I think the navigation code is the problem, I made a copy of native and added the complete code using a single ship for everything, that is, I used the default ship that comes with the code and it doesn't make any sound either... I think the only solution is to create a small trigger to give the ships a sound
that happens to me when I create a new item, but it is something that can happen at any stage or place in the game, for that you have to create a new game since 3 items have been added.... did you start a new game?
Well, of the 7 factions, I only took into account 6, 4 are patriots (patriotic sailors) and 2 are royalists or Spanish (royal sailors).
(ti_on_agent_spawn, 0, 0, [],
[
(store_trigger_param_1, ":agent_no"),
(agent_is_non_player, ":agent_no"),
(agent_is_human, ":agent_no"),
(agent_is_alive, ":agent_no"),
(agent_get_troop_id, ":troop", ":agent_no"),
#first get items
(assign, ":head", -1),
(assign, ":body", -1),
(assign, ":shoes", -1),
(assign, ":weapon_melee", -1),
(assign, ":weapon_ranged", -1),
(assign, ":ammo", -1),
(try_begin),
(this_or_next|is_between,":troop", tropas_ch1_ini,tropas_ch1_fin),#chile 1
(this_or_next|is_between,":troop", tropas_andes1_ini,tropas_andes1_fin),#Andes 1
(this_or_next|is_between,":troop", tropas_pu1_ini,tropas_pu1_fin),#provincias unidas 1
(is_between,":troop", tropas_lf1_ini,tropas_lf1_fin),# liga federal 1
(troop_set_name, ":troop", "@Patriot Cobin Boy"),
(store_random_in_range, ":r", 0, 2),
(try_begin),# head stuff
(eq, ":r", 0),
(assign, ":head", "itm_cubrecabeza5"),
(else_try),
(eq, ":r", 1),
(assign, ":head", "itm_cubrecabeza6"),
(try_end),
(store_random_in_range, ":r", 0, 2),
(try_begin),#body stuff
(eq, ":r", 0),
(assign, ":body", "itm_paisano8"),
(else_try),
(eq, ":r", 1),
(assign, ":body", "itm_paisano9"),
(try_end),
(store_random_in_range, ":r", 0, 1),
(try_begin),# boot stuff
(eq, ":r", 0),
(assign, ":shoes", "itm_chalas"),
(try_end),
(store_random_in_range, ":r", 0, 2),
(try_begin),#weapons
(eq, ":r", 0),
(assign, ":weapon_melee", "itm_butchering_knife"),
(else_try),
(eq, ":r", 1),
(assign, ":weapon_melee", "itm_butchering_knife"),
(assign, ":weapon_ranged", "itm_throwing_knives"),
(try_end),
(else_try),
.
.
.
# royalist troops ########################################
(else_try),
(this_or_next|is_between, ":troop",tropas_vp1_ini,tropas_vp1_fin),#1
(is_between, ":troop",tropas_ap1_ini,tropas_ap1_fin),# 1
(troop_set_name, ":troop", "@Royal Cobin Boy"),
(store_random_in_range, ":r", 0, 2),
(try_begin),# head stuff
(eq, ":r", 0),
(assign, ":head", "itm_cubrecabeza5"),
(else_try),
(eq, ":r", 1),
(assign, ":head", "itm_cubrecabeza6"),
(try_end),
(store_random_in_range, ":r", 0, 2),
(try_begin),#body stuff
(eq, ":r", 0),
(assign, ":body", "itm_paisano6"),
(else_try),
(eq, ":r", 1),
(assign, ":body", "itm_paisano7"),
(try_end),
(store_random_in_range, ":r", 0, 1),
(try_begin),# boot stuff
(eq, ":r", 0),
(assign, ":shoes", "itm_chalas"),
(try_end),
(store_random_in_range, ":r", 0, 2),
(try_begin),#weapons
(eq, ":r", 0),
(assign, ":weapon_melee", "itm_butchering_knife"),
(else_try),
(eq, ":r", 1),
(assign, ":weapon_melee", "itm_butchering_knife"),
(assign, ":weapon_ranged", "itm_throwing_knives"),
(try_end),
(else_try),
.
.
.
(try_end),
(try_for_range, ":item_slot", ek_item_0, ek_gloves),
(try_begin),
(eq, ":item_slot", ek_item_0),
(gt, ":weapon_melee", -1),
(agent_get_item_slot, ":cur_item",":agent_no", ":item_slot"),
(try_begin),
(gt, ":cur_item", -1),
(agent_unequip_item, ":agent_no", ":cur_item"),
(try_end),
(agent_equip_item, ":agent_no",":weapon_melee",":item_slot", 0),
(else_try),
(eq, ":item_slot", ek_item_1),
(gt, ":weapon_ranged", -1),
(agent_get_item_slot, ":cur_item",":agent_no", ":item_slot"),
(try_begin),
(gt, ":cur_item", -1),
(agent_unequip_item, ":agent_no", ":cur_item"),
(try_end),
(agent_equip_item, ":agent_no",":weapon_ranged",":item_slot", 0),
(else_try),
(eq, ":item_slot", ek_item_2),
(gt, ":ammo", -1),
(agent_get_item_slot, ":cur_item",":agent_no", ":item_slot"),
(try_begin),
(gt, ":cur_item", -1),
(agent_unequip_item, ":agent_no", ":cur_item"),
(try_end),
(agent_equip_item, ":agent_no",":ammo",":item_slot", 0),
(else_try),
(eq, ":item_slot", ek_item_3),
(agent_get_item_slot, ":cur_item",":agent_no", ":item_slot"),
(gt, ":cur_item", -1),
(agent_unequip_item, ":agent_no", ":cur_item"),
(else_try),
(eq, ":item_slot", ek_head),
(gt, ":head", -1),
(agent_get_item_slot, ":cur_item",":agent_no", ":item_slot"),
(try_begin),
(gt, ":cur_item", -1),
(agent_unequip_item, ":agent_no", ":cur_item"),
(try_end),
(agent_equip_item, ":agent_no",":head",":item_slot", 0),
(else_try),
(eq, ":item_slot", ek_body),
(gt, ":body", -1),
(agent_get_item_slot, ":cur_item",":agent_no", ":item_slot"),
(try_begin),
(gt, ":cur_item", -1),
(agent_unequip_item, ":agent_no", ":cur_item"),
(try_end),
(agent_equip_item, ":agent_no",":body",":item_slot", 0),
(else_try),
(eq, ":item_slot", ek_foot),
(gt, ":shoes", -1),
(agent_get_item_slot, ":cur_item",":agent_no", ":item_slot"),
(try_begin),
(gt, ":cur_item", -1),
(agent_unequip_item, ":agent_no", ":cur_item"),
(try_end),
(agent_equip_item, ":agent_no",":shoes",":item_slot", 0),
(try_end),
(try_end),
]),
(ti_on_switch_to_map,
[
(try_for_range, ":troop", soldiers_begin, soldiers_end),
(party_get_current_terrain, ":terrain", "p_main_party"),
(this_or_next|neq,":terrain",0),
(neq,":terrain",8),
#### CHILE ###########################
(try_begin),
(eq, ":troop","trp_swadian_recruit"),
(troop_set_name, ":troop", "@Chilean recruit"),
(else_try),
(eq, ":troop","trp_swadian_militia"),
(troop_set_name, ":troop", "@Chilean Militia"),
(else_try),
.
.
.
(try_end),
(try_end),
]),
yes, it was good and fulfills the purpose
yes, i solved it, but in another way... a friend of discord made me a trigger to put in the mission ship_battle changing the uniforms of the troops and the troop names... they look like marines but in reality they are not, if I select 1, the infantry is selected, if I select 2, the archer is selected etc...
The instance trigger that moved the cannon backwards, I had it in mission_tempalte, I changed it to scene_prop, in the trigger of the cannon shot .... before everything worked fine, but the distance did not match, that's why it can be seen in my post a -5 and a 2 in the other trigger ... when moving it to scene_prop, I put 5 and in mission template -5 (in the trigger to press the key_up key),
Well, thanks, I'll see if there are any problems as time goes by, but I don't think since the scene is a scheduled battle, it is the re-enactment of a historical event and in the mission, there are all the orders to the friendly troops and enemies, every few seconds the infantry attacks, then cavalry, then riflemen and hunters, it lasts no more than 3 minutes and the cannons finish firing, when the riflemen attack ..., but thank you very much for your help
well, I added that command, along with the others agent_set_scripted_destination_no_attack and agent_set_look_target_position and it worked perfect, even without the stand_staf animation and the bots stay in place, facing forward and in a firm position, they only turn around, when there is an enemy by behind, but then, they look back to the front ...
(ti_on_agent_spawn, 0, 0, [],
[
(store_trigger_param_1, ":agent_no"),
(agent_get_troop_id, ":troop_no", ":agent_no"),
(try_begin),
(eq, ":troop_no", "trp_artillero1"),
(agent_set_speed_limit, ":agent_no", 0),
(entry_point_get_position, pos2, 45),
(agent_set_scripted_destination_no_attack, ":agent_no", pos2),
(agent_set_look_target_position, ":agent_no", pos2),
(else_try),
(eq, ":troop_no", "trp_artillero2"),
(agent_set_speed_limit, ":agent_no", 0),
(entry_point_get_position, pos2, 46),
(agent_set_scripted_destination_no_attack, ":agent_no", pos2),
(agent_set_look_target_position, ":agent_no", pos2),
(else_try),
(eq, ":troop_no", "trp_artillero3"),
(agent_set_speed_limit, ":agent_no", 0),
(entry_point_get_position, pos2, 47),
(agent_set_scripted_destination_no_attack, ":agent_no", pos2),
(agent_set_look_target_position, ":agent_no", pos2),
(else_try),
(eq, ":troop_no", "trp_artillero4"),
(agent_set_speed_limit, ":agent_no", 0),
(entry_point_get_position, pos2, 48),
(agent_set_scripted_destination_no_attack, ":agent_no", pos2),
(agent_set_look_target_position, ":agent_no", pos2),
(else_try),
(eq, ":troop_no", "trp_artillero5"),
(agent_set_speed_limit, ":agent_no", 0),
(entry_point_get_position, pos2, 49),
(agent_set_scripted_destination_no_attack, ":agent_no", pos2),
(agent_set_look_target_position, ":agent_no", pos2),
(else_try),
(eq, ":troop_no", "trp_artillero6"),
(agent_set_speed_limit, ":agent_no", 0),
(entry_point_get_position, pos2, 50),
(agent_set_scripted_destination_no_attack, ":agent_no", pos2),
(agent_set_look_target_position, ":agent_no", pos2),
(try_end),
]),
a friend helped me fix the problem on Discord.