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  1. Cartread

    OSP Code Combat Deployable Pavise Shield (Multiplayer 6/6/2010)

    Are you using M&B or Warband?
    Which of the 3 pavise codes are you using?
    If you post the entire mission temp, I could check it for bugs.

    Side note: works for Warband 1.125
  2. Cartread

    OSP Code Combat Deployable Pavise Shield (Multiplayer 6/6/2010)

    The code I posted only works for Warband.
    There are 3 versions, 1 for multiplayer and 2 for single-player.
  3. Cartread

    OSP Code Combat Deployable Pavise Shield (Multiplayer 6/6/2010)

    GetAssista 说:
    Cartread 说:
    Side note: don't use spawn_item or spawn_scene_prop in multiplayer or you'll get fatal synchronization errors.
    Hmm, there were couple codes for multy (I remember medpacks), using spawn_scene_prop successfully, so the problem is not in that operation

    Double checked spawn_scene_prop and it doesn't give a fatal error, but props spawned by a client don't show up for the host.
  4. Cartread

    OSP Code Combat Deployable Pavise Shield (Multiplayer 6/6/2010)

    Multiplayer version tested and works.
    Side note: don't use spawn_item or spawn_scene_prop in multiplayer or you'll get fatal synchronization errors.

    For the multiplayer version to work, you have to place (in Edit mode) pavise scene props at z position -100 (far underground).
    However many pavise scene props you place there, that is the limit for the players.
  5. Cartread

    OSP Code Combat Deployable Pavise Shield (Multiplayer 6/6/2010)

    Added the destructible version.  Unfortunately, because of the complications of keeping track of and associating prop & shield damage (not to mention applying shield damage is impossible) this version can't be changed back to a shield.  You can use it as a shield then deploy it, but not pick it up again.
    Also, it says "Destructible target" if you get close to it.  Unavoidable too..
  6. Cartread

    OSP Code Combat Deployable Pavise Shield (Multiplayer 6/6/2010)

    You can replace the 2
    (agent_unequip_item, ":player_agent", "itm_pavise"),
    with
    (agent_set_wielded_item, ":player_agent", 0, 1),
    but this drops AND props one...
    I'm sticking with what I have. :smile:
  7. Cartread

    OSP Code Combat Deployable Pavise Shield (Multiplayer 6/6/2010)

    Updated 6/2/2010: now unlimited pavise can be spawned Singleplayer Warband (code on 1st post updated)

    Alec: I noticed that and fixed it :smile:

    -change un-deploying from area effect to "use", like with doors, and allow everyone to do it (and if possible add kicking animation while doing it :grin:). Or just make it that every kick, weapon hit (except projectiles) or horse bump change its status to normal item.
    CalenLoki: I believe all that the F key does is hardcoded (talking, opening doors).

    Somebody: they are talking about the problems of getting it to work for normal M&B.

    GetAssista & Slawomir of Aaarrghh: not looking good for normal M&B.
    The extent that is reasonable for the pavise in M&B would be the player being able to deploy 1.
  8. Cartread

    OSP Code Combat Deployable Pavise Shield (Multiplayer 6/6/2010)

    Thanks some more guys.  It still only works for the player in Warband.  I'll work on getting it destructable.

    GetAssista 说:
    Cartread 说:
    I'll test it for M&B ...
    Don't bother. This does not work in 1.011: (spawn_scene_prop, "spr_pavise"),#pavise spawn
    Ah, it is still commented out.  I was waiting for it back at .808; however, it can be worked around if the scene prop is always in the scene.
    If anyone really needs it for M&B rather than Warband, tell me.

    Austupaio 说:
    Galtran has a good point, if your shield takes a good hit, and let's say only takes 99% damage, you can pick it up, drop it again and it'll be restored.

    If you ask me, the shield should just be dropped once in multiplayer. This would be an easy fix, and for one battle, people don't need to be carrying the shield and dropping it all about.
    Good points.  Making the scene prop damaged is easy enough because of scene_prop_set_hit_points.
    I don't see an easy way to set item (shield) damage, but it is possible to spawn modified shields or different shields depending on damage.
    Having it only deployable once may be the best way if there are complications getting it to work in multiplayer.
  9. Cartread

    OSP Code Combat Deployable Pavise Shield (Multiplayer 6/6/2010)

    Thanks guys.
    Bots can't use it for now.  That's a whole nother can of worms.
    Giving them the order to deploy wouldn't be too hard to implement, I think.  As enemies..I guess they would deploy after within a certain range and then stay still.
  10. Cartread

    OSP Code Combat Deployable Pavise Shield (Multiplayer 6/6/2010)

    Works for Warband 1.125 Updated 6/6/2010: multiplayer version below & at download Updated 6/5/2010: single-player destructible version (at download) Updated 6/2/2010: single-player deployable, collapsible version (at download) Problem: you're at a big disadvantage against bowmen as a...
  11. Cartread

    SP Fantasy Assassins' mod

    1Stalker1 说:
    I think the ally should be attacked, and you will stay hidden unless you choose to help your ally.

    Hmm that might be possible..

    Here's what I know about AI who are not alarmed:
    They will become alarmed if:
    -You get very close or hit them.
    -A line can be drawn from their face to you (180 degrees).
    -They see an ally.
    -They see an alarmed enemy.

    They are not alarmed if:
    -There is an object (like a wall) between you and them.
    -They are far away.
    -They see or are hit by ranged weapons.

    If they become alarmed, they know where all their enemies are even if from a different team.:/
  12. Cartread

    SP Fantasy Assassins' mod

    aif_group_mask is pretty nifty  :grin:
    The enemies won't attack unless you get really close or in their 180 degree vision.  Ones who are far off also won't attack and if they see an alarmed ally they become alarmed and attack you as well!
  13. Cartread

    SP Native Other Peasants v.1

    That's a bug I haven't noticed, I'll check that out.

    Just another sugestion, dont know if its possible to implement but would be lot of usefull:
    Its possible to create a way to give orders only to troops near you? Its quite boring that you have to call all your infantry at the middle of the fight when you just need 3 or 4 men to support you in some task (ex: clean the walls from enemy archers).

    That can't be done normally, but there will be more "hero" troops, so they can "follow" you (bodyguards)...
  14. Cartread

    SP Native Other Peasants v.1

    Thanks for the suggestions LusitanCenturion, but

    I've fixed all the problems and am now adding new features! :mrgreen:
    (read my previous posts for some of the new stuff)

    Know what's kinda funny? I never called the enemy building scripts in the first release! Hahaha..............actually it's not funny, but true... :mad:

    Well, the horses climbing the wall I haven't really fixed, because either have it that you have to tell your troops where to go (press the 1,2, etc. buttons) or run into an invisible wall when nearing the castle walls w/ your horse (this is why native dismounts you in sieges--the ai barrier also barriers horses {even yours}).

    So people will still be running into the walls, but not as much because of this:

          (1, 15, 0, [(eq,reg2,0),], [
    (try_for_agents, ":agent_defenders"),
    (agent_is_human, ":agent_defenders"),(agent_is_alive, ":agent_defenders"),(agent_is_defender,":agent_defenders"),
    (agent_get_class, ":agent_def_class", ":agent_defenders"),(neq, ":agent_def_class", grc_archers),
    (agent_set_scripted_destination, ":agent_defenders", pos41, 0),
    (try_end),(assign,reg2,1),
              ]),

          (1, 15, 0, [(eq,reg2,1),], [
    (try_for_agents, ":agent_defenders"),
    (agent_is_human, ":agent_defenders"),(agent_is_alive, ":agent_defenders"),(agent_is_defender,":agent_defenders"),
    (agent_get_class, ":agent_def_class", ":agent_defenders"),(neq, ":agent_def_class", grc_archers),
    (agent_clear_scripted_mode,":agent_defenders"),
    (try_end),(assign,reg2,0),
              ]),

    which kinda works.  It basically says every 15 seconds get away from the walls, then after 15 more charge, then 15 more get away, etc.,etc...)
  15. Cartread

    SP Native Other Peasants v.1

    Hussey: this is a discussion thread, but the main page is linked on the 1st post--its on MBX.
  16. Cartread

    SP Native Other Peasants v.1

    Anyone want to help me out by doing something monotonous?
    take screens of as many of native's villages as you can--there are 54(like this  village 1: village 1)
    pm me with your email and i'll send the dialog.txt which'll let you talk the constablein native and visit all the villages

    you'll get special thanks in the coming release...if that's any incentive :razz:
  17. Cartread

    SP Native Other Peasants v.1

    Well a problem with making pikemen anti-cavalry is that pikemen just suck in M&B, because all they can do is poke.  I would have made a "dismount and injure horsemen running into a pikeman script," but agent_set_animation doesn't work.

    Again, if there were knight-defeaters, it would just lead to battles involving knights and knight-defeaters.

    I've characterized the different troops as well:

    "Bowmen have low armor, cutting damage, and speed bonus.", "head_armorer_troops_b",[]],
    "Macemen have medium armor and do piercing bonus against armor.", "head_armorer_troops_b",[]],
    "Swordsmen have high armor and do cutting damage.", "head_armorer_troops_b",[]],
    "Axemen have high armor, cutting damage, and attack bonus.", "head_armorer_troops_b",[]],
    "Pikemen have high armor and defense bonus.", "head_armorer_troops_b",[]],
    "Crossbowmen have medium armor and do piercing bonus against armor.", "head_armorer_troops_b",[]],
    "Mounted Swordsmen have very high armor and do cutting damage.", "head_armorer_troops_b",[]],

    Also, Earth swordsmen, Fire macemen, Metal crossbowmen, Water Pikemen, and Wood Bowmen & Axemen are all twice as strong (12 str, agi rather than 6 & +100 wp) as the same troop-type of other elements, and you can also acquire these special units after conquering the region.  bowmen,crossbowmen have melee now too.
  18. Cartread

    Perennial Nuisance - help needed.

    $#!^ happens,
    so Hussey, should I send any of the things to you again?
    tulwars, firearms, tents, marantha tunics, indian castle, bearskin, map icons?  I have all of these in brfs btw.
  19. Cartread

    SP Native Other Peasants v.1

    I would like to have realistic plate-armored riders, but I'm going to have to settle for something different.  People have obviously exploited them and the ai doesn't know how to aim crossbowmen at them.  In the end it would lead to there just being knights, crossbowmen and macemen...but most people would probably just choose knights.  I could make it harder to get knights and all that, but people would surely just go through whatever I assume is fair and payload them out.

    So, I'm keeping RCM items info (w/ fixed piercing and other values and with heavy macemen), but I'm just going to use native damage calculation (I'll add rcm damage calculation to the download as well as native items info files).
    I've played it a bit like this and believe it plays well.  Knights are good, but not invincible.

    Ron, what would you say is good stats for your mace, btw?:

    ["cbl_long_mace", "Mace", [("CBL_long_mace",0)], itp_type_two_handed_wpn| itp_primary|itp_two_handed, itc_scimitar|itc_nodachi|itcf_carry_axe_left_hip,                                        150, weight(5.0)|  difficulty(0)|spd_rtng(85) |  weapon_length(100)|  swing_damage(35 , pierce) | thrust_damage(0 ,  pierce),imodbits_mace ],

    -----On the general note:

    I'm adding hamlets, and it's gonna be sweet.  Sword of the Samurai influence will work great here: being able to duel, assassinate tax collector, insight rebellion, etc.
  20. Cartread

    SP Native Other Peasants v.1

    Basically everything said has been fixed.  Now I'm adding new stuff...hmm...giant castles of undead and orcs, etc...(ala Hero & Blade)? hmm :evil:
    :twisted:
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