Recent content by Sir John Hawkwood

  1. Sir John Hawkwood

    Modding Q&A [For Quick Questions and Answers]

    Gruß Allen,
    how can i stop the player rotation? Can i stop the player rotation whenever i use mouse or keyboard without exceptional scripts? Someone advised to use ti_on_agent_turn but since it's bound to WSE it gives error for unrecognized operation and so on. I also tried within animations but there seems not to be any master flag priority to override those inputs.

    thanks
  2. Sir John Hawkwood

    Modding Q&A [For Quick Questions and Answers]

    Grüß Gott Leute,

    the climb function beseems well already, but it needs to have a more suitable animation.
    Without scripts is it possible an animation which, when interrupted, stops at the current frame, or at least shows the initial frame? Something i obtained with a glitch once, and never saw again.
  3. Sir John Hawkwood

    Modding Q&A [For Quick Questions and Answers]

    It's not about that anymore, it's just for another sake.
    I wanted an agent to stay attached and follow the prop rotation, pitch and yaw. I bet it's doable with WSE.
  4. Sir John Hawkwood

    Modding Q&A [For Quick Questions and Answers]

    He,

    i would have further questions about anyways, why the z-axys is not returned the same as with x and y?

    It's not in cms, everytime i manipulated the z-axys the movement was much greater than the other two, which makes sense, since z-axis is utilized chiefly for coarser height positioning.

    Again, there is no plain attach operation in M&B? What if somebody wants to make an agent sitten Flak38-style attached to a scene prop, that is a full depended transposing with the prop, how should he do it?

    Ok, forget about the first question, as for attaching an agent to a scene prop, like a Flak38 or whichever static weapon you wish, is it feasible?

    Wehe mir, leider!
    Nope, as yet it seems not possible to inherit scene prop rotation for an attached agent. I wonder if it were possible with longer scripts, but it doesn't suit my knowledge.

    I thought of new animations, but it would be ridiculous.

    So no Halo cannon (and Flak3:cool: stance for now folks.
  5. Sir John Hawkwood

    Modding Q&A [For Quick Questions and Answers]

    I already told you the two methods how to lift an agent, so that's it.
    I meant also to attach him to scene props...some games (Arma?) have specific operations for this.

    Thanks! I've already refined the trigger, but thanks!
    Wohlan denn Sebastian, du halfst mich mal, danke sehr.

    I hope someone wills to improve the ladders on server, 'cause they're not ladders, but ramps.
    How do you stand for random hire requests? Are you available for paid coding commitments?
  6. Sir John Hawkwood

    Modding Q&A [For Quick Questions and Answers]

    The agent lift, but now he's stuck in mid-air, he can't move higher...i guess it's due to repeating the copy of scene prop position?
    I'll have to recheck the trigger.

    Thanks

    Do you know any other operation to make it better? Did you ever do something with an agent attached to a scene prop? (besides your cannon in BoE)

    :grin: Well...i always thought z-axis was returned is meters. Moreover are there some new operations to attach agents to props, like other games? Why there are none, i saw so many asking about scene props attached to agents, and not a thing about the opposite. Please add some operation!

    Danke nochmal
  7. Sir John Hawkwood

    Modding Q&A [For Quick Questions and Answers]

    Sebastian, du antwortest endlich!
    I read many a post of yours, and you seem to know best about agent's displacement, yea i knew about agent's dynamics, i wanted
    to forgo underfoot scene props thus trying manually.

    Ok, it's for a climbable ladder, code is not only mine so i took the snippet out for testing:

    climb_test = (
      0, 0, 0, [(key_is_down, key_numpad_:cool:],
    [(scene_prop_get_instance,":ladder", "spr_ladder_test", 0),
      (prop_instance_get_position,pos6,":ladder"),
      (get_player_agent_no,":player"),
      #(agent_get_position, pos7, ":player"),
      (copy_position, pos8, pos6),
      #(position_move_y,pos8,-80),
      (position_move_z,pos8,10),
      (agent_set_no_dynamics,":player",1),
      (agent_set_position,":player",pos:cool:,
      (agent_set_animation, ":player", "anim_climb"), 
    ])
  8. Sir John Hawkwood

    Modding Q&A [For Quick Questions and Answers]

    so people that worked with this kind of thingy can give it a look on your approach.
    The thing here, is that i could show you the whole code, but it'll be worthless. I just attached the agent with a key-activated trigger to the scene prop position, and the agent so attached doesn't lift anymore.

    So my question was whether would be possible to ascend being attached to the prop, how you would do it. If you were to raise
    gradually an agent in front of a prop, what would you use?

    I tried with agent_set_scripted_destination, agent_set_position, whenever the scene-prop position is used or even copied to a new
    one, he can't be raised anymore.

    Scene prop position is pos6, agent's(unused) is pos7, new (copied from pos7) one to transpose is pos8. Mina olen jumissa.

    Edit- Issue occurs when pos6 is copied to pos8, prop position can't be referenced at all.
  9. Sir John Hawkwood

    Modding Q&A [For Quick Questions and Answers]

    Hallöchen,

    i could use some help, i need an agent to stay attached to a scene prop, while he can move only upward/downward.

    I could attach the agent to it, i could not move him vertically anymore.
    Anyone knows how to lift the agent attached, thus bounden to a position?

    Thanks
  10. Sir John Hawkwood

    Modding Q&A [For Quick Questions and Answers]

    Hallo dar,

    how to animate a scene-prop from mission_templates?
    For example a Ballista, how to make it shift between two states (loaded, empty) of the same vertex animation?

    Edit- Easy, too much help! It was simpler than expected, i've never used vertex anims' operations before.
    I was putting the right operations in the wrong mission template.
    I had another trite question though: what do the _no tags exactly mean? Number?
  11. Sir John Hawkwood

    Modding Q&A [For Quick Questions and Answers]

    @Namakan
    What...reload time is defined by buttons??
    Pardon me...Thanks!

    If you play NW please read my recent "manual of the good artillerist" on NW board,
    i'm an intermediate Blender and Zmodeler user should you need anything.

    Tolles Profil. Das mag mein neues Hemd wohl sein.
  12. Sir John Hawkwood

    Modding Q&A [For Quick Questions and Answers]

    The "use" timer? There are timers in scene props, mission templates and scripts, but nothing concerning the cannon reload time, as to scene props the cannons seem all to use these:
    Code:
    check_mm_use_cannon_prop_start_trigger,
    check_mm_use_cannon_prop_end_trigger,
    check_mm_use_cannon_prop_cancel_trigger,
    that gave no results.

    Besides in the scene prop triggers there is this
    Code:
    slot_agent_frizzle_times
    which i think tied to sounds and led to nothing anyways.
    The only thing i found in scripts is
    Code:
    slot_agent_cur_reload_speed_modifier
    that is ineffective.

    Yet time is often checked in milliseconds, so i measured reloading and it always counts as 6 round seconds, though i see no "6000" in any file...please if anyone could modify the NW cannon reload time, let me know.

    Edit- Nice profile. I hope not to find that animal anywhere.  :lol:
  13. Sir John Hawkwood

    Modding Q&A [For Quick Questions and Answers]

    Hello :smile:
    How to modify the NW's cannons reload time?

    Although i scutinized carefully the NW source, i could not find the value that modifies the reload time anywhere, not amid scripts nor triggers. Is it maybe a particular script, hidden or hardcoded in game's engine?

    Thanks
  14. Sir John Hawkwood

    Manuel Du Bon Artilleur - Editio Prima

    Hello, this is the first time i write outside The Forge, i don't know well where to post this so i do here, on NW DLC's board. I wanted to share my thoughts about NW's Artillery. I write after many, hundreds of hours playing as Artillerist, and felt somehow compelled to report on it. I've...
  15. Sir John Hawkwood

    Official 3D art thread - Warband

    Hello :smile:,

    this is something i made three months ago entirely on my own, the 6 pounder cannon for NW, and left midway.
    It won't be fancy, but it would be worth saying, it was made almost all (save the wheels) with openBRF!

    I thought NW lacked mostly light Artillery, expecially knowing that Napoleon made biggest use of that kind, so instead of waiting administrators whom promised the nothing, i did it myself, taking example this time from Napoleon Total War.

    It's fully working, no more bugs, and uses a complete new ammunition, that is the small cannonball bereft of those useless metal stripes:
    -V_6f.png

    I remodeled the ammo box smaller (it was larger) to match the trail slot in the limbered version:
    4G_kr.png
    NYUtY.png

    New cannonball then is twice faster, smaller and lighter, now i'm going to retouch particles effects and damage;

    As you can see wheels and trail were resized too and corrected such trail (the original limbered version is shorter - i made it for all cannons) according to the size rules from Gribeauval whom reformed the Artillery at the time of Napoleon, and i made a new unit for it, "Artillerie Légère":
    6iUfw.png

    At last i didn't miss the strong point of light Artillery, the maneuverability!
    It now flings nimble back and forth through the battlefield as it should be!

    As i said before, this wills to be overall a suggestion for expert modders and public server owners, given that NW is the most played M&B game ever.
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