[WB] [S] Twilight of The Sun King (Old Topic. Enjoy as a historical archive.)

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Comrade Temuzu said:
I bet it's formations. Square to be precise.
I hope it's cannons :grin:
To be more precise:
Auldman said:
ThaneWulfgharn said:
Orchid said:
I await his next question with great anticipation. Wager something along the lines of: "Is there open beta??"
There was a close beta I was part of but I lost the file, that version looked quite good, that's why I'm interested in knowing what's taking so long.

As for the cannon thing:
I get this error:
Traceback (most recent call last):
  File "process_init.py", line 2, in <module>
    from process_operations import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\process_op
erations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\module_mis
sion_templates.py", line 662
    ])
    ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_global_variables.py", line 12, in <module>
    from process_operations import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\process_op
erations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\module_mis
sion_templates.py", line 662
    ])
    ^
SyntaxError: invalid syntax
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call last):
  File "process_map_icons.py", line 6, in <module>
    from process_operations import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\process_op
erations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\module_mis
sion_templates.py", line 662
    ])
    ^
SyntaxError: invalid syntax
Exporting faction data...
Exporting item data...
Traceback (most recent call last):
  File "process_items.py", line 66, in <module>
    from process_operations import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\process_op
erations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\module_mis
sion_templates.py", line 662
    ])
    ^
SyntaxError: invalid syntax
Exporting scene data...
Traceback (most recent call last):
  File "process_scenes.py", line 15, in <module>
    from process_operations import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\process_op
erations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\module_mis
sion_templates.py", line 662
    ])
    ^
SyntaxError: invalid syntax
Exporting troops data
Exporting particle data...
Traceback (most recent call last):
  File "process_scene_props.py", line 7, in <module>
    from process_operations import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\process_op
erations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\module_mis
sion_templates.py", line 662
    ])
    ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_tableau_materials.py", line 8, in <module>
    from process_operations import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\process_op
erations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\module_mis
sion_templates.py", line 662
    ])
    ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_presentations.py", line 8, in <module>
    from process_operations import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\process_op
erations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\module_mis
sion_templates.py", line 662
    ])
    ^
SyntaxError: invalid syntax
Exporting party_template data...
Traceback (most recent call last):
  File "process_parties.py", line 6, in <module>
    from process_operations import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\process_op
erations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\module_mis
sion_templates.py", line 662
    ])
    ^
SyntaxError: invalid syntax
Exporting quest data...
Exporting info_page data...
Traceback (most recent call last):
  File "process_scripts.py", line 7, in <module>
    from process_operations import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\process_op
erations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\module_mis
sion_templates.py", line 662
    ])
    ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_mission_tmps.py", line 5, in <module>
    from module_mission_templates import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\module_mis
sion_templates.py", line 662
    ])
    ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_game_menus.py", line 8, in <module>
    from process_operations import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\process_op
erations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\module_mis
sion_templates.py", line 662
    ])
    ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_simple_triggers.py", line 5, in <module>
    from process_operations import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\process_op
erations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\module_mis
sion_templates.py", line 662
    ])
    ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_dialogs.py", line 9, in <module>
    from process_operations import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\process_op
erations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\module_mis
sion_templates.py", line 662
    ])
    ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_global_variables_unused.py", line 3, in <module>
    from process_operations import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\process_op
erations.py", line 21, in <module>
    from module_mission_templates import *
  File "C:\Program Files\Mount&Blade Warband\Modules\Cannon ModSystem\module_mis
sion_templates.py", line 662
    ])
    ^
SyntaxError: invalid syntax
Exporting postfx_params...

______________________________

Script processing has ended.
Press any key to exit. . .

and here I go:
common_battle_mission_start = (
  ti_before_mission_start, 0, 0, [],
  [
    (team_set_relation, 0, 2, 1),
    (team_set_relation, 1, 3, 1),
    (call_script, "script_change_banners_and_chest"),
    ])

common_cannon_tick = (0, 0, ti_once, [],[(assign,"$cannon_action",0),# 0 is none, 1 is in action, 2 fired, 3 reloading, 4 one second please:razz:
(assign,"$cannon_fire",0),
(assign,"$missile_count",0),
(assign,"$missile_max",15),
]) 

common_cannon_action = (0, 0, 0, [(key_clicked, key_e),(eq,"$cannon_action",1)],
  [(scene_prop_get_instance,":cannon_instance", "spr_cannon", 0),
(get_player_agent_no,":player_agent"), 
(prop_instance_get_position,pos1,":cannon_instance"), 
(agent_get_position,pos2,":player_agent"),
(get_distance_between_positions,":distance",pos1,pos2),
(lt,":distance",750),   
(mission_cam_set_mode,1), 
(mission_cam_set_position, pos2),   
(assign,"$cannon_action",4)],
        (scene_prop_get_instance,":cannon_instance", "spr_cannon", 0),
(prop_instance_get_position,pos1,":cannon_instance"), 
(position_move_z,pos1,125),     
(position_move_y,pos1,350),   
(position_rotate_z,pos1,180), 
(mission_cam_animate_to_position, pos1, 1000, 0),
]) <-This is line 662                   

common_cannon_enter = (0, 0, 0, [(key_clicked, key_f),(eq,"$cannon_action",1)],
  [(mission_cam_set_mode,0),
(assign,"$cannon_action",0),
])

common_cannon_wtf = (0, 1, 0, [(eq,"$cannon_action",4)],
  [(assign,"$cannon_action",1),
])
common_cannon_missile_tick = (0, 0, 0, [(eq,"$cannon_action",1)],
  [(scene_prop_get_instance,":cannon_instance", "spr_cannon", 0),
(prop_instance_get_position,pos1,":cannon_instance"),   
(scene_prop_get_instance,":missile_instance", "spr_cannon_missile", "$missile_count"),   
(prop_instance_get_position,pos2,":cannon_instance"),   
(position_move_z,pos2,55),   
(prop_instance_set_position,":missile_instance",pos2), 
(position_move_z,pos1,125),     
(position_move_y,pos1,350),       
(position_rotate_z,pos1,180),   
(mission_cam_set_position, pos1),
])
common_cannon_rotate_something = (0, 0, 0, [(key_is_down, key_space),(eq,"$cannon_action",1)],
  [(assign,"$cannon_action",2),
(scene_prop_get_instance,":cannon_instance", "spr_cannon", 0),       
(prop_instance_get_position,pos1,":cannon_instance"),     
(position_move_z,pos1,500),   
(position_move_y,pos1,350), 
(position_rotate_z,pos1,180), 
(mission_cam_animate_to_position, pos1, 1000, 0), 
])     
common_cannon_misslie_check = (0, 0, 0, [],[(try_for_range,":missile_number",0,"$missile_count"), 
(scene_prop_get_instance,":missile_instance", "spr_cannon_missile", ":missile_number"),
(prop_instance_get_position,pos1,":missile_instance"),   
(prop_instance_get_position,pos2,":missile_instance"),
(position_set_z_to_ground_level, pos2),     
(get_distance_between_positions,":distance",pos1,pos2), 
(try_begin),             
(gt,":distance",5),     
(position_move_y,pos1,-300),
(position_rotate_x,pos1,1), 
                (prop_instance_animate_to_position,":missile_instance",pos1,10),       
(get_player_agent_no,":player_agent"),   
(try_for_agents,":agents"),         
(agent_is_alive, ":agents"),       
(agent_get_position,pos2,":agents"),       
(get_distance_between_positions,":missile_hit",pos1,pos2), 
(try_begin),                     
(lt,":missile_hit",100),               
(agent_set_hit_points,":agents",0,0),   
(agent_deliver_damage_to_agent,":player_agent",":agents"),   
(try_end),         
(try_end),             
(try_end),   
(try_end),
])     
common_cannon_reload = (0, 0, 0, [(eq,"$cannon_action",2)],
  [(assign,"$cannon_action",3), 
(try_begin),     
(lt,"$missile_count","$missile_max"),     
(val_add,"$missile_count",1), 
(try_end)
])
common_cannon_fire = (0, 0, 0, [(key_clicked, key_t),(eq,"$cannon_action",1),],
  [(try_begin),
(eq,"$cannon_fire",1),
(assign,"$cannon_fire",0),   
(else_try),       
(assign,"$cannon_fire",1), 
(try_end)
])
common_cannon_fire_tick = (0, 0, 0, [(eq,"$cannon_fire",1),],
  [(store_sub,":eek:ne_less","$missile_count",1),
(store_sub,":two_less","$missile_count",2),
(scene_prop_get_instance,":missile_instance", "spr_cannon_missile", "$missile_count"),
(scene_prop_get_instance,":missile_instance2", "spr_cannon_missile", ":eek:ne_less"),
(scene_prop_get_instance,":missile_instance3", "spr_cannon_missile", ":two_less"),
(prop_instance_get_position,pos1,":missile_instance"),   
(prop_instance_get_position,pos2,":missile_instance2"), 
(prop_instance_get_position,pos3,":missile_instance3"), 
(position_move_y,pos1,-100),       
(position_move_y,pos2,-100),     
(position_move_y,pos3,-100),   
(particle_system_burst, "psys_torch_fire",pos1,10), 
(particle_system_burst, "psys_torch_smoke",pos1,10),
(particle_system_burst, "psys_torch_fire_sparks",pos1,10),   
(particle_system_burst, "psys_fire_glow_1",pos1,5), 
(particle_system_burst, "psys_torch_fire",pos2,5), 
(particle_system_burst, "psys_torch_fire_sparks",pos2,5),   
(particle_system_burst, "psys_fire_glow_1",pos2,2), 
(particle_system_burst, "psys_torch_fire",pos3,5), 
])
common_cannon_check_actions = (0, 4, 0, [(eq,"$cannon_action",3),],
  [(assign,"$cannon_action",5),
])
common_cannon_create_missiles = (0, 0.1, 0, [(eq,"$cannon_action",5),],
  [(assign,"$cannon_action",4),
          (scene_prop_get_instance,":cannon_instance", "spr_cannon", 0),
          (prop_instance_get_position,pos1,":cannon_instance"), 
  (position_move_z,pos1,125),   
  (position_move_y,pos1,350),   
  (position_rotate_z,pos1,180),   
  (mission_cam_animate_to_position, pos1, 1000, 0), 
  (scene_prop_get_instance,":missile_instance", "spr_cannon_missile", "$missile_count"),   
  (prop_instance_get_position,pos2,":cannon_instance"),     
  (position_move_z,pos2,55),   
  (prop_instance_set_position,":missile_instance",pos2),
])     
common_cannon_move_up = (0, 0, 0, [(key_is_down, key_up),(eq,"$cannon_action",1),],
  [(scene_prop_get_instance,":cannon_instance", "spr_cannon", 0), 
(prop_instance_get_position,pos1,":cannon_instance"),     
(position_rotate_x,pos1,3),   
(prop_instance_animate_to_position,":cannon_instance",pos1,10),   
])
common_cannon_move_down = (0, 0, 0, [(key_is_down, key_down),(eq,"$cannon_action",1),],
  [(scene_prop_get_instance,":cannon_instance", "spr_cannon", 0), 
  (prop_instance_get_position,pos1,":cannon_instance"),   
  (position_rotate_x,pos1,-3), 
  (prop_instance_animate_to_position,":cannon_instance",pos1,10),
])
common_cannon_move_left = (0, 0, 0, [(key_is_down, key_left),(eq,"$cannon_action",1),],
  [(scene_prop_get_instance,":cannon_instance", "spr_cannon", 0),
(prop_instance_get_position,pos1,":cannon_instance"),   
(position_rotate_z,pos1,3),       
(prop_instance_animate_to_position,":cannon_instance",pos1,10), 
])
common_cannon_move_right = (0, 0, 0, [(key_is_down, key_right),(eq,"$cannon_action",1),],
  [(scene_prop_get_instance,":cannon_instance", "spr_cannon", 0),
(prop_instance_get_position,pos1,":cannon_instance"),     
(position_rotate_z,pos1,-3),   
(prop_instance_animate_to_position,":cannon_instance",pos1,10),
])

The mod will be released. Some breakthroughs in our bug problem have occurred. I will not give a date except to say that before April is very likely. More news when I have it and you need to know.  :wink:

Thane please post to us privately about cannons. Send Afton a PM.  :smile:
 
Well, well, well.  :grin: Hummelnerd, my friend, you've got the right idea but the wrong coder. DrTomas has broken the cannon barrier. He managed the feat in under 24 hours. He's tweaking it for the release (parties recruitment).

But let's give you a sneak peak. Here is a test done by myself at the beginning of last week. I've got a Polish regiment and I encounter a Swedish regiment of equal strength. The Swedes do not charge but instead their artillery duels mine. I think for a real battle and not for the test I was recording for the team and you guys it would be wise to move your infantry out of the way constantly if you can. As you can see they are sitting ducks. The Swedes also target my artillery. But this will suffice to show you what's coming for the alpha and we are currently very pleased with! I'd like to thank DrTomas for going right at this and delivering the goods so quickly and much sooner than I expected it could be done! Without further ado...enjoy!  :grin:

http://www.youtube.com/watch?v=oy8fslXHYBw
 
Volkonski said:
Do my eyes deceive me?, AI operating artillery equipment ?!. Why good sir this is revolutionary, bravo good sir bravo!.

The AI does indeed. Unfortunately it is not possible, yet, for the player to control the cannons. However you probably won't care as riding around, shooting, and hacking at stuff is probably what most people are going to want to do. So for right now the AI controls the cannons for everything.
 
As long as the ai aren't a bunch of incompetent twats with the cannons then i couldn't care less about not being able to operate them. Besides i'd probably just be perched on a hill overlooking the battlefield (no respectable officer would get his hands dirty with cannon usage).
 
Bravo DrTomas, not only are the cannons working fully but you also fleshed out the reload and ai movement too! Marvelous, this mod is just going to be marvelous.
 
How are artillery crew recruited/guns acquired/deployed? I presume the guns are static objects, but even so this is very impressive.
 
With MnB's excellent random terrain generation, you'll be shooting point-blank at mountains in no time!

Anyway, looks good. I hope better effects are added though, like stronger smoke when firing the cannon, and better explosion effects on impact.
 
Will we be able to recruit nothing but artillery, and create trains to support the AI lords? I know that sounds boring as all hell, but it's a twisted fantasy of mine to lead a massive battery.

This is indeed excellent work, not only for the sake of the mod, but Warband modding at large.
 
Awsome job you guys!! :smile: Though just wondering as of now how smart are the A.I whilst wielding the cannon? And what decides where they are placed on the battlefield? Because as amazing as this is (trust me I'm not trying to down play how awsome this is at all) This is a valid point(see below quote) what's to stop them from spawning straight in front of a mountain?
Comrade Temuzu said:
With MnB's excellent random terrain generation, you'll be shooting point-blank at mountains in no time!
 
Questions, questions. Let's see what I can say at this point..

1. What's to stop my cannons from spawning before a mountain and firing at the mountain? Well he has coded the artillery to seek the enemy. That I do know. Now whether the AI is intelligent in it's placing/spawning I have yet to ask DrTomas so I will put that on my agenda and try and get an answer for you.

2. Can they be moved (I presume this means on the battlefield)? No, not right now. We're looking into that I think.

3. Can I recruit nothing but cannon and be an artillery regiment/badass? No. The AI assigns a number of cannon to every party based on size and I asked DrTomas to make sure there is a limit. You really don't want to charge a party that has 100 of these things do you? I mean give yourselves a chance for god's sake?!

Now to bed. 1.30 am here.
 
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