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  • 用户:Natrex
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  1. invalid opcode 10

    Out of nowhere i get an RGL error, which says; invalid opcode 10 I've never seen it before and it happened at turn 164.  If I save and reload the game I still get the error.. The RGL_log shows nothing wrong except the invalid opcode 10 error. Do the error got something to do with TweakMB?  As...
  2. My Gun does shoot but without sound !!??!!

    you getting the error when copying the code i wrote too?

    if you do, it can't be the code thats making it.. has to be something else somewhere, cause that code should be compilable
  3. My Gun does shoot but without sound !!??!!

    There is alot of flags/capabilities you can remove from the melee weapon
    try making it more like:

    ["Musket_with_Bayonet_melee", "1st DutchRegiment Rifle", [("1st DutchRegiment Rifle",0)], itp_type_polearm|itp_two_handed|itp_primary, itc_cutting_spear, 0, weight(10)|difficulty(0)|spd_rtng(85) |swing_damage(45, cut)| thrust_damage(100,  pierce)|weapon_length(100), imodbits_none ],
  4. My Gun does shoot but without sound !!??!!

    Somebody 说:
    Somebody 说:
    almost correct.
    The ], closes off the item entry. The trigger must be associated with an item. Move that ending to the end of the next line, and place a comma after imodbits_none so the compiler knows to expect a list of triggers.

    As Somebody says! : )

    Sorry for not being clearer in my first post, but thought it was kinda obvious
    You will have to add that trigger at the end right before of the last bracket ] of the weapon(s) that will be using it.

    Edit:

    For your last error it looks like you  need the last ending bracket ]

    your code:

    ["Musket_with_Bayonet", "1st DutchRegiment Rifle", [("1st DutchRegiment Rifle",0)], itp_type_musket|itp_merchandise|itp_cant_reload_on_horseback|itp_primary|itp_two_handed|itp_next_item_as_melee, itcf_shoot_musket|itcf_carry_crossbow_back, 0, 2500, weight(10)|difficulty(0)|spd_rtng(85)|thrust_damage(55,  pierce), imodbits_none, [(ti_on_weapon_attack,[(play_sound,"snd_release_musket")])],

    Should be

    ["Musket_with_Bayonet", "1st DutchRegiment Rifle", [("1st DutchRegiment Rifle",0)], itp_type_musket|itp_merchandise|itp_cant_reload_on_horseback|itp_primary|itp_two_handed|itp_next_item_as_melee, itcf_shoot_musket|itcf_carry_crossbow_back, 0, 2500, weight(10)|difficulty(0)|spd_rtng(85)|thrust_damage(55,  pierce), imodbits_none, [(ti_on_weapon_attack,[(play_sound,"snd_release_musket")])]],

    Correct me if I'm wrong.
  5. My Gun does shoot but without sound !!??!!

    Copying the flintlock trigger is not a bad idea, didn't think of that :p
    But be sure to set the smoke to another position a little further away from the person shooting, so the smoke won't end up coming out in the middle if the musket

    also, i would have changed the ID on your melee weapon to Musket_with_Bayonet_melee, instead of the same ID as your musket have.
  6. Model problems

    not sure if you've tried this, but i had a similar problem with a shield once.  In OpenBrf it all looked nice, but ingame there was some wierd holes in it.
    The problem causing it was in my specular texture of that shield. 
    I solved it by making the specular texture darker.

    If thats not it, i have no idea whats causing your problem
  7. My Gun does shoot but without sound !!??!!

    If not done so already, you will have to add the sound to your weapon trigger in the module_items.py so the sound is played when you shoot.

    like: 
    插入代码块:
    [(ti_on_weapon_attack,[(play_sound,"snd_release_musket")])]


    btw, would be nice if you could show your item code from the .py file and not the .txt file : )
  8. Vassal lord initial troops

    Have you set your factions culture and reinforcement?
  9. Troop Tree Problems

    插入代码块:
     [itm_gallic_tunic,itm_gallic_axe_1,],

    Try removing the last  ,  (comma) inside the brackets

    as far as i know there shouldn't be any commas at the end there, and the code should look like this:

    插入代码块:
     [itm_gallic_tunic,itm_gallic_axe_1],
  10. Help! , How to add a new lord / lady to the game by using text file?

    there is no easier way of modding this game than using python.
    a little hard to start with, but give it a try and you'll see how "easy" the module system really is.
  11. Giving fiefs to lords - help

    You also have to set your factions culture, if you've not done so already.

      ("culture_7",  "{!}culture_7", 0, 0.9, [], []),

    below

      ("culture_6",  "{!}culture_6", 0, 0.9, [], []),  In module_factions.py

    Then set the culture in module_scripts.py

          (faction_set_slot, "fac_culture_7",  slot_faction_tier_1_troop, "trp_new_recruit"),
          (faction_set_slot, "fac_culture_7",  slot_faction_tier_2_troop, "trp_new_infantry"),
          (faction_set_slot, "fac_culture_7",  slot_faction_tier_3_troop, "trp_new_spearman"),
          (faction_set_slot, "fac_culture_7",  slot_faction_tier_4_troop, "trp_new_swordman"),
          (faction_set_slot, "fac_culture_7",  slot_faction_tier_5_troop, "trp_new_elite_swordman"),

    (remember to use your own troops)

    Below

          (faction_set_slot, "fac_culture_6", slot_faction_tier_1_troop, "trp_sarranid_recruit"),
          (faction_set_slot, "fac_culture_6", slot_faction_tier_2_troop, "trp_sarranid_footman"),
          (faction_set_slot, "fac_culture_6", slot_faction_tier_3_troop, "trp_sarranid_archer"),
          (faction_set_slot, "fac_culture_6", slot_faction_tier_4_troop, "trp_sarranid_horseman"),
          (faction_set_slot, "fac_culture_6", slot_faction_tier_5_troop, "trp_sarranid_mamluke"),

    And

          (faction_set_slot, "fac_culture_7", slot_faction_town_walker_male_troop, "trp_town_walker_1"),
          (faction_set_slot, "fac_culture_7", slot_faction_town_walker_female_troop, "trp_town_walker_2"),
          (faction_set_slot, "fac_culture_7", slot_faction_village_walker_male_troop, "trp_village_walker_1"),
          (faction_set_slot, "fac_culture_7", slot_faction_village_walker_female_troop, "trp_village_walker_2"),
          (faction_set_slot, "fac_culture_7", slot_faction_town_spy_male_troop, "trp_spy_walker_1"),
          (faction_set_slot, "fac_culture_7", slot_faction_town_spy_female_troop, "trp_spy_walker_2"),

    below

          (faction_set_slot, "fac_culture_6", slot_faction_town_walker_male_troop, "trp_sarranid_townsman"),
          (faction_set_slot, "fac_culture_6", slot_faction_town_walker_female_troop, "trp_sarranid_townswoman"),
          (faction_set_slot, "fac_culture_6", slot_faction_village_walker_male_troop, "trp_sarranid_townsman"),
          (faction_set_slot, "fac_culture_6", slot_faction_village_walker_female_troop, "trp_sarranid_townswoman"),
          (faction_set_slot, "fac_culture_6", slot_faction_town_spy_male_troop, "trp_spy_walker_1"),
          (faction_set_slot, "fac_culture_6", slot_faction_town_spy_female_troop, "trp_spy_walker_2"),

    and then give your new faction that culture by putting

          (faction_set_slot, "fac_kingdom_7",  slot_faction_culture, "fac_culture_7"),
          (faction_set_slot, "fac_kingdom_7",  slot_faction_leader, "trp_kingdom_7_lord"),
      (troop_set_slot, "trp_kingdom_7_lord", slot_troop_renown, 1200),

    below

          (faction_set_slot, "fac_kingdom_6",  slot_faction_culture, "fac_culture_6"),
          (faction_set_slot, "fac_kingdom_6",  slot_faction_leader, "trp_kingdom_6_lord"),
      (troop_set_slot, "trp_kingdom_6_lord", slot_troop_renown, 1200),


    Then search for          (faction_slot_eq, ":faction_no", slot_faction_culture, "fac_culture_6"), and place

            (else_try),
              (faction_slot_eq, ":faction_no", slot_faction_culture, "fac_culture_7"),
         
              (faction_set_slot, ":faction_no", slot_faction_deserter_troop, "trp_psf_deserter"),
              (faction_set_slot, ":faction_no", slot_faction_guard_troop, "trp_new_elite_swordman"),
              (faction_set_slot, ":faction_no", slot_faction_messenger_troop, "trp_psf_messenger"),
              (faction_set_slot, ":faction_no", slot_faction_prison_guard_troop, "trp_new_elite_swordman"),
              (faction_set_slot, ":faction_no", slot_faction_castle_guard_troop, "trp_new_elite_swordman"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_a, "pt_kingdom_7_reinforcements_a"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_b, "pt_kingdom_7_reinforcements_b"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_c, "pt_kingdom_7_reinforcements_c"),
    (use your own troops or copy swadian or whatever)

    below

              (faction_slot_eq, ":faction_no", slot_faction_culture, "fac_culture_6"),
         
              (faction_set_slot, ":faction_no", slot_faction_deserter_troop, "trp_sarranid_deserter"),
              (faction_set_slot, ":faction_no", slot_faction_guard_troop, "trp_sarranid_castle_guard"),
              (faction_set_slot, ":faction_no", slot_faction_messenger_troop, "trp_sarranid_messenger"),
              (faction_set_slot, ":faction_no", slot_faction_prison_guard_troop, "trp_sarranid_prison_guard"),
              (faction_set_slot, ":faction_no", slot_faction_castle_guard_troop, "trp_sarranid_castle_guard"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_a, "pt_kingdom_6_reinforcements_a"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_b, "pt_kingdom_6_reinforcements_b"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_c, "pt_kingdom_6_reinforcements_c"),

    Open party_templates.py and place

      ("kingdom_7_reinforcements_a", "{!}kingdom_7_reinforcements_a", 0, 0, fac_commoners, 0, [(trp_new_infantry,5,10),(trp_new_skirmisher,5,10)]),
      ("kingdom_7_reinforcements_b", "{!}kingdom_7_reinforcements_b", 0, 0, fac_commoners, 0, [(trp_new_spearman,2,5),(trp_new_swordman,2,5),(trp_new_archer,2,4),(trp_new_crossbowman,2,4)]),
      ("kingdom_7_reinforcements_c", "{!}kingdom_7_reinforcements_c", 0, 0, fac_commoners, 0, [(trp_new_elite_spearman,1,3),(trp_new_elite_swordman,1,3),(trp_new_elite_archer,1,3),(trp_new_elite_crossbowman,1,3)]),

    below

      ("kingdom_6_reinforcements_a", "{!}kingdom_6_reinforcements_a", 0, 0, fac_commoners, 0, [(trp_sarranid_recruit,5,10),(trp_sarranid_footman,2,4)]),
      ("kingdom_6_reinforcements_b", "{!}kingdom_6_reinforcements_b", 0, 0, fac_commoners, 0, [(trp_sarranid_skirmisher,2,4),(trp_sarranid_veteran_footman,2,3),(trp_sarranid_footman,1,3)]),
      ("kingdom_6_reinforcements_c", "{!}kingdom_6_reinforcements_c", 0, 0, fac_commoners, 0, [(trp_sarranid_horseman,3,5)]),

    Making a new 100% working faction is a pain in the ass, but this should cover most of the basics.
  12. Giving fiefs to lords - help

    Search for #Now give towns to great lords and find      (call_script, "script_give_center_to_faction_aux", "p_castle_39", "fac_kingdom_2"),

    change that line to  (call_script, "script_give_center_to_faction_aux", "p_castle_39", "fac_kingdom_7"),


    Then add this line       (call_script, "script_give_center_to_lord", "p_castle_39", "trp_kingdom_7_lord", 0),

    below

    (call_script, "script_give_center_to_lord", "p_castle_29", "trp_knight_2_10", 0), #Nelag_Castle
    (call_script, "script_give_center_to_lord", "p_castle_30", "trp_knight_3_4", 0), #Asugan_Castle
    (call_script, "script_give_center_to_lord", "p_castle_35", "trp_knight_1_3", 0), #Haringoth_Castle

    This should work just fine as far as i know.
  13. Giving fiefs to lords - help

    Make sure the castle is also given to the right faction.
    If you want Faction 7 to have it, change
          (call_script, "script_give_center_to_faction_aux", "p_castle_39", "fac_kingdom_2"),

    to

          (call_script, "script_give_center_to_faction_aux", "p_castle_39", "fac_kingdom_7"),

    And as Somebody said, you need to add trp_ before your troop.
  14. Giving fiefs to lords - help

    script_give_center_to_lord is found in the module_scripts.py file
  15. Got Problem with NPC'S

    Step by step guide on how to make companions, this one should work AFAIK.

    http://forums.taleworlds.com/index.php/topic,128208.0.html
  16. How can I change the town/village membership?

    I think what you're looking for can be found in the module_scrips.py file
    try searching for script_give_center_to_faction_aux and set the factions/lords to the faction you want
    script_give_center_to_lord for the lords

    A list of all the towns and castles with names can be found in the module_parties.py file. And the faction lords can be found in module_troops.py
  17. Tavern

    module_troops.py for the new units
  18. Tavern

    Making units spawn in the tavern is not that hard, just place the unit between farmer and mercenaries_end
    插入代码块:
    #soldiers:
    #This troop is the troop marked as soldiers_begin
    ["farmer","Farmer","Farmers",tf_guarantee_armor,no_scene,reserved,fac_commoners, [itm_cleaver,itm_knife,itm_pitch_fork,itm_sickle,itm_club,itm_stones,itm_leather_cap,itm_felt_hat,itm_felt_hat,itm_linen_tunic,itm_coarse_tunic,itm_nomad_boots,itm_wrapping_boots], def_attrib|level(4),wp(60),knows_common,man_face_middle_1, man_face_old_2],
              |
              |
              |
    ["mercenaries_end","mercenaries_end","mercenaries_end",0,no_scene,reserved,fac_commoners, [], def_attrib|level(4),wp(60),knows_common,mercenary_face_1, mercenary_face_2],

    For heroes/companions you will have to make a new one after NPC16, which is Klethi.
    You do also have to make a new dialog in module_strings and some other minor changes in module_scripts
    Link:
    http://forums.taleworlds.com/index.php/topic,128208.0.html


    As for the gun, make sure your troop is flagged: tf_guarantee_ranged, and that your soldier has enough bullets/cartridges.
  19. [HELP] Adding Fire Weapons

    Did you start a new game or load a savegame?

    Normally you'd have to start a new game in order to make changes work :smile:


    Edit: itp_type_cartridges is not defined i think, cartridges (ingame) use the flag itp_type_bullets as far as i know. So if you get an error/warning when you compile, try editing that.
    (Correct me if i'm worng though)
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