Recent content by AlbertFaubrein

  1. AlbertFaubrein

    WB Coding Presentation's slider not working

    I've found the problem, in fact you should avoid to use negative positions with containers.
    I've changed (assign, ":cur_y", 0), with (assign, ":cur_y", 1500), because in my loop everytime 3 cases are created, :cur_y is subdivide by 55 so it's a negative value.
    Now everything is working correctly.

    Hope it can help.
  2. AlbertFaubrein

    WB Coding Presentation's slider not working

    Hello, I have a problem with my presentation, I create a range of image_buttons but only 3 of them are working and like the title say my presentation's slide is not working. Thanks for your help.
  3. AlbertFaubrein

    [WB] Warband Script Enhancer v4.8.2 for 1.174

    You should try agent_set_hit_points instead of troop_set_health.
    Code:
    ("mgw_test", [ #used to dev
        (try_for_agents, ":agent"),
            (agent_is_non_player, ":agent"),
            (agent_is_alive, ":agent"),
            (agent_set_hit_points, ":agent", 0),
        (try_end),
    ]),
    Code:
    agent_set_hit_points                   = 1721    # set absolute to 1 if value is absolute, otherwise value will be treated as relative number in range [0..100]
                            # (agent_set_hit_points,<agent_id>,<value>,[absolute]),

    (remove_agent, ":agent"); should work aswell.

    Does the agent spawning work in meanwhile? Or do they still not spawn?
    I've used agent_deliver_damage_to_agent and it's work, thank you @Gotha.
    Sorry K700 I've been dumb...

    But if you want and have time the "scaled missile bug" worth to be fixed.
  4. AlbertFaubrein

    [WB] Warband Script Enhancer v4.8.2 for 1.174

    I've modified my script but it stills not working...
    Python:
    (ti_after_mission_start, 0, 0, [], [
        (assign, "$spawn", 1),
    ]),
    
    (0, 0, 0, [], [
        (multiplayer_is_server),
        (eq, "$spawn", 1),
        (try_begin),
            (assign, "$spawn", 0),
            (store_current_scene, ":scene_no"),
            (modify_visitors_at_site, ":scene_no"),
            (add_visitors_to_current_scene, 0, "trp_kingdom_1_lady_1", 10, 0, 0),
        (try_end),
    ]),
    
    (ti_inventory_key_pressed, 0, 0, [], [
        (multiplayer_is_server),
        (display_message, "@Ok"),
        (call_script, "script_mgw_test"),
    ]),

    Now it's suppose to kill all non player agents but it's not working.
    Python:
    ("mgw_test", [ #used to dev
        (try_for_agents, ":agent"),
            (agent_is_non_player, ":agent"),
            (agent_is_alive, ":agent"),
            (agent_get_troop_id, ":trp", ":agent"),
            (troop_set_health, ":trp", 0),
        (try_end),
    ]),
    I've test it without WSE and it's not working, what it does, it displays Ok when I press the inventory button.

    Maybe I'm using this operation the wrong way or maybe it's an engine bug.
  5. AlbertFaubrein

    [WB] Warband Script Enhancer v4.8.2 for 1.174

    Python:
    ("mgw_test", [ #used to dev
        (entry_point_get_position, pos1, 0),
        (store_current_scene, ":scene_no"),
        (modify_visitors_at_site, ":scene_no"),
        (add_visitors_to_current_scene, 0, "trp_kingdom_1_lady_1", 10, 0, 0),
        (try_for_agents, ":agent", pos1, 5000),
             (agent_get_troop_id, reg0, ":agent"),
             (display_message, reg0),
             (display_message, "@Ok."),
        (try_end),
    ]),
    Nothing happens, I've tried to not using the position argument in try_for_agents but it's not working.
    I will test it in vanilla warband.
    If you need my entire source code for quick testing I can send it to you.
  6. AlbertFaubrein

    [WB] Warband Script Enhancer v4.8.2 for 1.174

    In multiplayer this operation seems to not work at-all, I've made a script for printing the names of all agents' troop but nothing happens. Someone mentions this issue in the wse2 thread also.
  7. AlbertFaubrein

    [WB] Warband Script Enhancer v4.8.2 for 1.174

    Hey K700, can you please fix the try_for_agents operation in multiplayer.
    And also there is a bug in warband with the skin's scale factor where when you hit a scaled agent with a missile, this missile is also scaled by the agent's scale factor.
    3Gzzl.jpg
    Picture from this thread: https://forums.taleworlds.com/index...ents-using-scale-from-module_skins-py.350708/
    Thank you.
  8. AlbertFaubrein

    Warband Script Enhancer 2 (v1.0.5.6)

    I can confirm that try_for_agents not works in WSE1 in multiplayer.
  9. AlbertFaubrein

    [WB] Warband Script Enhancer v4.8.2 for 1.174

    Ok, I understand, this is sad that it doesn't affect the visual.
    Thank you for the reply.
  10. AlbertFaubrein

    [WB] Warband Script Enhancer v4.8.2 for 1.174

    How to use scene_set_water_level ?
    I've tried multiple things but the water level doesn't change.
  11. AlbertFaubrein

    How terrains work (scene)?

    This very useful (y)
    Thank you for having taken the time to recover your terrain generator.
  12. AlbertFaubrein

    How terrains work (scene)?

    Yeah, I think this is what I'm looking for.
    I hope you will find the files because right now I'm trying to reverse Warband and this is very difficult.
    And the bit fields are useful.
  13. AlbertFaubrein

    How terrains work (scene)?

    Yeah you're right.
  14. AlbertFaubrein

    Warband Script Enhancer 2 (v1.0.5.6)

    Ok, I'm going to learn reverse basics before reversing Warband.
  15. AlbertFaubrein

    Warband Script Enhancer 2 (v1.0.5.6)

    But I mean, do you think it is possible to reverse the terrain system ?
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