Author Topic: [OSP][WSE] Flail  (Read 13932 times)

0 Members and 1 Guest are viewing this topic.

K700

  • WSE Wizard
  • Knight
  • *
    • View Profile
  • Faction: Neutral
  • WB
[OSP][WSE] Flail
« on: October 14, 2015, 09:11:13 PM »
WSE now allows you to realize the unusual weapon in warband such as flails, whips, nunchaks by using vertex animation to agent weapon body mesh.

Animated only flail swing, any other animation can be made similarly.

Requires WSE >= 4.2.4! http://forums.taleworlds.com/index.php/topic,324890.0.html

Creators
K700 - WSE, scripting
Votsukan - mesh, animation



Download
https://www.dropbox.com/s/gp7m6hyst8wnoc1/flail.rar?dl=0
« Last Edit: June 20, 2018, 12:24:59 PM by Duh »

u768

  • Guest
Re: [OSP] Flail
« Reply #1 on: October 14, 2015, 09:22:58 PM »
That is...wow, really impessive.

One of the missing feature in warband.

TheVideoGameInn

  • Sergeant
  • *
  • Permanently Banned
  • Self proclaimed badass.
    • View Profile
    • Seven Golden Cities MODDB Page
  • Faction: Rhodok
Re: [OSP] Flail
« Reply #2 on: October 14, 2015, 09:27:41 PM »
Sorry for my ignorance, what's WSE?

K700

  • WSE Wizard
  • Knight
  • *
    • View Profile
  • Faction: Neutral
  • WB

gdwitt

  • Knight at Arms
  • *
    • Steam - gdwitt
    • View Profile
    • BrytenwaldaReworkedOpenProject
  • Faction: Neutral
Re: [OSP] Flail
« Reply #4 on: October 14, 2015, 10:10:59 PM »
I absolutely need this in my submod.
Do we have to use WSE?
What is the best explanation for merging an old mod with WSE?
Thanks!
GDW
            

K700

  • WSE Wizard
  • Knight
  • *
    • View Profile
  • Faction: Neutral
  • WB
Re: [OSP] Flail
« Reply #5 on: October 14, 2015, 10:18:26 PM »
What is the best explanation for merging an old mod with WSE?
It's simple. Add the contents of the _addon files in WSESDK folder to your original module files. And recompile mod.

Slytacular

  • Sergeant Knight
  • *
    • View Profile
  • Faction: Nord
  • MP nick: Eidridin
Re: [OSP] Flail
« Reply #6 on: October 14, 2015, 11:34:31 PM »
This is amazing! Wow!

gdwitt

  • Knight at Arms
  • *
    • Steam - gdwitt
    • View Profile
    • BrytenwaldaReworkedOpenProject
  • Faction: Neutral
Re: [OSP] Flail
« Reply #7 on: November 08, 2015, 10:52:48 PM »
I finally spent several hours trying to implement this in Brytenwalda for single player campaigns.
1) I installed WSE, but could not get WSELoader to run because it says I'm not on MB Warband 1.166. I actually am on Steam's latest version: 1.168 (or higher).
2) I installed all components of your OSP.
Note that your sound files are ogg and need to be in WAV format.
3) Error on compile:
The game can't find the definition for  "action_react_to_flail_attack"
(click to show/hide)
3) I removed this trigger from the items and just added a sound trigger.
Why didn't you have a sound trigger?
4) Now I get this error message:
So then I removed the action_react in module_items and now I get this message:
Loading module... FAILED.
MODULE `scripts` ERROR:
Traceback (most recent call last):
  File "compile.py", line 129, in <module>
    from module_scripts import *
  File "D:\MountBlade Warband\_modsextra90615\MODULESYSTEM1157GDWBWWORKINGLATEST
!\module_scripts.py", line 22926, in <module>
    (eq,":event_type", action_react_to_flail_attack),
NameError: name 'action_react_to_flail_attack' is not defined
COMPILATION FAILED.

This message is still being tested with fixes.
« Last Edit: November 08, 2015, 11:07:03 PM by gdwitt »
            

K700

  • WSE Wizard
  • Knight
  • *
    • View Profile
  • Faction: Neutral
  • WB
Re: [OSP] Flail
« Reply #8 on: November 14, 2015, 11:43:42 AM »
  gdwitt Do as instructed, then everything will work

simple add action_react_to_flail_attack to  free client events in header_common.py

u768

  • Guest
Re: [OSP] Flail
« Reply #9 on: November 15, 2015, 04:20:06 PM »
Note that your sound files are ogg and need to be in WAV format.

Why? Warband can use both. If you do not like to use ogg, download old goldwave, install ogg plugin and convert sounds to wav. Problem solved.
« Last Edit: November 15, 2015, 04:25:44 PM by u768 »

gdwitt

  • Knight at Arms
  • *
    • Steam - gdwitt
    • View Profile
    • BrytenwaldaReworkedOpenProject
  • Faction: Neutral
Re: [OSP] Flail
« Reply #10 on: November 25, 2015, 01:29:50 AM »
So I added that action_react_to_flail_attack to header_common.
However, I then uncommented the broken code and it all compiles!
No error messages.
However, in-game the flails don't have that swing.
The chain is still attached to the handle as with the item.
The players would like it to be able to swing like in your youtube video.
Let me know if it is supposed to swing or not.

Also, the sound doesn't play, which indicates to me that the script did not get called.
I am playing this single-player, not multiplayer.

Here's a snippet of the part at the bottom of client events side of "game_receive_network_message"
(click to show/hide)

thank you for the wonderful work so far.

Here's a link to my complete source code if you question my implementation.
http://www.nexusmods.com/mbwarband/mods/5997/?
« Last Edit: November 25, 2015, 07:24:09 AM by gdwitt »
            

K700

  • WSE Wizard
  • Knight
  • *
    • View Profile
  • Faction: Neutral
  • WB
Re: [OSP] Flail
« Reply #11 on: November 25, 2015, 07:59:19 AM »
I wrote code for multiplayer, but if you think a little, you can easily do it in a single player.

gdwitt

  • Knight at Arms
  • *
    • Steam - gdwitt
    • View Profile
    • BrytenwaldaReworkedOpenProject
  • Faction: Neutral
Re: [OSP] Flail
« Reply #12 on: November 26, 2015, 07:08:23 PM »
Ahh.
So is Scripts the only place where I would need to move something?
What script would you move it to?
Thank you and happy thanks-giving day.
GDW
            

K700

  • WSE Wizard
  • Knight
  • *
    • View Profile
  • Faction: Neutral
  • WB
Re: [OSP] Flail
« Reply #13 on: November 27, 2015, 11:03:06 AM »
OSP updated. Fixed client crash with rejoin server after spawn with flail. Also written scripts for singleplayer (not tested).

gdwitt

  • Knight at Arms
  • *
    • Steam - gdwitt
    • View Profile
    • BrytenwaldaReworkedOpenProject
  • Faction: Neutral
Re: [OSP] Flail
« Reply #14 on: November 28, 2015, 06:26:23 AM »
First, thank you for working on this for us.
I downloaded and carefully matched all my files to your files.
It still doesn't work for single player. In fact, it causes opcode errors.
One new thing is that now I hear a consistently new sound at each swing: "snd_draw_flail".
Here is my item trigger:
(click to show/hide)

Here is the error log:
(click to show/hide)
Now I get an error EVERY time I swing only when I'm near the enemy.
I tested and the errors occur when I'm on a horse or on foot.
Before we meet the enemy, I can swing the flails without any opcodes appearing.
Here is my header_operations:
(click to show/hide)

I don't understand why these are "unrecognized".
Maybe it is not successfully calling the script or mission template?

Positive: I think this is progress, because now we know that it's trying to actually use those triggers and call the script.
It just can't seem to connect.
It does use the new snd_draw_flail from the item trigger.
I set the scripts to  play snd_chain and that's not being heard
(click to show/hide)

Why don't we put all of the trigger into a separate script or the script into the trigger?
« Last Edit: November 28, 2015, 06:31:23 AM by gdwitt »