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  1. DetektivAro

    Warband Script Enhancer 2 (v1.1.0.5)

    There seems to be some trouble with wse2 and Vsync for some users, I never use it so I haven't noticed, but a couple of people asked me to notify you about this. Here's some screenshots:
    image.png
  2. DetektivAro

    Warband Script Enhancer 2 (v1.1.0.5)

    ti_on_init_missile = -101.0 #can only be used in module_items triggers
    # Trigger Param 1: shooter agent no
    # Trigger Param 2: launcher item kind no
    # Trigger Param 3: launcher item modifier
    # Trigger Param 4: missile item kind no
    # Trigger Param 5: missile item modifier
    # Trigger Param 6: missile no

    use (store_trigger_param_6, ":missile"),
    Thanks, works fine now!
  3. DetektivAro

    Warband Script Enhancer 2 (v1.1.0.5)

    I've been having a issue with ti_on_init_missile, everything works fine but at times it will send a script error message of a invalid id. Sometimes only once and sometimes it would repeat every time I fired a missile with the same ID being showed on the error message and then after 10 shots stopping.
    image.png

    fire_ball_missile = (ti_on_init_missile, [
    (store_trigger_param_1, ":missile"),

    (missile_get_cur_position, pos0, ":missile"),

    (try_for_range, reg4, 5, 20),
    (set_position_delta, pos0, reg4, 0, 0), #Position, X, Y, Z.
    (particle_system_add_new, "psys_torch_fire", pos0),
    (val_add, reg4, 10),
    (try_end),]),

    I would imagine the issue is that it sometimes tries to find the missile a moment before it actually spawns, thought that wouldn't make too much sense? I also tried adding:
    (missile_is_valid, ":missile"),
    but that made the missile particles not spawn sometimes, and sometimes they did.
  4. DetektivAro

    WB Coding Level up at start of campaign problem

    I have a problem when starting a new single player game, the player character gets about 33 levels instantly. I haven't gone into editing the player stats and capabilities so I'm not sure where should I look to fix this problem...
  5. DetektivAro

    Warband Script Enhancer 2 (v1.1.0.5)

    First, replace the default run animation with your animation and make sure it works correctly.
    At the moment, WSE2 only supports 16 skins, just like warband. I can rework the engine and remove this restriction for WSE2 under the order.
    Would really love if the 16 skins restriction gets removed if possible, and thank you for the reply! How much is it for a commission and where could I pay you?
  6. DetektivAro

    Warband Script Enhancer 2 (v1.1.0.5)

    Hello K700, I have been trying to make it so entering a battle scene has a troop use a special animation compared to others, though I cant seem to get it to work...

    animation entry:
    ["flying_forward", acf_enforce_all, amf_keep,
    [1.25, "Anim_FlightForward", 0, 29, arf_blend_in_16|arf_cyclic],
    ],
    Code in mission_templates:
    angel_animations = (
    ti_on_agent_spawn, 0, 0, [],
    [
    (store_trigger_param_1, ":agent_id"),
    (agent_get_troop_id, ":troop_id", ":agent_id"),
    (eq, ":troop_id", "trp_angel"),
    (agent_set_personal_animation, ":agent_id", "anim_run_forward" ,"anim_flying_forward"),
    ],
    )
    I added angel_animations, to everywhere after common_battle_mission_start, is. Also does wse2 allow more race entries than native does?
  7. DetektivAro

    WB 3D Art skinning problem in blender

    The problem was the skinning i used. It works when I copy from other models.
  8. DetektivAro

    WB 3D Art skinning problem in blender

    Just a bonus question. Is an older version of blender required for working with warband? Maybe thats the problem?
  9. DetektivAro

    WB 3D Art skinning problem in blender

    I was trying to skin a model, but weight paint in blender makes the model extremly dark. I can only increase the deform, cant decrease it.
  10. DetektivAro

    WB Coding How to use slider for recruitment?

    Very informative and useful. Thank you very much!
  11. DetektivAro

    WB Coding How to use slider for recruitment?

    How can i use the presentation slider? Is create_slider_overlay used for it or something else?
  12. DetektivAro

    WB Coding How to use slider for recruitment?

    So i started learning how to script bit by bit and was wondering if it is possible to use the sliders of hair colors, age, eye width etc. for recruitment. Being able to choose how much troops to recruit from a village.
  13. DetektivAro

    WB Coding Coding advice? Anyone?

    I actually have done this myself, so I think I can lend some guidance:


    So without guiding you too aggressively, I used add_missile to spawn a throwing weapon missile (with a mesh of a boulder) super high in the air and aimed roughly at the target position with a ti_on_missile_hit trigger inside the item entry of the "meteor" weapon to fire an AOE damage script.

    I don't think you want to use this exact method, which was taking the hit location of the arrow shot (by using ti_on_missile_hit inside the arrow's item entry) but you can use cast_ray from the agent's look position to determine where it's looking, then use add_missile and some maths to shoot the meteor in the general direction of the intended target

    Thanks a lot man !!!
  14. DetektivAro

    WB Coding Coding advice? Anyone?

    So I was thinking of making a magic weapon that will act like a ranged weapon. It would shoot like a bow or crossbow, but instead of a arrow coming out, a meteor would fall out of the sky on the targeted place with it not falling right on the crosshair but in its general vicinity ( like some...
  15. DetektivAro

    WB Coding Warband new animations. Help?

    Would anybody be willing to tell/teach me how to add new animations. I can animate I just don't understand how to export the skeleton to blender or some other program and then edit it correctly. Every time I tried it somehow I would fail. Is there a tutorial on it or something. I would like to...
  16. DetektivAro

    WB Coding Teach me how to implement custom animations? (Warband)

    Scratch that, if nobody wants to help me it's ok just could somebody explain this to me?
    unknown.png

    the animation I am interested in is wisielec, this is the action.txt from the mod CoMM. In that mod, they made an animation for the wight(in the brf folders its called wisilec and the animation has that name) so it floats.
    I thought If I went and looked at the action folder I would understand how to do this in my mod. (I do have the module system of course and I know this is done in module_animations, but I don't know how they did it only for one unit) I want to make a similar animation but for ghosts were they float, but their hands are in front of them like a zombie. (just saying this so nobody thinks that I am going to steal the CoMM animations)
  17. DetektivAro

    WB Coding Teach me how to implement custom animations? (Warband)

    Heres my mod: https://www.moddb.com/mods/legacy-of-might-and-magic I asked the same question at the end of my newest article, just with more detail on what I specifically want to do.
  18. DetektivAro

    WB Coding Can I change where projectile exits from weapon?

    Let's say I have a gun, but I'm holding it next to my right hip. How could I make the bullet come from the barrel and not where it normally exits from a crossbow?
  19. DetektivAro

    WB Other Where are the bows located in the .brf files?

    That's all, where are the bows, also quivers?
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