(4,mtef_enemy_party|mtef_reverse_order,0,aif_start_alarmed,0,[]),
## ],
## [
Nasıl bir hata alıyorsun?Azura34 said:kafa kesme kodunda trooplarda hata veriyor sebebi nedir ?
Azura34 said:kafa kesme kodunda trooplarda hata veriyor sebebi nedir ?
Öyle olması imkansız.Çünkü item kodlarınıda verdim.deli43 said:Azura34 said:kafa kesme kodunda trooplarda hata veriyor sebebi nedir ?
Bence troopların itemlerini tanımlamamıştır.
Öyle olması imkansız.Çünkü item kodlarınıda verdim.
Eğer itemleri eklemediyse olabilir.
Azura34 said:ben hepsini tek tek yazıp build i çalıştırıyorum itemlerde sorun yok lakin en son troopları eklediğimde komple error veriyor boşluktandır diye
boşlukları sildim yine aynı hata bir kaç kez farklı farklı yazdım ama yine aynı hata troopları okumuyor galiba
Hatanın screenshot'ını atarsan daha rahat anlayabiliriz.Azura34 said:ben hepsini tek tek yazıp build i çalıştırıyorum itemlerde sorun yok lakin en son troopları eklediğimde komple error veriyor boşluktandır diye
boşlukları sildim yine aynı hata bir kaç kez farklı farklı yazdım ama yine aynı hata troopları okumuyor galiba
Güncelledim, eğer başka kırık linkler varsa bildir lütfen.Azura34 said:hallettim teşekkürler birde bu ateşli okların indirme linki kırık
Dracheon said:Bu kod çoğu modda olan kalkanla vurma özelliğini ekler.
Kodun Sahibi : xenoargh
Kullanmak için ona teşekkür etmelisiniz.
Bu kodu module_scripts'de en alta ekleyin.
Code:#Shield Bash Script ("shield_bash",[ (this_or_next|multiplayer_is_server), (neg|game_in_multiplayer_mode), (get_player_agent_no,":player_agent"), (try_begin), (gt, ":player_agent", 0), (agent_get_animation, ":anim", ":player_agent",0), (agent_get_horse, ":my_horse", ":player_agent"), (agent_get_wielded_item, ":shield_item", ":player_agent", 1), (try_begin), (neq, ":anim", "anim_shield_bash"), (eq, ":my_horse", -1), (is_between, ":shield_item", "itm_wooden_shield", "itm_steel_shield_herald03"), (agent_set_animation, ":player_agent","anim_shield_bash"), (agent_get_position, pos63,":player_agent"), (position_move_y,pos63,75),#75 cm directly ahead, so it's not a cuboid space around player center (agent_get_troop_id, ":id", ":player_agent"), (troop_get_type, ":type", ":id"), (try_begin), (eq, ":type", tf_male), (agent_play_sound, ":player_agent", "snd_man_yell"), (else_try), (agent_play_sound, ":player_agent", "snd_woman_yell"), (try_end), (try_for_agents,":agent"), (gt, ":agent", 0), (neg|agent_is_ally,":agent"),#don't bash allies (agent_is_human, ":agent"),#stop if not human (agent_is_active,":agent"), (agent_is_alive,":agent"), (try_begin), (agent_get_position,pos62,":agent"), (get_distance_between_positions,":dist",pos63,pos62), (lt,":dist",100),#Set this to whatever you like- 1 meter radius clears a big section of crowd (agent_get_horse, ":horse", ":agent"), (eq, ":horse", -1), (neq,":agent",":player_agent"), (agent_play_sound, ":player_agent", "snd_wooden_hit_low_armor_high_damage"), (position_move_y,pos62,-25), (agent_set_position, ":agent", pos62), (agent_set_animation, ":agent","anim_shield_strike"), (try_end), (try_end), (try_end), (try_end), ]), #End Shield Bash Script
(is_between, ":shield_item", "itm_wooden_shield", "itm_steel_shield_herald03"),
module_scripts'deki bu kodda wooden_shield ve steel_shield_herald03 kalkanları arasında özellik kullanacağını belirtir.
steel_shield_herald03 yerine module_items'de en sondaki kalkanı ekleyin.
Sıra module_mission_templates'de şu kodu aratın.
Code:pilgrim_disguise = [itm_pilgrim_hood,itm_pilgrim_disguise,itm_practice_staff, itm_throwing_daggers] af_castle_lord = af_override_horse | af_override_weapons| af_require_civilian
Altına
Code:common_shield_bash = (0,0,0,[ (game_key_is_down, gk_defend),(game_key_clicked, gk_attack), (neg|main_hero_fallen), ], [ (call_script, "script_shield_bash"), ])
bunu ekleyin.
Önemli Not : Yine module_mission_templates'de bazı mission triggerlarına şunu eklemelisiniz.
Code:common_shield_bash,
Sonra module_animations'da aratın.
Code:["unused_horse_anim_100", 0, 0, [1.0, "anim_horse", 0, 1, 0]],
altına ekleyin.
Code:["shield_bash", 0, amf_play|amf_priority_defend|amf_use_defend_speed|amf_client_owner_prediction, [0.75, "shield_bash", 1, 50, blend_in_defense], #Adjust duration for balance. Currently at 0.75 seconds, fixed. ], ["shield_strike", acf_enforce_all|acf_align_with_ground, amf_priority_striked|amf_play|amf_accurate_body|amf_restart, [1.0, "anim_human", blow+5000, blow+5010, arf_blend_in_3|arf_make_custom_sound], [1.7, "anim_human", blow+5400, blow+5453, arf_blend_in_2|arf_make_custom_sound], [1.44, "anim_human", blow+5400, blow+5445, arf_blend_in_2|arf_make_custom_sound], ],
Son olarak şu linkteki dosyayı indirin.
Modunuzun Resource kısmına atın ve module.ini'ye şunu ekleyin.
Code:load_mod_resource = shield_bash_anim
Artık mouse'un sağ tıkıyla sol tıkına basınca kalkanla vuracaktır.
Nasıl hallettin bendede aynı hata varNasıl hallettin bendede aynı hata varhallettim teşekkürler birde bu ateşli okların indirme linki kırık
Eyvallah kardeşim hallettimilk önce troopları ve itemleri ekleyip build et. Sonra diğer kodları ekle. Savaş triggerleri module_mission_templates aç lead_charge ara onun altına ekle
Bende yapınca hata alıyorum ERROR in mission templates yardımcı olursanız güzel olurRhotromir`in ricasıyla bende bir çeviri yapayım dedim ve modumda kullandığım asker oranı barı kodunu sizler için çevirdim
evet başlayalım ilk olarak
module_presentations.pynin en altına şu kodu ekleyin tabi ] den önce
Code:################################################## ##### troop_ratio_bar ################################################## ("troop_ratio_bar",prsntf_read_only,0,[ (ti_on_presentation_load, [ (assign, "$presentation_troop_ratio_bar_active", 1), (set_fixed_point_multiplier, 1000), (create_mesh_overlay, "$g_presentation_obj_1", "mesh_status_troop_ratio_bar"), (position_set_x, pos1, 30), (position_set_y, pos1, 700), (overlay_set_position, "$g_presentation_obj_1", pos1), (position_set_x, pos1, 35), (position_set_y, pos1, 713), (create_mesh_overlay, "$g_presentation_obj_2", "mesh_white_plane"), (overlay_set_color, "$g_presentation_obj_2", 0xAA1F1F), (overlay_set_position, "$g_presentation_obj_2", pos1), (create_mesh_overlay, "$g_presentation_obj_3", "mesh_white_plane"), (overlay_set_color, "$g_presentation_obj_3", 0x1F1FAA), (overlay_set_position, "$g_presentation_obj_3", pos1), (create_mesh_overlay, "$g_presentation_obj_4", "mesh_white_plane"), (overlay_set_color, "$g_presentation_obj_4", 0x1FAA1F), (overlay_set_position, "$g_presentation_obj_4", pos1), (create_mesh_overlay, "$g_presentation_obj_5", "mesh_status_troop_ratio_bar_button"), (position_set_x, pos1, 35), (position_set_y, pos1, 700), (overlay_set_position, "$g_presentation_obj_5", pos1), (create_mesh_overlay, "$g_presentation_obj_6", "mesh_status_troop_ratio_bar_button"), (position_set_x, pos1, 275), (position_set_y, pos1, 700), (overlay_set_position, "$g_presentation_obj_6", pos1), (create_mesh_overlay, "$g_presentation_obj_7", "mesh_status_troop_ratio_bar_button"), (create_mesh_overlay, "$g_presentation_obj_8", "mesh_status_troop_ratio_bar_button"), (presentation_set_duration, 999999), ]), (ti_on_presentation_run, [ (store_trigger_param_1, ":cur_time"), (set_fixed_point_multiplier, 1000), (assign, ":player_count", 0), (assign, ":ally_count", 0), (assign, ":enemy_count", 0), (assign, ":total_count", 0), (try_for_agents, ":cur_agent"), (agent_is_human, ":cur_agent"), (agent_is_alive, ":cur_agent"), (agent_get_party_id, ":agent_party", ":cur_agent"), (try_begin), (eq, ":agent_party", "p_main_party"), (val_add, ":player_count", 1), (else_try), (agent_is_ally, ":cur_agent"), (val_add, ":ally_count", 1), (else_try), (val_add, ":enemy_count", 1), (try_end), (try_end), (val_add, ":total_count", ":player_count"), (val_add, ":total_count", ":ally_count"), (val_add, ":total_count", ":enemy_count"), (position_set_x, pos1, 12000), (position_set_y, pos1, 300), (overlay_set_size, "$g_presentation_obj_2", pos1), (store_add, ":ally_percent", ":player_count", ":ally_count"), (val_mul, ":ally_percent", 12000), (val_div, ":ally_percent", ":total_count"), (position_set_x, pos1, ":ally_percent"), (position_set_y, pos1, 300), (overlay_set_size, "$g_presentation_obj_3", pos1), (store_mul, ":player_percent", ":player_count", 12000), (val_div, ":player_percent", ":total_count"), (position_set_x, pos1, ":player_percent"), (position_set_y, pos1, 300), (overlay_set_size, "$g_presentation_obj_4", pos1), (store_add, ":ally_percent_2", ":player_count", ":ally_count"), (val_mul, ":ally_percent_2", 240), (val_div, ":ally_percent_2", ":total_count"), (val_add, ":ally_percent_2", 35), (position_set_x, pos1, ":ally_percent_2"), (position_set_y, pos1, 700), (overlay_set_position, "$g_presentation_obj_7", pos1), (store_mul, ":player_percent_2", ":player_count", 240), (val_div, ":player_percent_2", ":total_count"), (val_add, ":player_percent_2", 35), (position_set_x, pos1, ":player_percent_2"), (position_set_y, pos1, 700), (overlay_set_position, "$g_presentation_obj_8", pos1), (try_begin), (eq, "$presentation_troop_ratio_bar_active", 1), (gt, ":cur_time", 200), (game_key_clicked, gk_view_orders), (assign, "$presentation_troop_ratio_bar_active", 0), (presentation_set_duration, 0), (start_presentation, "prsnt_battle"), (try_end), ]), ]), ################################################## ##### troop_ratio_bar ##################################################
Sonra şu kodu aratın
ve altına bunu ekleyinCode:(try_end), (try_begin), (gt, ":cur_time", 200), (game_key_clicked, gk_view_orders), (try_for_agents, ":cur_agent"), (agent_set_slot, ":cur_agent", slot_agent_map_overlay_id, 0), (try_end), (presentation_set_duration, 0),
Code:################################################## ##### troop_ratio_bar ################################################## (start_presentation, "prsnt_troop_ratio_bar"), ################################################## ##### troop_ratio_bar ##################################################
Sonrada module_meshes.pynin en altına
Code:################################################## ##### troop_ratio_bar ################################################## ("status_troop_ratio_bar", 0, "slider_hor", 0, 0, 0, 0, 0, 0, 1, 1, 1), ("status_troop_ratio_bar_button", 0, "handle_hor", 0, 0, 0, 0, 0, 0, 1, 1, 1), ################################################## ##### troop_ratio_bar ##################################################
Son olarak module_mission_template.pyde şu kodu aratın
ve altına bunu yapışıtrınCode:(1, 4, ti_once, [(main_hero_fallen)], [ (assign, "$pin_player_fallen", 1), (str_store_string, s5, "str_retreat"), (call_script, "script_simulate_retreat", 10, 20, 1), (assign, "$g_battle_result", -1), (set_mission_result, -1), (call_script, "script_count_mission_casualties_from_agents"), (finish_mission, 0)]), common_battle_inventory, common_battle_order_panel,
Ve bu kadar bana ve rubik `e teşekkür etmeyi unutmayın iyi kodlamalar.Code:################################################## ##### troop_ratio_bar ################################################## (0, 0, ti_once, [], [(start_presentation, "prsnt_troop_ratio_bar")]), ################################################## ##### troop_ratio_bar ##################################################
Bende yapınca hata alıyorum ERROR in mission templates yardımcı olursanız güzel olur
lead_charge
(0, 0, ti_once, [], [(start_presentation, "prsnt_troop_ratio_bar")]),