[WB] Warband Script Enhancer v3.2.0 (21/07/2013)

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Cmp, how would I go about using itp_offset_melee_firearm? In the ranged weapon or in the melee weapon?

Also, what does itp_offset_mortschlag do?

A small bug...you may need to add a start_time operation. I accidentally added a mission template trigger that literally froze my character on screen, and Ctrl+F11 did nothing (as I didn't think it would)

Edit: Nevermind about the Mortschlag. I always have liked using weapons that way..... :smile:
 
Specialist said:
Cmp, how would I go about using itp_offset_melee_firearm? In the ranged weapon or in the melee weapon?
Melee.

Specialist said:
A small bug...you may need to add a start_time operation. I accidentally added a mission template trigger that literally froze my character on screen, and Ctrl+F11 did
What? Read the operation comment...
 
Hey, can you guys help me with this bit of code?

Code:
["halo_brute_shot", "Type-25 Grenade Launcher", [("halo_brute_shot",0)], itp_type_crossbow|itp_merchandise|itp_two_handed|itp_primary, itcf_shoot_crossbow|itcf_carry_crossbow_back, 800, weight(8.8)|difficulty(0)|spd_rtng(100)|shoot_speed(80)|thrust_damage(100,pierce)|max_ammo(12)|accuracy(95), imodbits_none, 
[(ti_on_weapon_attack, 
[(position_move_z,pos1,-50),
(particle_system_burst, "psys_torch_fire", pos1, 15),
(call_script,"script_bruteshot")
])]],

Code:
("bruteshot", [
(this_or_next|multiplayer_is_dedicated_server), 
(this_or_next|multiplayer_is_server),
(neg|game_in_multiplayer_mode),
(get_player_agent_no, ":player_agent"),
(try_begin),
(eq, "itm_halo_brute_shot", 0),
(set_fixed_point_multiplier, 1),
(spawn_missile, ":player_agent", pos1, 25, "itm_brute_shot_grenade", "itm_halo_brute_shot"),
(try_end),
]),

I get no errors when compiling, or in-game, but for some reason it isn't working. Any ideas?
 
Sorry for the double post...

I removed it, got it to work, partially. Now I attack, the missile from the gun spawns and hits its target. As soon as the default missile hits, there is a spawned missile right under me. Any ideas how to make it spawn upwards, forwards, etc?
 
Hey cmp,

I was wondering what is the right syntax for itp_offset_flip to work.

Here's the piece of module_items code I wrote for the nordic axe to use both the blade and the spike:
["one_handed_battle_axe_c", "One Handed Battle Axe", [("one_handed_battle_axe_c",0)], itp_type_one_handed_wpn|itp_merchandise| itp_primary|itp_secondary|itp_bonus_against_shield|itp_wooden_parry|itp_next_item_as_melee, itc_scimitar|itcf_carry_axe_left_hip,
451 , weight(1.3)|difficulty(9)|spd_rtng(9:cool: | weapon_length(73)|swing_damage(37 , cut) | thrust_damage(0 ,  pierce),imodbits_axe , [], [fac_kingdom_3,fac_kingdom_4]], #uses the axe-blade
["one_handed_battle_axe_c_alt", "One Handed Battle Axe", [("one_handed_battle_axe_c",0)], itp_type_one_handed_wpn| itp_primary|itp_secondary|itp_wooden_parry|itp_offset_flip, itc_scimitar|itcf_carry_axe_left_hip,
451 , weight(1.3)|difficulty(9)|spd_rtng(96) | weapon_length(73)|swing_damage(23 , pierce) | thrust_damage(0 ,  pierce),imodbits_axe], #uses the spike

Well, the thing is that while this works fine for me (axe mesh flips on pressing "x"), the other beta-testers have trouble with it: weapon mesh does not rotate 180 degrees. Am I doing something wrong?

PS We use WSE 2.3, and the beta-testers launch the module via WSE launcher.
 
How do the set_shader_param_... operations work? I can't figure out what I have to put in <parameter_name> :/
I'd have thought you have to specify what shader, but since you don't I'm guessing you can only set some global variable or.. ?
 
yay, no more errors, thanks!

However I still don't fully get how it works  :neutral:

I tried this in a trigger that fires when I press a key:

Code:
(str_store_string, s0,"str_shader_param_test"),
(init_position, pos3),
(position_set_x, pos3, 1.0),
(set_shader_param_vector, s0, pos3),
with
Code:
  ("shader_param_test", "vSunColor"),
and just using the standard shaders.

This should make the sun color red right? However, nothing happens  :sad:
What am I missing?


Another question: How does it work with these vectors and matrixes, as most are 4/4x4 while 'pos' registers are 3x2 right (position and rotation)?

ps
not that I want to make the sun red, but I had to test something simple before I start modifying stuff and I can't find where it goes wrong ^^
 
Barabas said:
This should make the sun color red right? However, nothing happens  :sad:
Try with a variable defined by you. The game might be overwriting vSunColor, since it's engine-side. Not sure, though.
Barabas said:
Another question: How does it work with these vectors and matrixes, as most are 4/4x4 while 'pos' registers are 3x2 right (position and rotation)?
A position register is a 4x4 matrix. set_shader_param_vector only uses the translation component (x, y, z).
 
cmpxchg8b said:
Barabas said:
This should make the sun color red right? However, nothing happens  :sad:
Try with a variable defined by you. The game might be overwriting vSunColor, since it's engine-side. Not sure, though.

Yep you are right, made my vMyColor and it works :smile:

cmpxchg8b said:
Barabas said:
Another question: How does it work with these vectors and matrixes, as most are 4/4x4 while 'pos' registers are 3x2 right (position and rotation)?
A position register is a 4x4 matrix. set_shader_param_vector only uses the translation component (x, y, z).
Ah yes, of course! I was confused ^^

But shouldn't the set_shader_param_vector also have a 4th component? (alpha) Not sure how one would set that using the pos registers though...

Thanks for the help :smile:
 
Hey, could you make a ti_on_weapon_reload or something like that?
Also, any possibility to make a way to mount a prop on a bone? I know you said no before, but if there is even a chance sometime in the next few releases..... :wink:
 
I have something that would be simple I think. Is it possible to force players to activate Particle Systems or activate it with an operation?
 
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