Author Topic: [WB] Warband Script Enhancer v3.2.0 (21/07/2013)  (Read 323370 times)

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Ikaguia

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Re: [WB] Warband Script Enhancer v2.3.1 (18/10/2011)
« Reply #1200 on: November 01, 2011, 05:13:40 PM »
ermmm...
it's Enhancer not Extender...


Sorry for my poor English, I'm Brazilian.

Belendor

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Re: [WB] Warband Script Enhancer v2.3.1 (18/10/2011)
« Reply #1201 on: November 01, 2011, 05:15:08 PM »
ermmm...
it's Enhancer not Extender...

I always do that mistake, somewhat. (Couldn't see even while uploading)

Both results is same meaning, so...

Specialist

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Re: [WB] Warband Script Enhancer v2.3.1 (18/10/2011)
« Reply #1202 on: November 03, 2011, 03:34:14 PM »
Okay, I looked over the code (for spawning missiles) from Ibanez that he posted before he deleted his account... And I see no real difference form his code to mine.
In fact, I copied it and did some severe editing on a weapon of mine, called it in all the mission_templates, and my missiles still move at about 1/50th of the speed they should (both MP and SP). Then I tried a direct copy, just setting velocity to 90 instead of 0 and I got the same issue. :(

Any ideas why?

Edit: Nvm. By trying to analyze his code I see he forgot the defining bit of code....

« Last Edit: November 03, 2011, 03:36:51 PM by Specialist »

cmpxchg8b

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Re: [WB] Warband Script Enhancer v2.3.1 (18/10/2011)
« Reply #1203 on: November 03, 2011, 03:35:35 PM »
Did you set the fixed_point_multiplier?
Warband Script Enhancer v3.2.0 - additional operations, game scripts and triggers for Warband modders

Specialist

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Re: [WB] Warband Script Enhancer v2.3.1 (18/10/2011)
« Reply #1204 on: November 03, 2011, 03:48:23 PM »
Facepalms Yeah, found that out right after I posted it.  :oops:

So I would just add set_fixed_point_multiplier = 1 right above the spawn_missile command?

Space Lizard

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Re: [WB] Warband Script Enhancer v2.3.1 (18/10/2011)
« Reply #1205 on: November 06, 2011, 09:19:09 PM »
I have checked out this thread to see if I could find the answer, but nobody posted it before me, so I will, since I'm looking forward to play this great mod.
I have both warband and the mod updated (the mod having the patch), it's not cracked, bought via steam, WSE files (all of'em) copied and pasted in the MB main directory, the mod properly placed in its modules directory (C:\Program Files\Steam\steamapps\common\mountblade warband\Modules\Shogun - Sengoku Jidai means it should be in place properly without double folders) but when launching WSE the following error shows up: "Failed to create remote load library thread". Just in case, I set the wse setting
(click to show/hide)
I have tried changing the path to the moules only or the main MB directory paths, but to no avail. Any suggestions?

cmpxchg8b

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Re: [WB] Warband Script Enhancer v2.4.0 (06/11/2011)
« Reply #1206 on: November 06, 2011, 09:51:24 PM »
Try using the loader from the latest version.

Also, update.
v2.4.0
- Improved loader compatibility with some systems
- Fixed items not being pruned when prune time explicitly set
- Fixed dropped items with high ids not being displayed correctly on clients (bug #3157, fix available only in non network compatible mode)
- Added operations stop_time, set_shader_param_int, set_shader_param_float, set_shader_param_vector, set_shader_param_matrix, prop_instance_set_variation_id, prop_instance_set_variation_id_2, cur_missile_get_path_point_position

Warband Script Enhancer v3.2.0 - additional operations, game scripts and triggers for Warband modders

Slawomir of Aaarrghh

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Re: [WB] Warband Script Enhancer v2.4.0 (06/11/2011)
« Reply #1207 on: November 07, 2011, 11:45:19 AM »
If everything goes well, this one small step in WSE developement will be a giant leap in WB graphics. ;)

cmpxchg8b, thanks for all you did so far. You're slowly changing WB into a modder's heaven.


GetAssista

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Re: [WB] Warband Script Enhancer v2.4.0 (06/11/2011)
« Reply #1208 on: November 07, 2011, 12:43:50 PM »
Oh, shader parameters... dream come true

cmpxchg8b

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Re: [WB] Warband Script Enhancer v2.4.0 (06/11/2011)
« Reply #1209 on: November 07, 2011, 01:17:56 PM »
You should test them before, though. I really didn't know how. :D
Warband Script Enhancer v3.2.0 - additional operations, game scripts and triggers for Warband modders

Space Lizard

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Re: [WB] Warband Script Enhancer v2.4.0 (06/11/2011)
« Reply #1210 on: November 07, 2011, 02:29:51 PM »
Updated WSE, placed it in a different folder than the warband one after placing it in the warband folder (tried both methods just in case) but the error message still comes up, which is this one:
(click to show/hide)
And YES, warband IS updated, since it runs through steam. Thanks again for your support

Arch3r

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Re: [WB] Warband Script Enhancer v2.4.0 (06/11/2011)
« Reply #1211 on: November 07, 2011, 02:56:05 PM »
Any chance for an operation that overrides these codes of module.ini for troops? 'troop_set_damage_interrupt_threshold' or something?

Code: [Select]
# damage below this will not interrupt melee attacks
damage_interrupt_attack_threshold      = 3.0
# Same thing for multiplayer
damage_interrupt_attack_threshold_mp   = 1.0
                                                                                           

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Ikaguia

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Re: [WB] Warband Script Enhancer v2.4.0 (06/11/2011)
« Reply #1212 on: November 07, 2011, 03:36:48 PM »
or maybe an 'set' operation for the already existent 'str_store_game_variable' and 'str_store_module_setting' operations.
also, an "dict_file_exists" would be good, for when we need to load dict files and we don't know if they exists...


Sorry for my poor English, I'm Brazilian.

Arcas Nebun

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Re: [WB] Warband Script Enhancer v2.4.0 (06/11/2011)
« Reply #1213 on: November 07, 2011, 03:58:01 PM »
  Since I found this thread not a long time ago and I am interested, since I started modding. I haven't modded since M&B 0.751  :shock:, so I have a lot of catching up to do! Following... great things can be implemented using this.
  Also, I ask one question. How hard-coded is the damage system? (since I am a programmer, soon a professional, I will probably understand a short answer  :roll:). The mod I'm currently designing (Single player only) will have a no HP damage system. I know it can be implemented by playing with the weapon attributes and stuff, but I'm not really sure that will work, since I use bleeding, crushed bones and stuff like that to handle HP.
« Last Edit: November 07, 2011, 04:02:04 PM by Arcas Nebun »
I'm back! I think

Arch3r

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Re: [WB] Warband Script Enhancer v2.4.0 (06/11/2011)
« Reply #1214 on: November 07, 2011, 04:13:00 PM »
It can be totally overriden with the ti_on_agent_hit trigger. I also made a whole new damage system myself for my mod, completely ignoring the regular health bar. (as well as disabling it with a texture)
                                                                                           

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