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  1. Vetrogor

    WB Other Equipment randomness not working well

    Warband uses mission timer to generate the first random sequence as a seed. It is pseudorandom. For example if you start mission and roll random(10) 3 times then every time you reload mission the sequence will be the same.
    1) 3, 0, 5
    2) 3, 0, 5
    3) 3, 0, 5
    4) 3, 0, 5
    .......

    This pseudorandom function works for hardcoded engine and operands.
    The first trigger with timer is always ti_on_agent_spawn.
    So I have this workaround:
    Python:
    (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),
    ]),

    You just need to generate random seed each time you finish the mission.
    Python:
    (store_mission_timer_a_msec, "$random_seed"),
    (val_mod, "$random_seed", 100),

    It maybe a big work to add this code to every mission but result is worth it.
    Only the first agent equipment will not be randomised. So you can add code to reequip manually.
  2. Vetrogor

    WB Coding Getting invalid syntax error during compilation

    Compiler can't detect the error. It will be overcomplicated. Inspect code above the error place.
  3. Vetrogor

    WB Coding Getting invalid syntax error during compilation


    New version in the last post.
  4. Vetrogor

    WB Coding Getting invalid syntax error during compilation

    Missing or exceding qoma, quote, bracket etc. If you use latest wreck you would get this hint.
  5. Vetrogor

    Warband Script Enhancer 2 (v1.1.0.6)

    Thank you so much for the codes, I'll have to spend some time understanding them.
    If you can manage to understand the code explain to us too. Especialy the part with rglVector4 functions.
  6. Vetrogor

    Warband Script Enhancer 2 (v1.1.0.6)

    However, when the engine automatically spwans agents, it will ignore the second face key of hero troops.
    Because face of agent is random between 2 face keys. So you need to copy facekey 1 to 2 for hero troops. All works.
  7. Vetrogor

    Formations and AI mode error

    插入代码块:
    NameError: name 'AI_charge_distance' is not defined
    You need to add this to module_constants.py.
  8. Vetrogor

    VC Coding Naval travelling (Solved)

    Have you checked textures in the map? They may look identical but some are not passable.
  9. Vetrogor

    Warband Script Enhancer 2 (v1.1.0.6)

    Python:
    fld       = 4400 #(fld, <fp_register>, <value_fixed_point>), #Loads <value_fixed_point> into <fp_register>
    Does wse2 engine use any TAG for <fp_register>?

    Updated:
    Python:
    globals()['fp%d' % index] = index #fixed point registers (wse)
    P.S. This is more appropriate
    Python:
    globals()['freg%d' % index] = index #fixed point registers (wse)
  10. Vetrogor

    WB Coding How to Add a Variable?

    "variables.txt" used by compiler to load ordered list of all variables for savegame compatibility. Native compiler add +1 to entry in the file "variable_uses.txt" when global variable is used. So the warning "Global variable declared but never used" is shown only when you add new global variable but not when you remove code where it was used. You need to delete file "variable_uses.txt" to see this warning again. This file together with "variables.txt" is used to create reserved global variables for compatibility with new updates. For this you need to add reserved global variable to file "variables.txt" and add 1 to the same line in the file "variable_uses.txt". This is redundant work. Also why you need reserved order of identificators for global variables? There is no operators like try_for_global_variables. Use slots of troops instead.
  11. Vetrogor

    OSP Code QoL [Presentations] Scrollable combobox button

    Currently bugged. Can be deleted as I don't want to transform code backwards for compatibility. Will be a part of new WRECK integrated macro operators. This is a scrollable combobox button. The scrollbar will appear automatically when bottom border reached. WSE combobox has a scrollbar but the...
  12. Vetrogor

    Warband Script Enhancer 2 (v1.1.0.6)

    Hi K700,
    I found some new issues while using WSE2 with my mod "east1135".
    ...
    3. bow damage is not stable, sometimes will cause massive damage
    ...
    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.
  13. Vetrogor

    Warband Script Enhancer 2 (v1.1.0.6)

    Does WSE changes order of script params in game_missile_dives_into_water? Because vanilla uses only 2.

    插入代码块:
    #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
  14. Vetrogor

    Warband Script Enhancer 2 (v1.1.0.6)

    Dm'ed to you about new bug <overlay_button_set_type> and requested new operator there.
  15. Vetrogor

    Warband Script Enhancer 2 (v1.1.0.6)

    I see. But can you change it's behavior to be pressed down instead? If not than just change description to
    Python:
    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>
  16. Vetrogor

    Warband Script Enhancer 2 (v1.1.0.6)

    There is a bug in operation
    Python:
    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>
    1) <toggle_or_not> - should make a button visible but pressed down as description says. But it just makes button invisible like vanilla operator <overlay_set_display = 947>. This is a bug.
    2) <deselectable_or_not> - Seting it to 0 makes button text grayed out and not selectable. I think <selectable_or_not> would be more appropriate description.
  17. Vetrogor

    Warband Script Enhancer 2 (v1.1.0.6)

    Hi! :smile: I was wondering, is it possible to fix flying hands for dead agents with the help of wse2? I'm talking about VC, but I think it's the same for all mods, when an agent dies, the hands go all over the place
    What are you talking about? I have never saw this bug. Is it related to specific mod? Do you have a video?
  18. Vetrogor

    Warband Script Enhancer 2 (v1.1.0.6)

    Thanks.
    Typo in header_addon.py.
    party_stack_set_num_upgradeable = 3906 #(party_stack_set_num_upgradeable, <party_no>, <party_stack_no>, <value>), #Sets 0>'s <party_stack_no>'s amount of upgradeable troops to <value>
  19. Vetrogor

    [MODDING] Prophesy of Pendor Tweaks and Talk

    There are 33 instances of that trigger. I think if you delete them all it will help. Reduce every mission counter (66 in lead_charge). Also it may be needed to change troop gender in savegame. Depends on what was the last gender. Or you can create a temporary simple_trigger on key press (set troop gender).
  20. Vetrogor

    [MODDING] Prophesy of Pendor Tweaks and Talk

    6 trigger in lead_charge mission_template
    -25.000000 0.000000 0.000000 0 13 2071 1 1224979098644774912 1718 2 1224979098644774913 1224979098644774912 1073741857 3 1224979098644774913 360287970189639823 360287970189639827 1073741857 3 1224979098644774913 360287970189639837 360287970189639840 31 2 1224979098644774913 360287970189640014 540 3 1224979098644774913 404 0 2136 3 1224979098644774914 0 100 4 0 2147483680 2 1224979098644774914 64 1505 2 1224979098644774913 0 5 0 1505 2 1224979098644774913 1 3 0

    Delete it and decrease counter of triggers in lead_charge.
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