OSP Code Campaign Arch3r OS: Bridge Battles

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What does this do: Originally made for 1.011, the codes have been unchanged since back than, but the codes itself do still work with Warband, although the positions of bridges on the world map did change.If you implent this, you and your troops will fight the enemy on a bridge if you were near a bridge on the world map. For infantry it's easier to fight on bridges, since cavalry don't have space to maneuver. You can use this as strategical advantage.

How do I implent it: You need the modulesystem for this, than follow these steps.

1. In module_game_menus look for      ("encounter_attack",[
Than all you have to do is to add the bold stuff from the code in the spoiler into that.
                            "Charge the enemy.",[
                                (assign, "$g_battle_result", 0),
                                (assign, "$g_engaged_enemy", 1),
                                (call_script, "script_calculate_renown_value"),
                                (call_script, "script_calculate_battle_advantage"),
                                (set_battle_advantage, reg0),
                                (set_party_battle_mode),
                                (try_begin),
                                  (eq, "$g_encounter_type", enctype_fighting_against_village_raid),
                                  (assign, "$g_village_raid_evil", 0),
                                  (set_jump_mission,"mt_village_raid"),
                                  (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (eq, "$g_encounter_type", enctype_catched_during_village_raid),
                                  (assign, "$g_village_raid_evil", 0),
                                  (set_jump_mission,"mt_village_raid"),
                                  (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try), #Arch3r#
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_1"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_1"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_2"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_2"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_3"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_3"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_4"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_4"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_5"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_5"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_6"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_6"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_7"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_7"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_8"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_8"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_9"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_9"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_10"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_10"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_11"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_11"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_12"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_12"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_13"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_13"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_14"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_14"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
#                                (else_try),
#                                  (party_get_position,pos1,"p_main_party"),
#                                    (party_get_position,pos2,"p_bridge_15"),
#                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
#                                    (lt,":cur_distance",100),
#                                    (assign, ":scene_to_use", "scn_bridge_15"),
#                                  (set_jump_mission,"mt_lead_charge"),
#                                  (jump_to_scene, ":scene_to_use"),

                                (else_try),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (call_script, "script_setup_random_scene"),
                                (try_end),
2. Also you need to put these scene objs in the SceneObj folder of your mod.
Link for bridge scenery: http://www.mediafire.com/?5tyn2ymhdzo
3. The final step is to add the text in the spoiler in module_scenes. Just add it on the bottom.
##Arch3r
  ("bridge_1",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c",
    [],[], "outer_terrain_plain"),
  ("bridge_2",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c",
    [],[], "outer_terrain_plain"),
  ("bridge_3",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c",
    [],[], "outer_terrain_plain"),
  ("bridge_4",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c",
    [],[], "outer_terrain_plain"),
  ("bridge_5",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c",
    [],[], "outer_terrain_plain"),
  ("bridge_6",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c",
    [],[], "outer_terrain_plain"),
  ("bridge_7",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c",
    [],[], "outer_terrain_plain"),
  ("bridge_8",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c",
    [],[], "outer_terrain_plain"),
  ("bridge_9",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c",
    [],[], "outer_terrain_plain"),
  ("bridge_10",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c",
    [],[], "outer_terrain_plain"),
  ("bridge_11",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c",
    [],[], "outer_terrain_plain"),
  ("bridge_12",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c",
    [],[], "outer_terrain_plain"),
  ("bridge_13",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c",
    [],[], "outer_terrain_plain"),
  ("bridge_14",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c",
    [],[], "outer_terrain_plain"),
#  ("bridge_15",sf_generate,"none", "none", (0,0),(120,120),-100,"0x3a078bb2000589630000667200002fb90000179c",
#    [],[], "outer_terrain_plain"),
That's all, any questions or mistakes I made, tell me please.


e17d98861d5e5d8dca8b6dacf611a62bfa117066.png


 
holy mackerel batman!  :shock:

EDIT: This is awesome news. I wonder if it will fit into my mod...
wich kind of brigdes are there. is it only stone ones?... no wait. I'll go and check myself

EDIT2: Oh there were only .sco files. Shoot. Well.. then tell me. What kind of brigdes are there?
 
bjorne. said:
EDIT: This is awesome news. I wonder if it will fit into my mod...
wich kind of brigdes are there. is it only stone ones?... no wait. I'll go and check myself

EDIT2: Oh there were only .sco files. Shoot. Well.. then tell me. What kind of brigdes are there?
 
bjorne. said:
bjorne. said:
EDIT: This is awesome news. I wonder if it will fit into my mod...
wich kind of brigdes are there. is it only stone ones?... no wait. I'll go and check myself

EDIT2: Oh there were only .sco files. Shoot. Well.. then tell me. What kind of brigdes are there?
Hm didn't notice these edits, anyways I just used the Native bridge models and scale them a bit. I used wooden bridges for the wooden bridges on the map and stone ones too. Bridges at vaegir territory also are in a snowy scene. But yes there are different kind of bridges. I might add custom models when I have time.
 
Oh don't worry. I made them when you allready posted. Mybad.. But that's great news.. I am so gonna add this to my mod...

I can allready see my regulars stand on one side of the brigde and firing while my enemys charge my sea of bullets.
 
Since there's a bridge, shouldn't there be a road/dirt path as well? Great stuff you have here.
 
amade said:
Since there's a bridge, shouldn't there be a road/dirt path as well? Great stuff you have here.
Hm good idea...I'll update it later, probally going to add some custom models to it. Don't have time for that now though, that and my PC is broken :<.
 
Thats great! ive allways wanted stuff like this!  now is it possible to have battles on the roads (not much gameplay change, but it would be good for effect) or have mountain-pass battles,  or even coastal battles?
 
Qwertyman said:
Thats great! ive allways wanted stuff like this!  now is it possible to have battles on the roads (not much gameplay change, but it would be good for effect) or have mountain-pass battles,  or even coastal battles?
Yes, yes and yes. Just need to add some landmarks, these can invisible. I used a script to calculate the distance between the land mark (in this case the bridge) and the main party. If the party is close enough, the battle is on the bridge. Avarice of the Exiled will have mountain pass battles too, maybe even ambushes.
 
Arch3r said:
Qwertyman said:
Thats great! ive allways wanted stuff like this!  now is it possible to have battles on the roads (not much gameplay change, but it would be good for effect) or have mountain-pass battles,  or even coastal battles?
Yes, yes and yes. Just need to add some landmarks, these can invisible. I used a script to calculate the distance between the land mark (in this case the bridge) and the main party. If the party is close enough, the battle is on the bridge. Avarice of the Exiled will have mountain pass battles too, maybe even ambushes.
Holy mother of god!...
but you who is such a good guy at this. Do you know how to add a collision mesh to a object?
 
I think i've done something wrong in adding it to the game - I stand on a bridge, and get attacked by a party, but when I select 'Charge the Enemy' nothing happens - It shows the renown and advantage information, but no fight loads - the only way to exit is by clicking 'Surrender'.

Has anyone got any ideas what i've done wrong?
 
Win! Ten thumbs up!

More people should modularise their simple features like this. Prevents the whole repetition of effort thing.
 
bjorne. said:
Arch3r said:
Qwertyman said:
Thats great! ive allways wanted stuff like this!  now is it possible to have battles on the roads (not much gameplay change, but it would be good for effect) or have mountain-pass battles,  or even coastal battles?
Yes, yes and yes. Just need to add some landmarks, these can invisible. I used a script to calculate the distance between the land mark (in this case the bridge) and the main party. If the party is close enough, the battle is on the bridge. Avarice of the Exiled will have mountain pass battles too, maybe even ambushes.
Holy mother of god!...
but you who is such a good guy at this. Do you know how to add a collision mesh to a object?
I saw your post about corpses, but I have no idea with that stuff really :/.

Astor said:
I think i've done something wrong in adding it to the game - I stand on a bridge, and get attacked by a party, but when I select 'Charge the Enemy' nothing happens - It shows the renown and advantage information, but no fight loads - the only way to exit is by clicking 'Surrender'.

Has anyone got any ideas what i've done wrong?
Screenshots would help, with the fight doesn't start you mean you don't get in the right scene, or what does it look like? Make sure you didn't forget to add stuff to module_scenes.

fisheye said:
Win! Ten thumbs up!

More people should modularise their simple features like this. Prevents the whole repetition of effort thing.
Ten thumbs? You're a mutant :grin:?

EDIT: Noticed that even though I said add the 'red' stuff, there wasn't any red stuff. I made it bold now, because making text red in a spoiler doesn't seem to work.
 
Arch3r said:
Screenshots would help, with the fight doesn't start you mean you don't get in the right scene, or what does it look like? Make sure you didn't forget to add stuff to module_scenes.

This is what happens.



I've made sure everything is where it should be, but still nothing.
 
Note that I only pasted a part of code, you have to add the bold part, don't remove anything. Here is the complete code.
      ("encounter_attack",[
          (eq, "$encountered_party_friendly", 0),
          (neg|troop_is_wounded, "trp_player"),
##          (store_troop_health,reg(5)),
##          (ge,reg(5),5),
          ],
                            "Charge the enemy.",[
                                (assign, "$g_battle_result", 0),
                                (assign, "$g_engaged_enemy", 1),
                                (call_script, "script_calculate_renown_value"),
                                (call_script, "script_calculate_battle_advantage"),
                                (set_battle_advantage, reg0),
                                (set_party_battle_mode),
                                (try_begin),
                                  (eq, "$g_encounter_type", enctype_fighting_against_village_raid),
                                  (assign, "$g_village_raid_evil", 0),
                                  (set_jump_mission,"mt_village_raid"),
                                  (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (eq, "$g_encounter_type", enctype_catched_during_village_raid),
                                  (assign, "$g_village_raid_evil", 0),
                                  (set_jump_mission,"mt_village_raid"),
                                  (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try), #Arch3r#
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_1"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_1"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_2"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_2"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_3"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_3"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_4"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_4"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_5"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_5"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_6"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_6"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_7"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_7"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_8"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_8"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_9"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_9"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_10"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_10"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_11"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_11"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_12"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_12"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_13"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_13"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_14"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_14"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (party_get_position,pos1,"p_main_party"),
                                    (party_get_position,pos2,"p_bridge_15"),
                                    (get_distance_between_positions,":cur_distance",pos1,pos2),
                                    (lt,":cur_distance",100),
                                    (assign, ":scene_to_use", "scn_bridge_15"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),

                                (else_try), #Arch3r
                                  (party_get_icon,":player_icon","p_main_party"),
                                  (party_get_icon,":enemy_icon","$g_encountered_party"),
                                  (eq, ":enemy_icon", "icon_ship"),
                                  (eq, ":player_icon", "icon_ship"),
                                  (assign, ":scene_to_use", "scn_bridge_15"),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (jump_to_scene, ":scene_to_use"),
                                (else_try),
                                  (set_jump_mission,"mt_lead_charge"),
                                  (call_script, "script_setup_random_scene"),
                                (try_end),
                                (assign, "$g_next_menu", "mnu_simple_encounter"),
                                (jump_to_menu, "mnu_battle_debrief"),
                                (change_screen_mission),
                                ]),
 
Unless there is a really big river [not crossable] or something similar, what's stopping a small group of cavalry to cross the river further down and attack from the rear while your footroops are holding them off?
 
Arch3r said:
Note that I only pasted a part of code, you have to add the bold part, don't remove anything. Here is the complete code.

Thank you very much! It's working now.

That's some brilliant work you've done, Arch3r.
 
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