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  1. Yagababa

    item_kinds1.txt question

    Might be easiest to just use Morgh's editor--just pick your module directory, go to edit items and add the flag to your weapon.

    https://forums.taleworlds.com/index.php?threads/morghs-m-b-wb-wfas-editor-v1-50.105928/
  2. Yagababa

    Glowing models, no shaders

    Are you using OpenBRF? If so what shaders are you using?
  3. Yagababa

    Warband Script Enhancer 2 (v1.1.2.1)

    It is absolutely recommended that you do it, I thought you had done it already. External dedicated servers are cheap and they are far more stable and reliant than locally-hosted ones. VPS servers are quite affordable, you may check them out.

    Most mods should be compatible with WSE2 without any porting performed beforehand. Go to Gekokujo's folder and see if there are no files with .fx extension in it; if there are no such files present, you are safe to use the mod with WSE2 with no problems.
    Do you have a recommendation for a service that offers vps servers?
  4. Yagababa

    Warband Script Enhancer 2 (v1.1.2.1)

    I tested and did not notice any problems with adding the wfas server to the list. Try execute console command get_add_to_game_servers_list and see what it returns.
    It says it's enabled but I can still only see it when I'm on the same network. Maybe I could try using a server hosting service? Do you know if there are any that would run a WSE server?
  5. Yagababa

    MP Fantasy Oathwatch 1.0 (WFaS CCoop Mod) [WSE]

    Please contact me if you're interested in hosting a server, I've been having trouble with port forwarding on my home network.
  6. Yagababa

    MP Fantasy Oathwatch 1.0 (WFaS CCoop Mod) [WSE]

    Hello all, really proud to release my first mod: Oathwatch! It's a captain coop invasion-style multiplayer overhaul that's taken about a year to bring about. As sort of a spiritual successor to Demons, you'll find plenty of interesting weapons and equipment for a unique experience. You can...
  7. Yagababa

    Warband Script Enhancer 2 (v1.1.2.1)

    Hey first of all thank you for making a WFaS version, it was game changing for me and my project!

    I'm running a WSE Server for my mod and it works fine on LAN but doesn't show up on the server list when I try to port forward it. I run a native server that works fine and I did everything the same so I'm very confused at why it isn't working. Has anyone else run into this problem?

    Thanks
  8. Yagababa

    Port Forwarding a WSE Server

    Hey all, not sure if this is the proper place to ask this but here goes: I'm trying to port forward a WSE Server--I used the same router settings as for my native server (which works), but the server is only accessible via LAN. Has anyone successfully port forwarded a WSE Server/are there any...
  9. Yagababa

    OSP Code MP Seismic Mace w/ Projectile-Simulated Knockback [WSE]

    Thx good call. Stay tuned, next I'm going to try to apply this to an explosion script to cause radial blast knockback!
  10. Yagababa

    OSP Code MP Seismic Mace w/ Projectile-Simulated Knockback [WSE]

    A while back I was trying to access the game's built in ragdoll physics, but it turns out it's hardcoded and inaccessible. I wanted to create a knockback system, and I'd like to share with everyone my less than elegant solution. The idea is simple: when an agent is hit with a specific weapon, an...
  11. Yagababa

    How do I fully hide the HUD,interface and texts?

    I believe it's linked to game_ui_container. If you change the size/move that offscreen you can hide the item in the bottom right.
  12. Yagababa

    How do I fully hide the HUD,interface and texts?

    Do you mean in battles? The easiest way to do that would probably be to edit game_variables.txt: you can find the section where all the lines start with game_ui_, and change the position_x or position_y to something large to move the ui elements of screen.

    Don't forget to make a backup!
  13. Yagababa

    New Skeleton Error

    Thanks guys, I think the problem is that I neglected to add an entry to skeleton_bodies.xml--hopefully I'll get to test after work...
  14. Yagababa

    New Skeleton Error

    So I added a new race via module skins w/ a slightly larger skeleton--the skeleton, meshes, and animations appear great in game, but the troops don't seem to have a hitbox. Arrows go right through them, I can't hit them with melee attacks, but for some reason they still get trampled by...
  15. Yagababa

    Invasion Party and Module_Script Errors

    Did you close that last ')'? Can't tell from the snippet.
  16. Yagababa

    adding a faction error

    Could be a problem with the banner icon? That's a common thread between the two scripts throwing errors.
  17. Yagababa

    Changing Armor via Script

    At the multiplayer it is working differently, you need to respawn an agent so that his inventory gets refreshed afaik. @Pitch might have ideas here in case you haven't asked him already about it.
    Figured it out! Not sure why this works but it does.

    Code:
    # Cursed Doubloon Check
    cursed_doubloon = (ti_on_agent_hit, 0, 0, [(multiplayer_is_server)], [
    
    (store_trigger_param_1, ":agent_no"),
    (store_trigger_param_3, ":damage"),
    
    (try_for_range, ":i", ek_item_0, ek_head),
        (agent_get_item_slot, ":item", ":agent_no", ":i"),
        (eq, ":item", "itm_cursed_doubloon"),
        (try_begin),
            (store_agent_hit_points, ":hp", ":agent_no", 1),
            (gt, ":damage", ":hp"),
    
            (agent_set_hit_points, ":agent_no", 100, 0),
            (agent_unequip_item, ":agent_no", "itm_cursed_doubloon"),
    
            (get_max_players, ":num_players"),
            (try_for_range, ":slot", 4, 8), # Loops through slots 4 - 7, head, body, foot then gloves
                (agent_get_item_slot, ":item", ":agent_no", ":slot"),
                (try_begin),
                    (gt, ":item", 0),    # Is there an item equipped
                    (agent_unequip_item, ":agent_no", ":item", ":slot"),
    
                    (try_for_range, ":cur_player", 1, ":num_players"),
                        (player_is_active, ":cur_player"),
                        (multiplayer_send_4_int_to_player, ":cur_player", multiplayer_event_other_events, multiplayer_event_other_event_unequip_item,
                            ":agent_no", ":item", ":slot"),
                    (try_end),
                (try_end),
            (try_end),
    
            (agent_equip_item, ":agent_no", "itm_skeleton_skull", 4), # Head, You could use ek_*** constants for readability as well
            (agent_equip_item, ":agent_no", "itm_skeleton_body", 5), # Body
            (agent_equip_item, ":agent_no", "itm_skeleton_feet", 6), # Boots
            (agent_equip_item, ":agent_no", "itm_skeleton_hands", 7), # Gloves
    
            (try_for_range, ":cur_player", 1, ":num_players"),
                (player_is_active, ":cur_player"),
                (multiplayer_send_3_int_to_player, ":cur_player", multiplayer_event_other_events, multiplayer_event_other_event_equip_item,
                    ":agent_no", "itm_skeleton_skull"),
                (multiplayer_send_3_int_to_player, ":cur_player", multiplayer_event_other_events, multiplayer_event_other_event_equip_item,
                    ":agent_no", "itm_skeleton_body"),
                (multiplayer_send_3_int_to_player, ":cur_player", multiplayer_event_other_events, multiplayer_event_other_event_equip_item,
                    ":agent_no", "itm_skeleton_hands"),
                (multiplayer_send_3_int_to_player, ":cur_player", multiplayer_event_other_events, multiplayer_event_other_event_equip_item,
                    ":agent_no", "itm_skeleton_feet"),
            (try_end),
    
            (set_trigger_result, 0),
        (try_end),
    (try_end),
    ])
  18. Yagababa

    Changing Armor via Script

    WSE2 was ported to WFaS by K700 some time ago and all Warband operations are available in the game with WSE2. Give it a try to make sure all tools will be at your disposal.
    I'm using the WFaS build, it's a godsend. I'm just very frustrated because this command has worked before with weapons but not with armor currently.
  19. Yagababa

    Changing Armor via Script

    I do armor swaps for a few characters in my mod and the script I use is fairly similar, just with item slot optional variable added to the equip operations. I wonder if the real difference is from you using WFaS and my mod being Warband.

    Python:
    (try_for_range, ":slot", 4, 8), # Loops through slots 4 - 7, head, body, foot then gloves
        (agent_get_item_slot, ":item", ":agent", ":slot"),
                 
        (try_begin),
            (gt, ":item", 0),    # Is there an item equipped
            (agent_unequip_item, ":agent", ":item"),
        (try_end),
    (try_end),
    
    (agent_equip_item, ":agent", "itm_skeleton_skull", 4), # Head, You could use ek_*** constants for readability as well
    (agent_equip_item, ":agent", "itm_skeleton_body", 5), # Body
    (agent_equip_item, ":agent", "itm_skeleton_feet", 6), # Feet
    (agent_equip_item, ":agent", "itm_skeleton_hands", 7), # Gloves

    Actually, this is a more direct copy-paste of mine, it uses a different hero troop to copy the equipment from.
    Python:
    (try_for_range, ":slot", 0, 8),
        (agent_get_item_slot, ":item", ":agent", ":slot"),
     
        (try_begin),
            (gt, ":item", 0),
            (agent_unequip_item, ":agent", ":item"),
        (try_end),
     
        (troop_get_inventory_slot, ":newitem", "trp_skeleton", ":slot"),
     
        (try_begin),
            (gt, ":newitem", 0),
            (agent_equip_item, ":agent", ":newitem", ":slot"),
        (try_end),
     
    (try_end),

    Test it and let me know.

    Tried it out, didn't work unfortunately. I should also mention this is for multiplayer--I looked through the script for upgrading equipment and tried this:

    Code:
    # Cursed Doubloon Check
    cursed_doubloon = (ti_on_agent_hit, 0, 0, [(multiplayer_is_server)], [
    
    (store_trigger_param_1, ":agent_no"),
    (store_trigger_param_3, ":damage"),
    
    (try_for_range, ":i", ek_item_0, ek_head),
        (agent_get_item_slot, ":item", ":agent_no", ":i"),
        (eq, ":item", "itm_cursed_doubloon"),
        (try_begin),
            (store_agent_hit_points, ":hp", ":agent_no", 1),
            (gt, ":damage", ":hp"),
    
            (agent_set_hit_points, ":agent_no", 100, 0),
            (agent_unequip_item, ":agent_no", "itm_cursed_doubloon"),
    
            (get_max_players, ":num_players"),
            (try_for_range, ":slot", 4, 8), # Loops through slots 4 - 7, head, body, foot then gloves
                (agent_get_item_slot, ":item", ":agent_no", ":slot"),
                (try_begin),
                    (gt, ":item", 0),    # Is there an item equipped
                    (agent_unequip_item, ":agent_no", ":item", ":slot"),
    
                    (try_for_range, ":cur_player", 1, ":num_players"),
                        (player_is_active, ":cur_player"),
                        (multiplayer_send_4_int_to_player, ":cur_player", multiplayer_event_other_events, multiplayer_event_other_event_unequip_item,
                            ":agent_no", ":item", ":slot"),
                    (try_end),
                (try_end),
            (try_end),
    
            (agent_equip_item, ":agent_no", "itm_skeleton_skull", 4), # Head, You could use ek_*** constants for readability as well
            (agent_equip_item, ":agent_no", "itm_skeleton_body", 5), # Body
            (agent_equip_item, ":agent_no", "itm_skeleton_feet", 6), # Feet
            (agent_equip_item, ":agent_no", "itm_skeleton_hands", 7), # Gloves
    
            (try_for_range, ":cur_player", 1, ":num_players"),
                (player_is_active, ":cur_player"),
                (multiplayer_send_3_int_to_player, ":cur_player", multiplayer_event_other_events, multiplayer_event_other_event_equip_item,
                    ":agent_no", "itm_skeleton_skull"),
                (multiplayer_send_3_int_to_player, ":cur_player", multiplayer_event_other_events, multiplayer_event_other_event_equip_item,
                    ":agent_no", "itm_skeleton_body"),
                (multiplayer_send_3_int_to_player, ":cur_player", multiplayer_event_other_events, multiplayer_event_other_event_equip_item,
                    ":agent_no", "itm_skeleton_feet"),
                (multiplayer_send_3_int_to_player, ":cur_player", multiplayer_event_other_events, multiplayer_event_other_event_equip_item,
                    ":agent_no", "itm_skeleton_hands"),
            (try_end),
    
            (set_trigger_result, 0),
        (try_end),
    (try_end),
    ])

    But it crashed my game. I think the doubloon was getting removed based on my initial code, and I've used agent_unequip_item for weapons before and it has worked fine without the multiplayer events so I'm not sure why it isn't working for armor.

    Update: this code removes the equipment properly, but multiplayer_event_other_event_equip_item crashes the game.
  20. Yagababa

    Changing Armor via Script

    Hey all, I'm trying to make a 'cursed doubloon' item--when you receive a fatal blow, it gets removed from your inventory, you're restored to full hp and become a skeleton. It all works great except for that last bit, I'm having a hard time figuring out how to switch out armor via a script...
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