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  1. MarcosPZero

    WB Coding Recruiting different Troops for each Town

    @Antonis Thank you. I tested and It worked. Thank you again.
  2. MarcosPZero

    WB Coding Recruiting different Troops for each Town

    @Antonis Exactly, so how is going to be the new code ? What line do I need to rewrite to make it work?

    I imagine that is going to be this one :
    (store_faction_of_party,"$nobles_faction","$current_town"),
    but I don't know if this is the only one, because I guess it won't be that simple.
  3. MarcosPZero

    WB Coding Recruiting different Troops for each Town

    Basically like the villages in Native, yes? The recruits are always the same, no matter which faction controlls them.
    Yes, in that way you are right. But from what I understood, what Antonis did was create a new troop that will be in every town of that faction. This is not what I'm aiming for, which is every Town offers their unique troops.

    That's why I thought on the code of the Noble Troops OSP could work by simple changing the fac_kingdom_1 with a party code like p_town_1, but to do that I need to replace the faction check for the town check and assign a troop according to that, like you said, But I don't know how to do that.
  4. MarcosPZero

    WB Coding Recruiting different Troops for each Town

    @Antonis, Thank you, but that's not what I was aiming for. What I really was talking about was Town recruitment in a way that every Town has their own special troop that can be recruited, which means it does not depend on the faction the town belongs to. but the Town itself. Like for example : in Sargoth you can recruit Sargoth warriors, in Rivacheg you can recruit Rivacheg warriors,...So faction don't really has something to do with it. Hope I managed to explain it in a better way.
  5. MarcosPZero

    WB Coding Recruiting different Troops for each Town

    @Eärendil Ardamírë, Ok, thanks, but I am not knowledgeable of mount and blade variables, so when you say I should make a check for the town I understand that, but that check should be writen like what? I imagine that would be like : party_get_something or store_something
    插入代码块:
    ("recruit_nobles",
            [(troop_get_slot,"$player_noble_renown","trp_player",slot_troop_renown),
             (party_get_free_companions_capacity, "$player_nobles_capacity", "p_main_party"),
             (store_faction_of_party,"$nobles_faction","$current_town"), #tells in which faction you are -replace it with something else- 
            -or put that check here-
             (try_begin), #begins assigning nobles to variables determined by faction
               (eq,"$nobles_faction",fac_kingdom_1), replace this "fac_kindom_1" with "p_town_1" right?
               (assign,"$nobles","trp_swadian_man_at_arms"), #you can change trp_swadian_man_at_arms,trp_vaegir_horseman...with wahtever you want.
             (else_try),
    Well, thats is what I was thinking of doing. I am right ?
  6. MarcosPZero

    WB Coding Recruiting different Troops for each Town

    So, I wanted to know how can I recruit a different troop in each Town. I know it's possible cause I saw it in some mods before. I know of this code that allows the player to recruit Troops in Town : https://forums.taleworlds.com/index.php?threads/recruit-in-towns.359247/ It's possible to...
  7. MarcosPZero

    WB Coding Troop name with Player name

    Thank you @Tocan ! It worked !
    So, here how I've done it: I put it at the end of module_triggers

    The code provided by @Tocan:

    插入代码块:
    (0.1, 0, ti_once, [],
    [
               (str_store_troop_name, s1, "trp_player"),
               (troop_set_name, "trp_custom_recruit", "@{s1}'s  Mercenary"),
               (troop_set_plural_name, "trp_custom_recruit", "@{s1}'s Mercenaries"),
    ]),

    Well, problem solved. Thank you again.
  8. MarcosPZero

    WB Coding Troop name with Player name

    @Tocan Well it did not work, it failed at the build_module

    FAILED.
    MODULE `triggers` ERROR:
    failed to parse element #30
    not enough elements in module `triggers` entity `None` (4 total): (0.1, 0, 100
    000000.0, 'list[len=3]')



    COMPILATION FAILED.

    I was just writing this messenger when you replied correcting it hahaha. I will try this new one. Thank you.
  9. MarcosPZero

    WB Coding Troop name with Player name

    I will try to do as @Tocan said, but where do you think I should put it? If I put it on module_simple_triggers anywhere will be fine?
  10. MarcosPZero

    WB Coding Troop name with Player name

    @Tocan. Thank you, but it did not work. I've put it at the end of game_start and the troop really changed its name, but where was supposed to appear the player name, it showed just a blank. It shows like this: 's Mercenary. For some reason the trp_player did not show its name.
  11. MarcosPZero

    WB Coding Troop name with Player name

    I apologize @Eärendil Ardamírë you're totally right . So, what is going wrong it's just that the the troop when recruited appear literally as {playername} Mercenary.

    Also, about your reply. Sorry I am new to modding warband, so could you try to elaborate more? Like where and how should I put those operations ? Thank you.
  12. MarcosPZero

    WB Coding Troop name with Player name

    I'am trying to create a troop in Warband that the name when it's recruited appear has (Playername)'s Regiment or (Playername)'s Mercenary, anyway. So I tried to use the common code for when the AI says your name in the game wich is {playername}, but it did not work out. Can anyone help me make...
  13. MarcosPZero

    OSP Musket Era 3D Art British Royal Navy Admiral uniform

    Very nice, but can you reupload ? The link do not work anymore :sad:
  14. MarcosPZero

    WB Coding Bank System Question

    Is Floris Bank System (Moneylenders & Landowners) an open source ? If it is does anyone knows the codes needed ?
  15. MarcosPZero

    WB Coding Help me to get bayonet working

    I've managed to make it work. I downloaded TOTSK (Twilight of the Sun King) mod source and look into it to see how it worked and here how I've put to make it work:

    插入代码块:
    ["flintlock_rifle", "Musket", [("flintlock_rifle",0)], itp_type_musket|itp_merchandise|itp_primary|itp_bonus_against_shield|itp_next_item_as_melee, itc_parry_polearm|itcf_shoot_musket, 300, weight(9.25)|abundance(100)|difficulty(0)|spd_rtng(32)|shoot_speed(140)|thrust_damage(45,pierce)|max_ammo(1)|accuracy(62), imodbits_none, [(ti_on_weapon_attack,[(play_sound,"snd_pistol_shot"),(position_move_x,pos1,-18),(position_move_y,pos1,15),(particle_system_burst,"psys_pan_smoke",pos1,15),(position_move_y,pos1,95),(particle_system_burst,"psys_musket_smoke",pos1,10),(particle_system_burst,"psys_firearm_flash",pos1,15)])] ],
    ["flintlock_rifle_melee", "Musket Melee", [("flintlock_rifle",0)], itp_type_polearm|itp_wooden_parry|itp_two_handed|itp_secondary|itp_unbalanced, itc_parry_polearm|itc_poleaxe, 202, weight(9.25)|difficulty(0)|spd_rtng(88)|weapon_length(121)|swing_damage(22,blunt)|thrust_damage(14,blunt), imodbits_none ],

    So this matter its solved now.

    Thank you Eärendil Ardamírë for your support and attention.
  16. MarcosPZero

    WB Coding Help me to get bayonet working

    Give the items also the same name, different ID but the same names. Otherwise I don't see something strange which could cause this. In the video you press x and it puts the weapon on your back and an invisible stick in your hand, yes?

    Yes, that what is happening. So I did what you said I put the same names and kept diferent ID, but still happens the same thing. I press "X" and an invisible stick appears in my hand instead of the polearm rifle mode.
  17. MarcosPZero

    WB Coding Help me to get bayonet working

    First thank you. Yes I change it, but I still get two items: a normal rifle and a polearm type rifle. when I use the normal rifle and press "X" to switch weapon mode to polearm(bayonet) the only thing I got its a invisible polearm.

    Check it out:

    Welcome at modding Warband :smile:

    I think you need to have the same imodbits at both entries, so either both imodbits_polearm or imodbits_none
  18. MarcosPZero

    WB Coding Help me to get bayonet working

    So I'am new at modding M&B WB and I'am trying to make this musket to be also a polearm (like in many other musket mods). I've download the Flintlock Firearms OSP from Llew2 and put it in the game like this (as was said in other posts here) : ["flintlock_rifle", "Flintlock...
  19. MarcosPZero

    OSP Other World Map From Canada to Mexico

    Can you reupload the map ? It says that the file doesn't exist anymore.
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