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  1. Battle of Bucharest 2017 - Introduction

    Can I watch the tournament live from Bucharest? (live not livestream)
  2. [FREE UPDATE] Invasion Multiplayer Mode Beta and Release Date! - TODAY!

    @k700 no, there are no new operations. The update has only the additional gamemode code


    Both EU servers crashed (idk on what wave we were).

    Also, I got to black armor level pretty quickly  :lol:
    iNqZ3F8.png

    r3NH30Z.png


  3. Warband bugs topic

    Those are not bugs, they are features!
  4. Warband Competitive Matchmaking Client / BETA / [Update: 1.1.0]

    He could release the beta/alpha/whatever for us to report bugs. After first wave of bug reporting and fixing finishes, wipe out the entire database and release the final version.
  5. Warband Competitive Matchmaking Client / BETA / [Update: 1.1.0]

    we want to download the mod and play it!
  6. Modding Q&A [For Quick Questions and Answers]

    @grimsight you should check which team a player can join when they join the server. Make 2 player slots (slot_player_can_join_team_0 and slot_player_can_join_team_1). When the player joins the server, send the GUID (and also the local id/player no) and 'run' the php file.
    When you receive a message in game_receive_url_response (you should receive the player GUID, the local id/player no and also which team it can join (two values (0 or 1 for first team, 0 or 1 for second team) or a single value which can have 4 possible values (0 - can't join any teams; 1 - can join team 0; 2 - can join team 1; 3 - can join both teams))); check if the player no is active, get it's GUID and check if it is the same as the one you received and then set the player's slots accordingly. Then, all you have to do is check those two slots in cf_multiplayer_team_is_available.

    Make sure to initialize the slots when the player joins the server to 'can't join team' value (it is whatever you decide, preferably 0).
  7. Arena survival - native gamemode

    Here is the source code: http://www.mediafire.com/download/0319uq01n03d1h8/1.157_-_hero_survival.zip
  8. Would love some help for my Native server.

    You can modify 28Days module system which does exactly what you want, but it also has some player stats and upgrades features; you'll need to delete those or get native module system and copy paste stuffs from 28Days module system. You can find it here: https://forums.taleworlds.com/index.php/topic,342699.0.html
  9. Modding Q&A [For Quick Questions and Answers]

    @troycall
    Because your code has 'multiplayer_is_server', that means only the server instance will run the code. You can either remove that operation or sync the sound with players via an event. BUT, if you decide to remove the operation, then you need to make sure that the code will not cause any bugs in clients (it could run stuffs that only the server should run).
  10. Modding Q&A [For Quick Questions and Answers]

    @troycall I've used that operation and it never crashed the server. Maybe your problem is somewhere else? (make sure to NOT use agent_deliver_damage_to_agent  in ti_on_agent_hit trigger (actually you can use it but be VERY carefully), because this will cause an infinite loop (agent_deliver_damage_to_agent will fire ti_on_agent_hit, which will execute agent_deliver_damage_to_agent  which will fire the trigger again and so on until warband decide to crash because out of memory or something))
  11. Programmer needs practice

    eq|is_between - is an invalid combination; it should give you an error while testing: invalid opcode 63
  12. Modding Q&A [For Quick Questions and Answers]

    Namakan said:
    The_dragon said:
    Anyone has a copy of http://mbmodwiki.ollclan.eu/ ? I'm interested in brf files structure.
    http://web.archive.org/web/20140106071547/http://mbmodwiki.ollclan.eu/Main_Page


    Might not contain everything tho xS
    Thank you! Sadly, there are no brf file structure there :sad:
  13. Modding Q&A [For Quick Questions and Answers]

    Anyone has a copy of http://mbmodwiki.ollclan.eu/ ? I'm interested in brf files structure.
  14. Vyrn Ras Ovan! (Vyrn is recruiting!)

    You have a world to create and... a dragon to make!
    ^ I like that
    Sadly, I can't join because I am not very experienced with SP modding.
  15. Modding Q&A [For Quick Questions and Answers]

    He wanted 'certain polearms', not all of them.
  16. Modding Q&A [For Quick Questions and Answers]

    troycall said:
    if the right hand contains certain polearms such as spears or lances

    That's your problem, isn't it? You don't know how to detect if the item that the agent is holding in his hand could be used with a torch or not.
    The concept is the same: you mark the items that can't be used with a torch by setting a slot to 1. By default all slots's values are 0, so you only need to use item_set_slot on those items that you want to mark. Then, after you marked your items (in script game_start via item_set_slot operation), in your code you will do (item_slot_eq, ":right_hand_wielded_item", slot_item_cant_be_used_with_torch, 1). If this operation is true, then you detected that it shouldn't use a torch.

    Performance wise this will add some lag at the beginning of the game, but it will be very very small amount of lag compared to whatever it already is. No need to worry about that.
  17. Modding Q&A [For Quick Questions and Answers]

    @troycall you could use an item slot for that. In game_start script, set the slot to 1 for all items that you want to remove. Then, when you check your item, check if the slot is equal to 1; if it is, then remove the item from agent's hand.
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