(ti_on_agent_spawn, 0, ti_once,[],[
# Procedure to fix psevdorandom of troops equipment
(try_for_range, ":i", 0, "$random_seed"),
(store_random_in_range, reg10, 0, 2),
(try_end),
]),
(store_mission_timer_a_msec, "$random_seed"),
(val_mod, "$random_seed", 100),
forums.taleworlds.com
If you can manage to understand the code explain to us too. Especialy the part with rglVector4 functions.
Because face of agent is random between 2 face keys. So you need to copy facekey 1 to 2 for hero troops. All works.
NameError: name 'AI_charge_distance' is not defined
fld = 4400 #(fld, <fp_register>, <value_fixed_point>), #Loads <value_fixed_point> into <fp_register>
globals()['fp%d' % index] = index #fixed point registers (wse)
globals()['freg%d' % index] = index #fixed point registers (wse)
Bow damage is different because of missile_speed_bonus. Wich can apply 2 bonuses at a time. Your speed and enemy speed. Or it can apply 2 debaffs at one time. Your speed and enemy speed. Also engine treat proficiencies as damage bonus. 100% at 100 proficiency and 15% bonus for each 100 proficiency points. So at 500 pfroficiency and 10 power_draw you will get 100% + 14*10% + 4*15% = 300% damage. Apply to that speed bonus approximatelly 130-200% multiplicatively. And armors are a bit useless against pierce damage. In this game bows are overpowered. Maximum damage 500. I saw it many times.
#vanilla
#arg1 = missile_item_id,
#arg2 = launcher_item_id,
#arg3 = shooter_agent_id,
#pos1 = missile_position_on_water
#wse
# script param 1 = missile item no
# script param 2 = missile item modifier
# script param 3 = launcher item no
# script param 4 = launcher item modifier
# script param 5 = shooter agent no
# script param 6 = missile no
# pos1 = water impact position and rotation
overlay_button_set_type = 4902 #(overlay_button_set_type, <overlay_no>, <visible_or_not>, <selectable_or_not>),
#Sets <overlay_no>'s <visible_or_not> and <selectable_or_not>
overlay_button_set_type = 4902 #(overlay_button_set_type, <overlay_no>, <toggle_or_not>, <deselectable_or_not>),
#Sets <overlay_no>'s <toggle_or_not> and <deselectable_or_not>
What are you talking about? I have never saw this bug. Is it related to specific mod? Do you have a video?