Good afternoon, it is quite possible that in the future this will be carried out, as well as the addition of artillery (but for now these are plans for the future.This looks extremeley promising ! Thank you for your work and effort ! Can we support you somehow ?
If possible, could you please add the so called body-sliding feature to your mod ? (body-sliding = continue playing as one of your soldiers, after you were knocked out; just like in AD 1257) @pan-boroda
There is a saying: "Everything new is the forgotten old."This must be the luckiest necro in Taleworlds history! Awesome work
Use intendation to make it easier to read your code, also for yourself
The line (is_between, ":num", 90), is obviously not working, it should be (ge, ":num", 90),Code:
# Updating player icon in every frame (0, [(troop_get_inventory_slot, ":cur_horse", "trp_player", :cool:, (party_get_num_companions, ":num"), (assign, ":new_icon", -1), (try_begin), (eq, "$g_player_icon_state", pis_normal), (try_begin), (is_between, ":num", 10, 90), (assign, ":new_icon", "icon_player_rus_army"), (else_try), (is_between, ":num", 90), (assign, ":new_icon", "icon_player_rus_army2"), (else_try), (ge, ":cur_horse", 0), (assign, ":new_icon", "icon_player_horseman"), (else_try), (assign, ":new_icon", "icon_player"), (try_end), (else_try), (eq, "$g_player_icon_state", pis_camping), (assign, ":new_icon", "icon_camp"), (else_try), (eq, "$g_player_icon_state", pis_ship), (assign, ":new_icon", "icon_ship"), (try_end), (neq, ":new_icon", "$g_player_party_icon"), (assign, "$g_player_party_icon", ":new_icon"), (party_set_icon, "p_main_party", ":new_icon"), ]),
Otherwise it should work normally, I have seen no misstake. I am however not sure about the script, I can't find such one in Native and I don't think that it is necessary. Where did you pick that up from?
Been there my friend, don´t give up. It is very important that you stay strong (in the head).
Awesome mod by the way.
Get well soon again!
Have you been able to solve your problem here?
Thank you, I already figured it outI don't know. I was never clear why I could only get OpenBRF to transfer 555 of the original 866 horse animation frames - possibly a memory issue which you've resolved with better hardware.
I'd try them and see what you get. If they don't work you need to review the horse animation frames. Individual blocks of animations are all stacked together. Just find the block containing all the trotting animations. Divide the number of trotting frames by 9 (won't be exact) and try to pick frames approx that far apart to get as smooth a sequence of trotting frames as possible. For the two 554 frames pick a frame for your horse in an at rest position.