Author Topic: Mount & Blade Mod Makers Q&A Thread  (Read 724209 times)

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JuJu70

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10560 on: April 27, 2012, 04:08:01 PM »
Quote
That code looks messy.. you put a second parameter - do you supply it when calling the script? There's an "else_try" hanging freely where it shouldn't be.


Thanks for the code I will try it

I put my special part before native random recruitment that's why there was (else_try) (it wasn't hanging).

A question - reinforce_party script is being called from form_hero_party script for ":troop_no". So that ":troop_no" is not "remembered" (that what i was trying to store)?

Question 2 - is there a better compiler?

MadVader

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10561 on: April 27, 2012, 04:40:14 PM »
Quote
That code looks messy.. you put a second parameter - do you supply it when calling the script? There's an "else_try" hanging freely where it shouldn't be.


Thanks for the code I will try it

I put my special part before native random recruitment that's why there was (else_try) (it wasn't hanging).

A question - reinforce_party script is being called from form_hero_party script for ":troop_no". So that ":troop_no" is not "remembered" (that what i was trying to store)?

Question 2 - is there a better compiler?
There is no form_hero_party script but there is script_hire_men_to_kingdom_hero_party, and it does this:
(call_script, "script_cf_reinforce_party", ":party_no"),

Maybe you added a second argument here, but nobody could guess what you did unless you tell them.
I suggest you forget about it for now and try that code. Then learn about the module system, here: http://forums.taleworlds.com/index.php/topic,56798.0.html

Better compiler here: http://forums.taleworlds.com/index.php/topic,226612.0.html

abdoul

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10562 on: April 27, 2012, 09:29:57 PM »
Ive installed brf editor 8.9.5 and when I double click it, I wait and nothing comes up. How do I fix this?

MadVader

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10563 on: April 27, 2012, 09:40:27 PM »
Ive installed brf editor 8.9.5 and when I double click it, I wait and nothing comes up. How do I fix this?
Use OpenBRF instead, everybody does: http://forums.taleworlds.com/index.php/board,215.0.html

abdoul

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10564 on: April 27, 2012, 09:55:58 PM »
Does it do the same thing?

abdoul

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10565 on: April 27, 2012, 10:07:19 PM »
You cant export files?

xPearse

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10566 on: April 27, 2012, 11:26:35 PM »
Can someone tell me what wrong in this picture, the model is fine but ingame it's like this so anyone please help. Open brf is totally better than brf editor so get it as it's just superior.

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Caba`drin

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10567 on: April 27, 2012, 11:29:02 PM »
Does it do the same thing?
Yes, as it directly states in the brf edit thread, openBRF is the current, actively supported BRF editing software for the community at present while brf edit hasn't been updated in years and its creator, while a founder of the M&B modding community, is no longer active here.

You cant export files?
You can export stuff just fine in openBRF. Much of that is via right clicking on a mesh, but just read the information available in the openBRF board in the stickied Info and FAQ threads and then click around in the program. The vast majority of it is self-explanatory.



turk123

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10568 on: April 28, 2012, 01:31:13 AM »
so i am working on making certain items availble in the buy menu such as longbow availble for crossbowman
well the long bow works but it shows up with the cross bow mesh/images. why is this and how do i fix it please help

Bravo2255

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10569 on: April 28, 2012, 05:18:30 AM »
So I am trying to make a Custom Selction like MM, I am new to coding, But we all learn some how, eh?

Code: [Select]
  (create_text_overlay, reg0, "str_choose_a_troop", 0),
      (overlay_set_color, reg0, 0xFFFFFF),
      (position_set_x, pos1, 0),
      (position_set_y, pos1, ":cur_y"),
      (overlay_set_position, reg0, pos1),
      (val_sub, ":cur_y", escape_menu_item_height),
      (position_set_y, pos1, ":cur_y"),
      (position_set_x, pos1, 100),
    Is there more that goes to this? It is under module_presentations.

 Thanks everyone for your time.
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izaktj

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10570 on: April 28, 2012, 09:12:14 AM »
How can I change the waves of reinforcements in a battle (using the module system)? I recently engaged in  a 700 vs 500 battle and it took around 4 battles. Would have liked it to take one single battle.

Caba`drin

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10571 on: April 28, 2012, 02:11:12 PM »
How can I change the waves of reinforcements in a battle (using the module system)? I recently engaged in  a 700 vs 500 battle and it took around 4 battles. Would have liked it to take one single battle.
In module_mission_templates, for field battles you are looking at the mission template "lead_charge".
There, find the triggers that check and assign the value of the variables "$defender_reinforcement_stage" and "$attacker_reinforcement_stage" and change the checks to the number you want to check. Or, see the Custom Commander source code--rubik adds a mod options menu that allows you to scale the number of reinforcement waves in a battle and you can see how that works.

So I am trying to make a Custom Selction like MM, I am new to coding, But we all learn some how, eh?

Code: [Select]
  (create_text_overlay, reg0, "str_choose_a_troop", 0),
      (overlay_set_color, reg0, 0xFFFFFF),
      (position_set_x, pos1, 0),
      (position_set_y, pos1, ":cur_y"),
      (overlay_set_position, reg0, pos1),
      (val_sub, ":cur_y", escape_menu_item_height),
      (position_set_y, pos1, ":cur_y"),
      (position_set_x, pos1, 100),
    Is there more that goes to this? It is under module_presentations.
 Thanks everyone for your time.
All that does is write whatever text the string "str_choose_a_troop" holds (see module_strings) on the screen in that presentation. The first line creates the text item (overlay), the next sets the text color, the next four position it on the screen and then adjust the vertical position for the next line of text to be written, and the next two move the position for whatever is going to be printed next before you cut off the copy-paste.

So yes, there is much, much more to that presentation.



Jamiek

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10572 on: April 28, 2012, 02:36:47 PM »
How would I increase the amount of zoom? If i was to make a sniper rifle for instance and wanted the scope to zoom to two or three times that of normal shift?

Caba`drin

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10573 on: April 28, 2012, 02:38:45 PM »
How would I increase the amount of zoom? If i was to make a sniper rifle for instance and wanted the scope to zoom to two or three times that of normal shift?
You would need to capture the zoom key press and check that the player was using the sniper rifle  and then push the mission camera mode into manual and edit it directly, all within a mission template trigger.

See the "Ironsight" code for a place to begin, found in the OSP Resources sub-board.



Slawtering

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Re: Mount & Blade Mod Makers Q&A Thread
« Reply #10574 on: April 28, 2012, 03:00:26 PM »
I have some skybox problems after including some osp's to my mod. (expanded horizons and realistic colours 1.22)

Il get some screenies of it if it helps. Basically I have the skybox and then a big white mass between it and the ground.

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