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  1. LordChrom

    Solved

    Nevermind this post. I'm an idiot and figured it out right after I posted this -_-
  2. LordChrom

    Texture drop in quality after editing

    Hey guys, quick question. So I was editing some osp armor pieces and for some reason after I changed my edits in photoshop the textures appear blurry and less hi res than before. All I did was fill in a section of the texture that wasn't being used and change the alpha transparency to a...
  3. LordChrom

    Fitting Banners properly to heraldic items (solved)

    Somebody 说:
    Try to increase the virtual area available for the tableau to be projected on? Allocate more area on the UV-Map?
    The current texture I'm using is from another resource and it doesn't have any more room for UV mapping.
  4. LordChrom

    Fitting Banners properly to heraldic items (solved)

    So I've recently added a bunch of sashimonos to my mod and I have working banners for them. However, the banners were too big from the start to place on the sashimonos so I had to minimize the banner sizes in module_tableaus. The banners fit properly now but I believe I made the banners...
  5. LordChrom

    Stat limiting the use of crossbows

    I feel really idiotic asking this but what stat limits the use of a crossbow? I have a musket for multiplayer and I've set its difficulty to 15 since I looked it up and saw that crossbows used strength to determine if you could wield it. However, all of my classes can pick it up. I just want to...
  6. LordChrom

    Texture flickering

    I've imported a few buildings from the Shogun - Sengoku Jidai osp pack however I've noticed that when I move past them some parts of the buildings flicker from their normal texture to white. I looked around but couldn't find a solution to this. Has anyone encountered this issue before?
  7. LordChrom

    MP Oriental [WB] Sengoku Jidai

    jacobhinds 说:
    Heads up: if phlpp's given you permission to use his textures, I'm perfectly okay with you using the armour improvement submod (third entry down on first post): http://forums.taleworlds.com/index.php/topic,305602.0.html

    Oh, golden! I'm not using much of his stuff except for the ashigaru armors, and buildings but I'll definitely check that out. Thanks Jacob :smile:
  8. LordChrom

    MP Oriental [WB] Sengoku Jidai

    Hey folks, just posting a content update on the forum page. Since my last update I've added a new map for Team Deathmatch and Deathmatch and added a decent amount of new weapons (Images in Spoilers):
    1. New Map
    E2A48582569EE5DD7F3717C1155E8A74C43596B3

    DF94F8475BFB34750C6B7E98A6E4FC915683CD87

    995F939147A160068296C35916190BBB3ED49DB3

    2AE5AB882BFAA7973A24A79ADA52FB58679982C5
    2. Kanabo (Japanese Club)
    77071334EC0FB2B91D48A7622AD9C8F6093ADBC2

    10AB97E1084DF17A781008D65767F5F020B03F02
    3. Matchlocks
    7BFA7CBCEFF7D53B7D636A0833829C9E4A965678
    4. New Spears and Katanas
    274DDDFD1D6C39A27901663E3147DE0D12C69CF4

    029B15A29000B220619A0ED8EA9D1E41272CA0B2

    C08A5D3BEA561B4B721D72230F052D3383582DD0

    A07B937E0DD7FC2093145A36B2B2EAD50730EECB

    9E33009F6E1A1946D87171FFA9234D62F7121C00
  9. LordChrom

    MP Oriental [WB] Sengoku Jidai

    Fallon 说:
    I wish I found this sooner!
    I actually tried my hand at coding a bit to make something like this but I fail miserably.

    Thank you for doing this!
    Hopefully the project will live up to your expectations  :grin:
  10. LordChrom

    MP Oriental [WB] Sengoku Jidai

    DarthTaco 说:
    Sorry about missing the last testing session, a family emergency came up.

    No problem man. =)
  11. LordChrom

    MP Oriental [WB] Sengoku Jidai

    Hello guys, just putting a brief mod update here. Since I'm the only person working on this mod, I've had to focus alot on development and less on posting new updates on the forum page. Here's what's been going on with the project recently.

    1. After the 2nd closed alpha test, the mod has been balanced a very large amount and a few new weapons have been added to each of the classes to increase the variety of choices for players.

    2. Crouching has been added to the game! (Screenshot in Spoiler)
    20A639A245B92F85A6B31158510B14CE40F3B39D

    3. The second map for the game, The Three Forts (Tentative Name) has been added. This map is designed for battle, conquest, and capture the flag and I'm hopeful it will be used in a few events once the mod is released to the public. (Screenshots in Spoiler)
    0161DACF93A81AE2BA2FBED6B9EA32146F012FCB

    CFBAE185BE4D309E5A7D52BCA509F63FED13E29D

    F375D175D35BB9CF425BE5AA676EBA1038311125

    90555D53A831A9813CD2904A7626ED4E2D9B63C5

    FDAC26B1B58278BDB63957FD124853DC6CBADB6C

    FCDCAF99EBB51E2B6A2A6FCFEA91AABD333B78D4

    9D1EC095B953767F2087C8DE02AA3A47F2622376

    F94EE3B019B3B8715A832B00E89D0FD477A750C1
  12. LordChrom

    Disabling death animation

    What's the amf for setting its priority higher? I can't seem to find it in the header_animations file.
  13. LordChrom

    Disabling death animation

    So I've created a script that kills a player with a seppuku (Japanese ritual suicide animation) however when the player dies, the death animation plays where the player flips back, which looks bugged. I just want the player to lie on the floor, is there anyway to specify which death animation...
  14. LordChrom

    Modding Q&A [For Quick Questions and Answers]

    Is there a script that tells the warband module system to wait until an animation has completed to move on to the next parts of a condition?
  15. LordChrom

    Modding Q&A [For Quick Questions and Answers]

    How do you properly check to see if an animation is playing? I've split an animation into two parts and they work properly in game, however the game does not kill the player when the player reaches the second animation.

    Here's my condition for killing the player:
    插入代码块:
    (agent_set_wielded_item, ":player_agent", "itm_tanto"),
    	(agent_set_animation, ":player_agent", "anim_suicide"),
    	(try_begin),
    	(agent_get_animation, ":current_anim", ":player_agent"),
    	(eq, ":current_anim", "anim_suicide_continue"),
    	(agent_set_hit_points,":player_agent", 0, 1),
    	(agent_deliver_damage_to_agent, ":player_agent", ":player_agent"),
    	(try_end),
       ])
  16. LordChrom

    Dividing an animation sequence into parts

    Hey folks, I was attempting to cut up an animation of ritual suicide and I can't seem to get it to trigger properly. I know the idea is that you use the same animation and change the frames that it calls but how exactly do you get the game to play one after the other? For example, I need the...
  17. LordChrom

    Could I add a week long stalemate in the beggining of the game?

    I would really suggest not making so much posts. I see at least 4-5 of your posts all on the first page and they're cluttering the sub-board. Just make replies with other questions or sticky your pages for the future.
  18. LordChrom

    Modding Q&A [For Quick Questions and Answers]

    The_dragon 说:
    If that animation is NOT a hardcoded one, then you can split it up in 2, and make two animations (the moment of split is that frame that you wanna check). The first animation needs to have the flag amf_continue_to_next (so when the first animation finishes, the second one will start). Then in your code, you will check to see if the agent is having the second animation, and if it does, then kill it.

    Ah I see, so something like this then for the animations?

    插入代码块:
    ["suicide", 0, amf_play|amf_priority_mount|amf_continue_to_next,
    	[15.0, "seppuku", 0, 764, arf_blend_in_5],
    ],
    ["suicide_continue", 0, amf_play|amf_priority_mount,
    	[3.0, "seppuku", 764, 840, arf_blend_in_5],
    ],
  19. LordChrom

    Modding Q&A [For Quick Questions and Answers]

    Is there a way to kill a player once an animation hits a certain frame? I can't seem to figure out how to store the current animation frame.

    插入代码块:
    	(agent_set_wielded_item, ":player_agent", "itm_tanto"),
    	(agent_set_animation, ":player_agent", "anim_suicide"),
    	(assign, ":anim_duration", "anim_suicide"),
    	(try_begin),
         (eq, ":anim_duration", 840),
    	(agent_set_hit_points,":player_agent", 0, 1),
    	(agent_deliver_damage_to_agent, ":player_agent", ":player_agent"),
    	(try_end),
  20. LordChrom

    Modding Q&A [For Quick Questions and Answers]

    Is there a specific "null" variable in the warband module system? I've written a script that is designed to remove a person's equipment if it isn't a specific item however if the equipment slot the script checks has no item, I get a script error. Is there a way I can tell the Module System to halt its check if an inventory slot in a person's equipment has no items? Here's my original code.

    插入代码块:
    (try_begin),
    	(agent_get_item_slot, ":inv_item", ":player_agent", 3),
    	(neq, ":inv_item", "itm_tanto"),
    	(neq, ":inv_item", 0),
    	(agent_unequip_item, ":player_agent", ":inv_item"),
    	(try_end),
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