action",1),],
		  [(scene_prop_get_instance,":balista_instance", "spr_balista", 0), 
			(prop_instance_get_position,pos1,":balista_instance"),      
			(position_rotate_z,pos1,-3),    
			(prop_instance_animate_to_position,":balista_instance",pos1,10), 
		]),
And in every mission_template you must add:
Code:
ballista_tick,
ballista_action,
ballista_enter,
ballista_wtf,
ballista_missile_tick,
ballista_rotate_something,
ballista_misslie_check,
ballista_reload,
ballista_fire,
ballista_fire_tick,
ballista_check_actions,
ballista_create_missiles,
ballista_move_up,
ballista_move_down,
ballista_move_left,
ballista_move_right,

DOES NOT WORK WITH WARBAND, CODE IS INCOMPLETE!
 
Great!

And Lumos, I will send you the whole mod soon so you can add that darn ballista code, because I have age of machinery as main.
Also could you make the code so we get a ballista on each teams' site on both battlefields and sieges?

Note:
Code:
[url=http://forums.taleworlds.com/index.php/topic,78411.msg2345575.html#msg2345575]Ibanez', WookieWarlords Ballista codes[/url]
 
The second should be easy enough... And I wanted to add AoM too... Could you send it in about two weeks? I've got ****loads of stuff to do... new skills/preferences system, mines and village production system (all the goodies - only in my mod (TBS))... And fixing them damned "local variable never used" compiler messages.
EDIT: Forgot about the exams - thrice a week, at least, and the other stuff related to Real Life.
...but it's 22:10 and I'm tired.
345yf6a.jpg
 
New codes!
Old layout:
Code:
Refill ammo in battle (by HokieBT)[url]http://forums.taleworlds.com/index.php/topic,89912.msg2344565.html#msg2344565[/url]
New layout:
Code:
[url=http://forums.taleworlds.com/index.php/topic,89912.msg2344565.html#msg2344565]Refill ammo in battle (by HokieBT)[/url]
 
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