<XmlNode>
<XmlName id="Items" path="spitems"/>
<IncludedGameTypes>
<GameType value = "Campaign"/>
<GameType value = "CampaignStoryMode"/>
<GameType value = "CustomGame"/>
</IncludedGameTypes>
</XmlNode>
Will do once I have sorted out the missing nodes. The MarkDown could probably be improved as well, but I am no expert on that area
<TargetFramework>net472</TargetFramework>
RexDimitrius said:
Sir John Hawkwood said:
Maroon said:
_Sebastian_ said:
scene_prop_set_prune_time = 1819 # (scene_prop_set_prune_time, <scene_prop_id>, <value>),
try_for_prop_instances = 16 # (try_for_prop_instances, <destination>, [<object_id>], [<object_type>])
# Version 1.161+. Runs a cycle, iterating all scene prop instances on the scene, or all scene prop instances of specific type if optional parameter is provided.
# If object_id and object_type is not given, it loops through all instances. (https://forums.taleworlds.com/index.php/topic,324874.msg7781764.html#msg7781764)
# Object types are:
# somt_object = 1
# somt_entry = 2
# somt_item = 3
# somt_baggage = 4
# somt_flora = 5
# somt_passage = 6
# somt_spawned_item = 7
# somt_spawned_single_ammo_item = 8
# somt_spawned_unsheathed_item = 9
# somt_shield = 10
# somt_temporary_object = 11
Guitarma said:
pete99 said:
("multiplayer_attach_prop", [
(store_script_param, ":player_no", 1),
(try_begin),
(multiplayer_is_server),
(player_get_agent_id, ":player_agent", ":player_no"),
(agent_is_active,":player_agent"),
(agent_get_position, pos1, ":player_agent"), #pos1 holds agent's position.
(set_spawn_position, pos1),
(spawn_scene_prop, "spr_awning_long"),
(assign, ":attached_instance_id", reg0),
(agent_set_attached_scene_prop, ":player_agent", ":attached_instance_id"),
(agent_set_attached_scene_prop_x, ":player_agent", 1),
(agent_set_attached_scene_prop_z, ":player_agent", 200),
(try_for_players, ":player_target", 1), #1 will skip server, 0 will include server. player_no 0 equals the server. Best to skip it here
(player_is_active, ":player_target"),
(multiplayer_send_2_int_to_player, ":player_target", multiplayer_event_set_attached_scene_prop, ":player_agent", ":attached_instance_id"),
(try_end),
(try_end),
]),
Janycz said:
pete99 said:
Janycz said:
agent_fade_out = 1749 # (agent_fade_out, <agent_id>),
# Fades out the agent from the scene (same effect as fleeing enemies when they get to the edge of map).
pete99 said:
PitchPL said:
get_player_agent_no = 1700 # (get_player_agent_no, <destination>),
# Retrieves the reference to the player-controlled agent. Singleplayer mode only.