Recent content by dariel

  1. dariel

    Other World Map 16 maps for modders

    I can't start a topic in OSP forum,so I choose here.
    There are 16 maps,13 of pack 1 made by me,and pack 2 made by my partner mskimizd.
    I don't know If you can download the packs in the two link,because I can't upload them to foreign web...

    If you can download them and like them,please use it,just write our name. :smile:
    pictures of Pack 1
    [All comments here from Antonis or Earendil] First a bunch of fantasy world maps, maybe for 20+ factions.
    1.png

    2.png

    1.png

    Next is an England/France map. Pretty small, maybe for 2-3 faction tops.
    1.png

    Antonis named this one the map of Ellon
    1.png

    Next is a map of Poland/North Sea/West Russia map. Medium to small, 4-6 faction tops.
    1.png

    Two more maps without screenshots (if someone wants to make some :fruity:), one is a map of Anatolia (Minor Asia, Middle East, North Egypt). Ideal for Crusades etc. a bit bigger than Native map, needs some work. The other one is one of Europe. Not the best one, bigger than Native (although Native based mods can use it, with border manipulation), well made, a bit vague on the details.
    Next is a HUGE map of Japan
    1.png

    Map from Europe to India. Actually really small and not very well made
    1.png

    Next is a Native sized fantasy map. Quite good.
    1.png

    Next is a crappy map of Europe, like, really crappy
    1.png

    And finally, there's this map which can be fantasy or real, hard to tell:
    1.png

    Of course the best map at the end :lol:
    1.png

    第一个包pack1:http://pan.baidu.com/share/link?shareid=104376&uk=1159926341
    第二个包pack2:http://pan.baidu.com/share/link?shareid=104374&uk=1159926341

    Earendil: Added alternative download links:
    https://drive.google.com/open?id=1pHPjxhTsPpUlFDjbkyyMIy88yYe1i5Mc
    https://mega.nz/file/ovoxyJCD#AYuFCZKUOssUkR2c9mZsyq349pFslnJ9JF0MUrzGS8A
    Sorry for the necro, but which map is which? The preview JPGs and the zip files don't seem to have matching file names (which I can't read). I want to use the Mediterranean-Anatolia map. Thanks!
  2. dariel

    OSP Oriental 3D Art Update to Indo-Persian Armory

    🙏 yes please kind sir
    Moddb is down right now, so here's a Google Drive link: OSP Doublets Google Drive

    If you want North African themed textures for the adargas also, check my OSP African Shields on Nexusmods: OSP African Shields Nexusmods. Note that when I made these I didn't know how to use shaders yet, so they don't have the right shaders applied. To get them to look good, the best would be to do the following:

    1. Import the model of the African adarga you want into the brf file that contains the new Portuguese adargas (AOT_portuguese_items)
    2. Duplicate one of the Portuguese adarga materials
    3. Edit this material, copying the name of the adarga texture you want to use into the DiffuseA box
    4. You will have to create Specular and Bump maps for the North African adargas, since I didn't make any before and have no time to do it now, sorry. If you don't know how, search the Forge boards on this forum for the tutorials.
    Do share screenies from your mod when you use these! Thanks!
  3. dariel

    OSP Oriental 3D Art Update to Indo-Persian Armory

    I might have. Want them? I'll put them up in Moddb as a separate pack tomorrow.
  4. dariel

    Modding Horse Archer AI

    Try searching for the skirmisher mod, I think by Caba'drin. It causes both foot and mounted units with ranged weapons to close only to their weapon's range and maintain that distance, moving away from enemies if they get closer.
  5. dariel

    OSP Oriental 3D Art Update to Indo-Persian Armory

    Thanks, I do have updated backups, but they're not uploaded anywhere yet. Would you advise Nexus or ModDB?
  6. dariel

    Katar Damage Questions

    Hi all, I'm trying to implement katars and katar-like weapons using Somebody's unarmed damage code (https://forums.taleworlds.com/index.php?threads/extra-unarmed-damage.366778/) and Xenoargh's Fancy Damage code (https://forums.taleworlds.com/index.php?threads/fancy-damage-systems.152057/), and...
  7. dariel

    OSP Oriental 3D Art Update to Indo-Persian Armory

    - Mailed armors with the belt = some belts appear in plain white. It's not a big deal but i think this is not what is wanted
    The belts require the material/texture to be either in the same BRF file as the armor, or in a BRF file that is loaded first in module.ini. You should import into the BRF of the mail armors all the materials kamarbund_* and their textures, these are in the bfh_all_costumes.brf file.

    If you're also using the costumes, though, you can just edit your module.ini file to load the bfh_all_costumes file before the mail armors.
  8. dariel

    SP Sci-Fi Warlords of Azhrann

    I can't figure out why, but using Druidic's Secession code caused the new player kingdom to have negative relation with the player. AFAIK I copied his code exactly, but it may have tangled with some of my own, or I missed something else. Anyway, I ended up putting in a crude hack to raise relations with fac_player_supporters back above 0.

    Features now in the game:
    • You can secede at any time from any kingdom you joined
    • You can besiege the castles of any kingdom you don't rule yourself
    • You can join any side in a battle, except for the 'alien monster' factions
    • You can give items as gifts to lords to improve relations with them
    • Gift items must not have any negative modifiers
    • Only items equipped by lords can be given away
    • Gifting code ignores equipped items and the first 3 slots of your inventory
    • Bug: giving away an item messes up your inventory order, I don't know why
  9. dariel

    OSP Fantasy 3D Art Warlords of Azhrann Sword and Planet Pack

    Thanks for your new contribution.

    Can I assume that this OSP is an expansion of your OSP here?

    I'd rather it be treated as something separate, or as a replacement - that earlier S&P pack was really crude, I was just learning to make models then :smile:. Thanks!
  10. dariel

    OSP Fantasy 3D Art Warlords of Azhrann Sword and Planet Pack

    Hi all! Releasing an OSP pack of armors, helmets, weapons (including rayguns) and some reptilianized mounts from my mod Warlords of Azhrann. You're free to use these assets in any non-commercial mod, no need to ask permission just give me credit as 'dariel' or 'drakharios'. Get the pack at...
  11. dariel

    SP Sci-Fi Warlords of Azhrann

    Hi all! I'm putting up an alpha version of my sci-fi, sword and planet mod Warlords of Azrhann. I don't know if I can complete the mod as I planned it, as I'm at the limit of my ability to code and craft scenes. So I'll make it available to play, and if it generates enough interest I'd welcome...
  12. dariel

    Graphics glitch - anyone know what could have caused this?

    Solved it. The problem was with entry points -- I forgot to insert an entry point in some of the ruins scenes. Now I feel like an idiot ... :smile:
  13. dariel

    Graphics glitch - anyone know what could have caused this?

    Edit: oops, spoke too soon. Still need help! The bug reappeared. It's only occurring when I use a particular mission template and menu combination. The same mission template accessed through a different menu gives no glitches. FYI I'm using an adaptation of Highlander's hunting mission from Age of Machinery, copied from the original 1.011 code.

    Is there anything in the mission template code or game menus code that could be causing the problem?

    Python:
    #DRQ ruins menu
    ("ruins",0,
        "{s13}. The locals say treasure is sometimes found here -- but so is peril.",
        "none",
        [
            #what is this ruin? find out from the icon
            (party_get_icon,":ruins_icon","$g_encountered_party"),
            (try_begin),
                (is_between,":ruins_icon","icon_ruins_c","icon_hero_rocket"),#pyramids
                    (store_random_in_range,":scene_to_use","scn_crawl_pyramids_a","scn_crawl_crash_site"),             
                    (str_store_string,s13,"@Enormous pyramids and other mysterious structures loom over the sands. There is a look of incredible age about them. From the guardian statues surrounding the pyramids, it seems the builders were a race of reptile-men."),
               (else_try),
                 (eq,":ruins_icon","icon_ruins_a"),#towers
                    (store_random_in_range,":scene_to_use","scn_crawl_towers_a","scn_crawl_end"),
                    (str_store_string,s13,"@Tall towers burned and scarred as if by atomic weapons stand broken or leaning, half-buried in the sand."),
               (else_try),
                (eq,":ruins_icon","icon_ruins_b"),#crashed ufo
                    (assign, ":scene_to_use", "scn_crawl_crash_site"),
                    (str_store_string,s13,"@Huge, rusting domed or disc-shaped structures of metal lie half-buried in the desert sand. On coming closer, you realize that these can only be some kind of spacecraft, crashed here a long, long time ago."),
            (try_end),
            (assign,"$ruins_scene",":scene_to_use"),
            # (assign,"$ruins_scene","scn_crawl_pyramids_a"),
        ],
        [
            ("continue",[],"Explore the ruins.",[
                #set treasure chest contents - can be:
                #junk
                #ancient art
                #ancient artifacts of power - what power?
                #ancient energy weapons - energy shield, fulgurator guns, power packs
                (try_for_range,":treasure_chest","trp_ruin_chest_a","trp_companions_overview"),#1
                    (try_for_range,":unused",0,5),#2 #5 tries
                        (store_random_in_range,":treasure_chance",0,10),
                        (gt,":treasure_chance",7),#30% chance of treasure
                        (store_random_in_range,":artifact","itm_fulgurator_power_pack","itm_items_end"),
                        (troop_add_item,":treasure_chest",":artifact"),
                    (try_end),#2
                (try_end),#1
              
                #DRQ debug
                (try_begin),
                    (eq,"$ruins_scene","scn_crawl_pyramids_a"),
                    (str_store_string,s15,"@Scene used: crawl_pyramids_a"),
                   (else_try),
                    (eq,"$ruins_scene","scn_crawl_pyramids_b"),
                    (str_store_string,s15,"@Scene used: crawl_pyramids_b"),
                   (else_try),
                    (eq,"$ruins_scene","scn_crawl_pyramids_c"),
                    (str_store_string,s15,"@Scene used: crawl_pyramids_c"),
                   (else_try),
                    (eq,"$ruins_scene","scn_crawl_pyramids_d"),
                    (str_store_string,s15,"@Scene used: crawl_pyramids_d"),
                   (else_try),
                    (eq,"$ruins_scene","scn_crawl_pyramids_e"),
                    (str_store_string,s15,"@Scene used: crawl_pyramids_e"),
                   (else_try),
                    (eq,"$ruins_scene","scn_crawl_pyramids_f"),
                    (str_store_string,s15,"@Scene used: crawl_pyramids_f"),
                   (else_try),
                    (eq,"$ruins_scene","scn_crawl_crash_site"),
                    (str_store_string,s15,"@Scene used: scn_crawl_crash_site"),
                   (else_try),
                    (eq,"$ruins_scene","scn_crawl_towers_a"),
                    (str_store_string,s15,"@Scene used: scn_crawl_towers_a"),
                   (else_try),
                    (eq,"$ruins_scene","scn_crawl_towers_b"),
                    (str_store_string,s15,"@Scene used: scn_crawl_towers_b"),
                (try_end),
                (display_log_message,"@{s15}"),
                
                # set ruin denizens/guardians
                (assign,"$predator_no",0),
                (store_random_in_range,"$predator_no",3,12),
                (assign,"$predator_type","trp_varanid"),#set to constant for debugging
              
                #DRQ add enemies
                (modify_visitors_at_site,"$ruins_scene"),
                (reset_visitors),
                    (try_begin),
                       (gt,"$predator_no",0),
                       (set_visitors, 2, "$predator_type", "$predator_no"),
                    (try_end),
                    ## Go to mission
                    (set_party_battle_mode), #add to menu before set_jump_mission
                    # (set_jump_mission,"mt_ai_training"), #it's ok with this
                    (set_jump_mission,"mt_deer_hunting"), 
                        # (jump_to_scene,"scn_random_scene_steppe_forest"),
                        (jump_to_scene,"$ruins_scene"),
                            # (change_screen_mission),#why is this line doubled?
                            (music_set_situation, 0),
                            (jump_to_menu,"mnu_ruins_explored"),
                        (change_screen_mission),     
            ]),
          
            ("leave",[],"Leave.",[
                (change_screen_return),   
            ]),
          
        ]
    ),

    Python:
    #DRQ modified hunting mod  - from Highlander
    #copy of first mission line
    #    "deer_hunting",mtf_battle_mode,-1,
      
      (
        "deer_hunting",mtf_battle_mode,charge,
        "You ride out after the prey. Hit [TAB] at any time to end the hunt.",
        [
         (1,mtef_team_0|mtef_use_exact_number,0,aif_start_alarmed,4,[]),
         (4,mtef_visitor_source,0,aif_start_alarmed,0,[]),
         (4,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,0,[]),#now they start at entry #8
         ],
        [
      
          #DRQ let's see if we get banners
           common_battle_init_banner,   
          
          (ti_tab_pressed, 0, 0,
            [
                (set_trigger_result,1)
            ],
                []), #leaving area
    
          # common_inventory_not_available,#DRQ making sure we don't open the chest
            #disabling this to check if the treasure chests are available
           #DRQ to get minimap
          common_battle_order_panel,
          common_battle_order_panel_tick,
     
          (0, 0, ti_once, [
          #spawning deers
            #(party_count_members_of_type,":num_deers","$g_encountered_party","trp_gazelle"),
            (assign,":num_deers","$game_found"),#DRQ
            #DRQ spawn some opponents
            (get_scene_boundaries, pos10,pos11),
            (position_get_x, ":scene_min_x", pos10),
            (position_get_x, ":scene_max_x", pos11),
            (position_get_y, ":scene_min_y", pos10),
            (position_get_y, ":scene_max_y", pos11),
                 (store_div,":border_x",":scene_max_x",10),
                 (val_add,":scene_min_x",":border_x"),
                 (val_sub,":scene_max_x",":border_x"),
                 (store_div,":border_y",":scene_max_y",10),
                 (val_add,":scene_min_y",":border_y"),
                 (val_sub,":scene_max_y",":border_y"),
                 (store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
                 (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                         (init_position, pos1),
                 (position_set_x,pos1,":x_pos"),
                 (position_set_y,pos1,":y_pos"),
                 (position_set_z,pos1,10000),
                 (position_set_z_to_ground_level,pos1),
                         (set_spawn_position, pos1),
    
            #DRQ set prey type
            (try_begin),
                (eq,"$prey_type",1),
                    (assign,"$prey","itm_gazelle"),
                   (else_try),
                    (eq,"$prey_type",2),
                        (assign,"$prey","itm_dino"),
                   (else_try),
                    (eq,"$prey_type",3),
                        (assign,"$prey","itm_duckbill"),
            (try_end),
            #DRQ end setting prey type
              
                 (ge,":num_deers",0),           
                 (assign,"$num_deers_killed",0),(assign,"$predators_killed",0),
                 (get_scene_boundaries, pos10,pos11),
                 (position_get_x, ":scene_min_x", pos10),
                 (position_get_x, ":scene_max_x", pos11),
                 (position_get_y, ":scene_min_y", pos10),
                 (position_get_y, ":scene_max_y", pos11),
                 (store_div,":border_x",":scene_max_x",10),
                 (val_add,":scene_min_x",":border_x"),
                 (val_sub,":scene_max_x",":border_x"),
                 (store_div,":border_y",":scene_max_y",10),
                 (val_add,":scene_min_y",":border_y"),
                 (val_sub,":scene_max_y",":border_y"),
                 (store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
                 (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                         (init_position, pos1),
                 (position_set_x,pos1,":x_pos"),
                 (position_set_y,pos1,":y_pos"),
                 (position_set_z,pos1,10000),
                 (position_set_z_to_ground_level,pos1),
                         (set_spawn_position, pos1),
    
    #AHA! this block spawns a 'herd leader' - so total to spawn in the next block should be -1
    #this works
                 (spawn_horse, "$prey"),
                 (str_store_item_name,s9,"$prey"),
                 # (display_message,"@Spawning {s9}."),
                      
                 (assign,"$leading_deer",reg0),
              
                 (val_sub,":num_deers",1),#DRQ correcting number of prey found - this works
                 (ge,":num_deers",0),#from Ramaraunt
                 (try_for_range,":unused",0,":num_deers"),#was 0,":num_deers" - i think this was my bug!
                           (init_position, pos1),
                           (store_random_in_range,":x_pos_add",0,1000),
                           (store_random_in_range,":y_pos_add",0,1000),
                           (val_add,":x_pos_add",":x_pos"),
                           (val_add,":y_pos_add",":y_pos"),
                           (position_set_x,pos1,":x_pos_add"),
                           (position_set_y,pos1,":y_pos_add"),
                           (position_set_z,pos1,10000),
                           (position_set_z_to_ground_level,pos1),
                           (set_spawn_position, pos1),
                           (spawn_horse, "$prey"),                   
                 (try_end),
              
    #DRQ add enemies
    #is this necessary? commenting out to see
    #should this be a separate trigger?
          
             #DRQ adding companions - automatically make them follow
               ## DRQ AUTO FOLLOW
                   (get_player_agent_no, ":player_agent"),
                   (agent_get_team, ":player_team", ":player_agent"),
                   # (set_show_messages, 0),
                   (team_give_order, ":player_team", grc_everyone, mordr_follow),
                   # (set_show_messages, 1),
               ## DRQ END AUTO FOLLOW
          
                     ], []),
                  
           (0, 0, ti_once,[
             (try_begin),
                (gt,"$predator_no",0),
                        (add_visitors_to_current_scene, 4, "$predator_type", "$predator_no"),
                        (str_store_troop_name_plural,s10,"$predator_type"),
                        (display_message,"@Warning! {s10} sighted!",0xfc2626),
             (try_end),
        
           ],[]),
    #wounded deers move slower
          (1,0,0,[],
          [(try_for_agents,reg(1)),
           (agent_get_item_id,reg(2),reg(1)),
           (eq,reg(2),"$prey"),
           (store_agent_hit_points,reg(2),reg(1)),
           (store_mul,reg(3),20,reg(2)),
           (val_div,reg(3),40),
           (agent_set_speed_limit,reg(1),reg(3)),
           (try_end),
          ]),
          (5,0,0,
          [
          (neg|agent_is_alive,"$leading_deer"),
          ],
          [
          (try_for_agents,reg(1)),
              (agent_get_item_id,reg(2),reg(1)),
        (eq,reg(2),"$prey"),
        (assign,"$leading_deer",reg(1)),
          (try_end),
          ]),
          (1,0,0,[],
          [
              (assign,":num_kills",0),(assign,":num_predator_kills",0),
              (try_for_agents,reg(1)),
                (agent_get_item_id,reg(2),reg(1)),
                    (try_begin),
                        (eq,reg(2),"$prey"),
                            (store_agent_hit_points,reg(2),reg(1)),
                        (eq,reg(2),0),
                        (val_add,":num_kills",1),
                      (else_try),
                        (eq,reg(2),"$predator_type"),
                            (store_agent_hit_points,reg(2),reg(1)),
                        (eq,reg(2),0),
                        (val_add,":num_predator_kills",1),
                    
                    (try_end),
              (try_end), 
    
    # #DRQ backup code block testing for kills
              # (try_for_agents,reg(1)),
                # (agent_get_item_id,reg(2),reg(1)),
                # (eq,reg(2),"$prey"),
                    # (store_agent_hit_points,reg(2),reg(1)),
                # (eq,reg(2),0),
                # (val_add,":num_kills",1),
              # (try_end), 
    
    
              (gt,":num_kills","$num_deers_killed"),       
                         (get_scene_boundaries, pos10,pos11),
                         (position_get_x, ":scene_min_x", pos10),
                         (position_get_x, ":scene_max_x", pos11),
                         (position_get_y, ":scene_min_y", pos10),
                         (position_get_y, ":scene_max_y", pos11),
                 (store_div,":border_x",":scene_max_x",10),
                 (val_add,":scene_min_x",":border_x"),
                 (val_sub,":scene_max_x",":border_x"),
                 (store_div,":border_y",":scene_max_y",10),
                 (val_add,":scene_min_y",":border_y"),
                 (val_sub,":scene_max_y",":border_y"),
                 (store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
                 (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                         (init_position, pos1),
                 (position_set_x,pos1,":x_pos"),
                 (position_set_y,pos1,":y_pos"),
                 (position_set_z,pos1,10000),
                 (position_set_z_to_ground_level,pos1),
                         (agent_set_scripted_destination,"$leading_deer",pos1),
                     (assign,"$num_deers_killed",":num_kills"),
                     (assign,reg6,"$num_deers_killed"),
                     (assign,reg5,"$game_found"),
                     (display_message,"@You have killed {reg6} of {reg5} {s9}."),
                     (assign,"$predators_killed",":num_predator_kills"),
                     # (assign,reg7,"$predators_killed"),
          ]),
          (5,0,0,[],
          [
          (agent_get_position,pos1,"$leading_deer"),
          (position_get_x,":x_pos",pos1),
          (position_get_y,":y_pos",pos1),
          (this_or_next|le,":x_pos",5000),
          (this_or_next|le,":y_pos",5000),
          (this_or_next|ge,":x_pos",38000),
          (ge,":y_pos",38000),
                         (get_scene_boundaries, pos10,pos11),
                         (position_get_x, ":scene_min_x", pos10),
                         (position_get_x, ":scene_max_x", pos11),
                         (position_get_y, ":scene_min_y", pos10),
                         (position_get_y, ":scene_max_y", pos11),
                 (store_div,":border_x",":scene_max_x",10),
                 (val_add,":scene_min_x",":border_x"),
                 (val_sub,":scene_max_x",":border_x"),
                 (store_div,":border_y",":scene_max_y",10),
                 (val_add,":scene_min_y",":border_y"),
                 (val_sub,":scene_max_y",":border_y"),
                 (store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
                 (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                         (init_position, pos1),
                 (position_set_x,pos1,":x_pos"),
                 (position_set_y,pos1,":y_pos"),
                 (position_set_z,pos1,10000),
                 (position_set_z_to_ground_level,pos1),
                         (agent_set_scripted_destination,"$leading_deer",pos1),
          ]),
          (1,0,0,[],
          [
          (try_for_agents,reg(1)),
        (agent_get_item_id,reg(2),reg(1)),
        (eq,reg(2),"$prey"),#DRQ i missed this one
        (store_agent_hit_points,":health",reg(1)),
        (store_sub,":damage",100,":health"),
        (agent_get_slot,":prev_damage",reg(1),1),
        (neq,":prev_damage",":damage"),
        (agent_set_slot,reg(1),1,":damage"),
            (agent_get_position,pos1,reg(1)),
            (position_get_x,":x_pos",pos1),
        (position_get_y,":y_pos",pos1),
            (store_random_in_range,":x_pos_add",0,1000),
            (store_random_in_range,":y_pos_add",0,1000),
        (val_add,":x_pos",":x_pos_add"),
        (val_add,":y_pos",":y_pos_add"),
        (position_set_x,pos1,":x_pos"),
        (position_set_y,pos1,":y_pos"),
            (agent_set_scripted_destination,reg(1),pos1),
          (try_end),
          ]),
          (0.9,0,0, #deer travelling
          [],
          [
          (get_player_agent_no,reg(1)),
          (agent_get_position,pos1,reg(1)),
          (agent_get_position,pos4,"$leading_deer"),
          (position_get_x,":x_pos",pos4),
          (position_get_y,":y_pos",pos4),
          (try_for_agents,reg(1)),
        (agent_get_item_id,reg(2),reg(1)),
        (eq,reg(2),"$prey"),#and this one!
            (agent_get_position,pos2,reg(1)),
        (get_distance_between_positions,reg(3),pos1,pos2),
        (try_begin),
                (position_get_x,":pos_x",pos2),
                (position_get_x,":pos_y",pos2),
                 (position_get_x, ":scene_min_x", pos10),
                         (position_get_x, ":scene_max_x", pos11),
                         (position_get_y, ":scene_min_y", pos10),
                         (position_get_y, ":scene_max_y", pos11),
                 (store_div,":border_x",":scene_max_x",10),
                 (val_add,":scene_min_x",":border_x"),
                 (val_sub,":scene_max_x",":border_x"),
                 (store_div,":border_y",":scene_max_y",10),
                 (val_add,":scene_min_y",":border_y"),
                 (val_sub,":scene_max_y",":border_y"),
            (this_or_next|gt,":pos_x",":scene_max_x"),
            (this_or_next|lt,":pos_x",":scene_min_x"),
            (this_or_next|gt,":pos_y",":scene_max_y"),
            (lt,":pos_y",":scene_min_y"),
            (store_random_in_range,":x_pos",":scene_min_x",":scene_max_x"),
            (store_random_in_range,":y_pos",":scene_min_y",":scene_max_y"),
                    (init_position, pos1),
            (position_set_x,pos1,":x_pos"),
            (position_set_y,pos1,":y_pos"),
            (position_set_z,pos1,10000),
            (position_set_z_to_ground_level,pos1),
                    (agent_set_scripted_destination,reg(1),pos1),
        (else_try),
            (le,reg(3),2500),
            (position_get_x,reg(4),pos1),
            (position_get_x,reg(5),pos2),
            (store_sub,":x_dist",reg(5),reg(4)),
            (val_mul,":x_dist",10),
            (position_get_y,reg(6),pos1),
            (position_get_y,reg(7),pos2),
            (store_sub,":y_dist",reg(7),reg(6)),
            (val_mul,":y_dist",10),
            (init_position,pos3),
            (val_add,":x_dist",reg(5)),
            (val_add,":y_dist",reg(7)),
            (position_set_x,pos3,":x_dist"),
            (position_set_y,pos3,":y_dist"),
                (position_set_z,pos3,10000),
                (position_set_z_to_ground_level,pos3),
            (agent_set_scripted_destination,reg(1),pos3),
        (else_try),
            (get_distance_between_positions,reg(3),pos4,pos2),
            (ge,reg(3),2000),
                           (init_position, pos6),
                   (store_random_in_range,":x_pos_add",0,1000),
                   (store_random_in_range,":y_pos_add",0,1000),
                   (val_add,":x_pos_add",":x_pos"),
                   (val_add,":y_pos_add",":y_pos"),
                   (position_set_x,pos6,":x_pos_add"),
                   (position_set_y,pos6,":y_pos_add"),
                   (position_set_z,pos6,10000),
                   (position_set_z_to_ground_level,pos6),
                   (agent_set_scripted_destination,reg(1),pos6),
        (try_end),
          (try_end),
          ]),
        ]),
      
    #DRQ end hunting mod
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