Andrews的最近内容

  1. Andrews

    [M] Joust & Duel Tournament Mod

    Added banner and repaired a small bug
  2. Andrews

    MP Native ENL Admin Mod v3.2.0 (Open Source) by sHocK

    Thank you very much for your mod, allowed me to understand many things that I do not fit quite clear only with Native. It also allowed me to finish my mod as was the vision from the beginning,

    Thanks men.. a lot  :wink:
  3. Andrews

    [M] Joust & Duel Tournament Mod

    Many new features for Mount & Blade Warband 1.153
  4. Andrews

    Modding Q&A [For Quick Questions and Answers]

    shokkueibu 说:
    Do they have the [font=consolas,courier]sokf_moveable[/font] flag in module_scene_props?

    Door example:
    插入代码块:
    ("door_a",sokf_moveable,"door_a","bo_door_a", []),

    Thanks  :smile:, I did use a door not moveable
  5. Andrews

    Modding Q&A [For Quick Questions and Answers]

    HI,

    I made a map to  native multiplayer with gates that close after a while, but when they move they lose their collision properties  :cry: ... is possible,for native multiplayer, move objects that maintain their colission properties and are not transposable ?
  6. Andrews

    Modding Q&A [For Quick Questions and Answers]

    Caba`drin 说:
    They are hardcoded. You can change the image or use the images elsewhere, but otherwise, their display in MP is handled by the engine.

    I see... it was an alternative way to reach the recognition of body hit strike zone
  7. Andrews

    Modding Q&A [For Quick Questions and Answers]

    Lav 说:
    Andrews 说:
    Anyone know where is the code (toople) that places a small image that indicates the type of death that had a player in multiplayer game?
    As far as I know this message is hardcoded. Those icons aren't even referenced anywhere in the Module System.

    are you sure that? you can not work with it?  :cry:
  8. Andrews

    Modding Q&A [For Quick Questions and Answers]

    Anyone know where is the code (toople) that places a small image that indicates the type of death that had a player in multiplayer game?

    for example:

    Player A (sword image) Player B
    Player A (axe image) Player B
    Player A (headshot image) Player B
    Player A (couched lance image) Player B
    ...etc

    Thanks
  9. Andrews

    Modding Q&A [For Quick Questions and Answers]

    Hi,

    there any way to make the game Acknowledge the body area where the strike weapon hit reaches? for example,  "if hit_on_head => assign 2 kills"

    thanks
  10. Andrews

    MP Native ENL Admin Mod v3.2.0 (Open Source) by sHocK

    shokkueibu 说:
    Apparently not. It has something to do with placing stuff in the main menu's presentation I think. I'll work on a fix this weekend :smile:

    Thanks, I'll be waiting for this  :wink:
  11. Andrews

    MP Native ENL Admin Mod v3.2.0 (Open Source) by sHocK

    shokkueibu 说:
    I asked Stubs to install it and it worked. I speculate it's something going on with your Warband install. Can you double check that?

    Edit:
    Are you perhaps using Windows XP?
    Gotha came across some crashes on XP before with his admin tool and reminded me of that.

    If so I'm curious to know if changing between DirectX 7 and 9 solves it.


    Also, I think public/private mode might have a small bug. It might be changing to Private randomly at times even though Public is still set.

    Yes, i'm using Windows XP, perhaps Xp isn't compatible with this version of mod.

    I changed from directX9 to DirectX7 and I got the same Crash,

    So, This version of ENL (3.1.4) isn't compatible with XP? and 3.1.3?  :cool:
  12. Andrews

    MP Native ENL Admin Mod v3.2.0 (Open Source) by sHocK

    shokkueibu 说:
    @Andrews I'll have someone else install it to see if you're the only one with that problem.

    Thanks, I'll be waiting for your response
  13. Andrews

    Modding Q&A [For Quick Questions and Answers]

    Andrews 说:
    Caba`drin 说:
    Andrews 说:
    Hi,  I made a multiplayer Native Compatible mod for duels and when here have passed some few fightings the bodies that are left become so annoying, So I want to know if there is any way to do that when an agent dies and ends the ragdoll animation , the corpse fade out (and also remove weapons if possible). Thanks

    EDIT: I try this after "ti_on_agent_killed_or_wounded":

            (try_begin),       
              (eq, "$g_multiplayer_game_type", multiplayer_game_type_duel),           
              (try_for_agents, ":cur_agent"),
              (neg|agent_is_alive, ":cur_agent"),
              (agent_fade_out, ":cur_agent"),
            (try_end),

    But with this, the agent fade out just at the moment of energy is "0", before of ragdoll animation, so this looks like the agent pauses and fade out in pause, so ugly  :sad:

    A couple things on your code snippet:
    1) looks like you are missing a try_end (unless it just wasn't copied) as you'd need 1 for the try_for_agents and 1 for the try_begin
    2) if this is in the on_agent_killed_or_wounded, there's no need to loop through all agents, just use the agent ID stored on the trigger getting called

    For a gap between death and fade out, what you'll probably want to do is use an agent slot and store the mission time of death in it; then have an every 5 second (or so) trigger fire, loop over all agents, find the dead ones and check that the current time is 5 seconds or so after death to ensure time for ragdoll animations to finish.

    To remove items from dropping, WSE has a 'prune time' you can set, or for non-WSE, using the same death trigger, unequip the agent so there's nothing that can be spawned. It might look ugly, I'm not sure. You could take a look at how xenoargh does it in Blood & Steel.

    Thanks for you idea, I will try it and i will post results :wink:

    I try many ways to implement the idea for a gap between death and fade out, but this looks like that The Game does not recognize the agent once he is dead, so the body is beyond the scope of commands :/
  14. Andrews

    MP Native ENL Admin Mod v3.2.0 (Open Source) by sHocK

    shokkueibu 说:
    Which one fails: full or normal?
    What do you mean by "fails to load"?

    I copy/paste all folders and files from the ENL v3.1.4 or ENL v3.1.4 Full to "Native" folder of my game (default installation). Then when the game is loading in the screen says "loading textures" and then in it says "loading setting data". After this screen turn to black and the game crash. I try compiling the module system from "ENL Module System v3.1.4" and then copy/paste the enl files in Native folder and I get the same result.

    So with the 3 ENL links same thing happens to me  :cry:
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