Somebody said:Yeah, just put them in the list of animation reference entries. If the animation has multiple parts and you have variations, they might not sync up during the transitions properly.
["ak47", "Ak47", [("ak47",0)], itp_type_polearm|itp_primary|itp_wooden_parry , itc_staff|itcf_carry_spear,
300, weight(3.0)|difficulty(0)|spd_rtng(85) |swing_damage(20, blunt)| thrust_damage(18, blunt)|weapon_length(126),imodbits_none ],
[(ti_on_weapon_attack,[(play_sound,"ak47")] ],
("ak47",sf_2d|sf_priority_10|sf_vol_4|
["ak47.wav"]),
]
[(ti_on_weapon_attack,[(store_trigger_param_1,":agent"),(agent_play_sound,":agent","snd_ak47_shot"),(position_move_x,pos1,27),(position_move_y,pos1,36),(particle_system_burst,"psys_pistol_smoke",pos1,15)])] ],
Error:
TypeError: int argument required
Meaning:
Missing an integer such as a mission-template flag. You can find out which calls are integers by looking at Armagan's documentation at the beginning of each module file, (int) calls being integers.
["looter","Looter","Looters",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield,0,0,0,fac_outlaws,
[itm_fattiglinenskjortir,itm_linen_tunic_a,itm_linen_tunic_b,itm_linen_tunic_c,itm_sarranid_boots_b,itm_ankle_boots,itm_woolen_hose,itm_blue_hose,itm_helmet_6,itm_helmet_14,itm_helmet_16,itm_helmet_18,itm_einhendi_hedmarkrox,itm_fjadraspjot,itm_spjotkesja,itm_fjadraspjot,itm_bb_serbian_knobbed_mace_3,itm_spjot,itm_atgeirr1,itm_saxon_seax,itm_woodenshield_small,itm_woodenshield_small_d],def_attrib|level(5),wp(50),knows_common,bandit_face1, bandit_face2],
["brigand","Brigand","Brigands",tf_mounted|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_horse,0,0,fac_outlaws,
[itm_fattiglinenskjortir,itm_linen_tunic_a,itm_linen_tunic_b,itm_linen_tunic_c,itm_sarranid_boots_b,itm_ankle_boots,itm_woolen_hose,itm_blue_hose,itm_helmet_6,itm_helmet_14itm_helmet_16,itm_helmet_18,itm_einhendi_hedmarkrox,itm_fjadraspjot,itm_spjotkesja,itm_fjadraspjot,itm_bb_serbian_knobbed_mace_3,itm_spjot,itm_atgeirr1,itm_woodenshield_small,
itm_woodenshield_small_d,itm_saddle_horse,itm_2hunting_bow,itm_arrows],def_attrib|level(16),wp(90),knows_common|knows_power_draw_3,bandit_face1, bandit_face2],
["mercenary_horseman","Mercenary Horseman","Mercenary
Horsemen",tf_mounted|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet|tf_guarantee_horse|tf_guarantee_shield,no_scene,reserved,fac_commoners,
[itm_mailruss,itm_armor_6,itm_armor_7,itm_armor_15,itm_armor_16,itm_armor_36,itm_armor_37,itm_armor_38,itm_armor_39,itm_armor_40,itm_armor_41,itm_sarranid_boots_b,itm_helmet_22,itm_helmet_23,itm_plainhelm,itm_pointyhelm,itm_plain_conical_helmet,itm_norman_kite_shield_a1,itm_norman_kite_shield_a2,itm_norman_kite_shield_a3,itm_norman_kite_shield_b1,
itm_norman_kite_shield_b2,itm_norman_kite_shield_b3,itm_norman_kite_shield_c1,itm_norman_kite_shield_c2,itm_norman_kite_shield_c3,itm_norman_kite_shield_c3,
itm_norman_kite_shield_d1,itm_norman_kite_shield_d2,itm_norman_kite_shield_d3,itm_norman_kite_shield_e1,itm_norman_kite_shield_e2,itm_norman_kite_shield_e3,
itm_norman_kite_shield_f1,itm_norman_kite_shield_f2,itm_norman_kite_shield_f3,itm_einhendi_danox,itm_langr_bryntvari,itm_spjotkesja,itm_langr_svia,itm_bb_serbian_knobbed_mace_3,
itm_hunter,itm_saddle_horse],def_attrib|level(20),wp(100),knows_common|knows_riding_4|knows_ironflesh_3|knows_shield_2|knows_power_strike_3,mercenary_face_1, mercenary_face_2],
["mercenary_cavalry","Mercenary Cavalry","Mercenary
Cavalry",tf_mounted|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet|tf_guarantee_horse|tf_guarantee_shield,no_scene,reserved,fac_commoners,
[itm_sarranid_boots_b,itm_mail_boots,itm_norman_short_hauberk,itm_norman_short_hauberk_blue,itm_norman_short_hauberk_yellow,itm_maill,itm_mailrusss,itm_norman_mail,
itm_mailnormans,itm_armor_30,itm_coifedpointyhelm,itm_conicalnorm,itm_conical,itm_segmented_helmet_redwhite,itm_segmented_helmet_redyellow,
itm_segmented_helmet_bluewhite,itm_segmented_helmet,itm_norman_kite_shield_a1,itm_norman_kite_shield_a2,itm_norman_kite_shield_a3,itm_norman_kite_shield_b1,
itm_norman_kite_shield_b2,itm_norman_kite_shield_b3,itm_norman_kite_shield_c1,itm_norman_kite_shield_c2,itm_norman_kite_shield_c3,
itm_norman_kite_shield_c3,itm_norman_kite_shield_d1,itm_norman_kite_shield_d2,itm_norman_kite_shield_d3,itm_norman_kite_shield_e1,itm_norman_kite_shield_e2,
itm_norman_kite_shield_e3,itm_norman_kite_shield_f1,itm_norman_kite_shield_f2,itm_norman_kite_shield_f3,itm_langr_bryntvari,itm_spjotkesja,itm_langr_svia,
itm_bb_serbian_knobbed_mace_3,itm_bb_serbian_knobbed_mace_3,itm_bb_serbian_knobbed_mace_3,itm_bb_serbian_knobbed_mace_3,itm_disk_sword_a,itm_disk_sword_b,
itm_disk_sword_c,itm_disk_sword_d,itm_brazilnut_sword_a,itm_brazilnut_sword_b,itm_brazilnut_sword_c,itm_hunter],
def_attrib|level(25),wp(130),knows_common|knows_riding_5|knows_ironflesh_4|knows_shield_5|knows_power_strike_4,mercenary_face_1, mercenary_face_2],
Remove that.["looter","Looter","Looters",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield,0,0,0,fac_outlaws,
cmpxchg8b said:Remove that.["looter","Looter","Looters",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield,0,0,0,fac_outlaws,
Hey,The Bowman said:You might want to try this:
Code:[(ti_on_weapon_attack,[(store_trigger_param_1,":agent"),(agent_play_sound,":agent","snd_ak47_shot"),(position_move_x,pos1,27),(position_move_y,pos1,36),(particle_system_burst,"psys_pistol_smoke",pos1,15)])] ],
Use the Flintlock pistol as your base code, then attach correctly the one above.
The engine doesn't fire anything when they arrive...so you'll need a trigger.Lumos said:Question. How do I program a party, spawned from a template, that has the auto_remove_in_town flag, to do something upon reaching its destination? (I need this for resource-carrying caravans that have to deliver goods to towns. Values of resources are managed by slots.) Please don't tell me I'll need to make a trigger....
Yeah, piggy-back on the regular caravans trigger code, everybody does that all the time, and it's not rocket science.Caba`drin said:The engine doesn't fire anything when they arrive...so you'll need a trigger.Lumos said:Question. How do I program a party, spawned from a template, that has the auto_remove_in_town flag, to do something upon reaching its destination? (I need this for resource-carrying caravans that have to deliver goods to towns. Values of resources are managed by slots.) Please don't tell me I'll need to make a trigger....
You could tap into a pre-existing simple trigger, of course. Search module_simple_triggers for uses of try_for_parties and pick one to piggy-back-onto. Likely the merchant one could work.
No, and there's no reason why you can't put it in a string by using a reg. Or is there?CTCCoco said:Somebody knows if it´s possible to pass a local variable to a string without a reg?
MadVader said:No, and there's no reason why you can't put it in a string by using a reg. Or is there?CTCCoco said:Somebody knows if it´s possible to pass a local variable to a string without a reg?