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  • 用户:Gess1t
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  1. Gess1t

    BL Coding [1.1.5] StandPoint not detecting agents

    Solved it, A physic body was required on the owner of the UsableMachine script to make it work, this isn't stated anywhere
  2. Gess1t

    BL Coding [1.1.5] StandPoint not detecting agents

    I have been struggling to make UsableMachine work these past few days, eventually, i got them to start ticking, but now, i'm looking for why standpoints don't work. I have tried making my own StandPoint based class to only allow interactions from the main agent, but no matter the StandPoint...
  3. Gess1t

    Resolved Prisoners limit not being displayed properly

    Summary: Free space is shown instead of limit, this result in issues when the dungeon has too many prisoners, the display is also obviously unintuitive. How to Reproduce: Space for 2 units: have 2 less prisoners than limit in dungeon Limit not displaying: fill dungeon up to limit Space for...
  4. Gess1t

    In Progress Unproper wall collisions in dunglanys

    Summary: The textures on this house's walls aren't set properly, allowing any units or player to go behind the charriot and hide under the staircase Have you used cheats and if so which: No Scene Name (if related): TBA Media / How to Reproduce: (Screenshots & Video): While going around the...
  5. Gess1t

    Modding Q&A [For Quick Questions and Answers]

    kalarhan 说:
    Gess1t 说:
    syntax and bugs

    its not nonsense, it is the compiler telling you something is wrong (something you did). So go back to your changes, review them, even delete them and go slower (a few lines at time), until you find the issue, fix it, and then you can continue.

    if you added 20 dialogs, delete 10 and see if the error is there. If not, copy 5 more (15) and check the compiler. If yes, delete 5 (so you have 5 in total) and try again.

    you can use a text editor like Sublime to help you by color-coding, much easier to spot syntax errors.

    baby steps and compile often

    unused globals means you have trash code (stuff that is never used for anything) or you broke the syntax and the compiler cant read the entire file.

    i'm definitely triggered cause this happened when i've added 1 LINE, almost redoned as i don't know how to use the kind of "hey have already saw you in the past, so go to the other dialog"
    definitely triggered

    EDIT1 : maybe that it, i'll see if that work, i'll definitely need help to the attribute quest code and the variable to avoid obtaining multiple quest (that detect that i've already the quest)

    EDIT2: this non-sense is working finally but i've tried to use the other quest code to give the quest ( (call_script, "script_start_quest", "qst_a_sticky_problem", "$g_talk_troop"), ) and all this non_sense appeared. banner where a lot easier than this.

    - A working quest giving script
    - A working Variable to know if quest is already taken

    that what i'm searching for right now, i'll try to create the troop besieging the town after that.
  6. Gess1t

    Modding Q&A [For Quick Questions and Answers]

    kalarhan 说:
    Gess1t 说:
    yep i saw that but the thing is that we can only set the entry as : scn_reyvadin_tavern, but that'll only make it spawn at the reyvadin one



    that is why I listed two options. First is a quick way to a particular scene. Second is generic (spawns in any place you tell it to).

    done it, after that i've added a one line script to give the quest and here is the non-sense (from module_dialog).
    this is why i hate this non-sense cause there is no tutorial for creating quest :

    插入代码块:
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_se
    lect_1_mounted
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_random_s
    elect_1
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_1
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_1
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_1
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_1
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_se
    lect_1_infantry
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_se
    lect_1_ranged
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_se
    lect_1_mounted
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_se
    lect_1_infantry
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_1
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_se
    lect_1_ranged
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_1
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_se
    lect_1_mounted
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_1
    WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_mp_coop_last_king_wave
    WARNING: Global variable never used: $g_mp_coop_king_waves
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_prison_cart_point
    WARNING: Global variable never used: $g_presentation_obj_assign_drop_container
    WARNING: Global variable never used: $g_presentation_obj_assign_drop_container
    WARNING: Global variable never used: $g_presentation_obj_assign_drop_container
    WARNING: Global variable never used: $g_presentation_obj_assign_drop_container
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_player
    
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_player
    
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_player
    
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_player
    
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_player
    
    WARNING: Global variable never used: $g_coop_assign_drop_companion_1
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
    ion_1
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
    ion_1
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
    ion_1
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
    ion_1
    WARNING: Global variable never used: $g_coop_assign_drop_companion_2
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
    ion_2
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
    ion_2
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
    ion_2
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
    ion_2
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_noone
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_noone
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_noone
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_player
    
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
    ion_1
    WARNING: Global variable never used: $g_coop_assign_drop_companion_1
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
    ion_2
    WARNING: Global variable never used: $g_coop_assign_drop_companion_2
    WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_noone
    WARNING: Global variable never used: $g_multiplayer_respawn_wave_hint_overlay
    WARNING: Global variable never used: $g_multiplayer_respawn_wave_hint_overlay
    WARNING: Global variable never used: $g_multiplayer_respawn_wave_hint_overlay
    WARNING: Global variable never used: $g_multiplayer_respawn_wave_hint_overlay
    WARNING: Global variable never used: $g_multiplayer_ccoop_next_wave_start_time
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_mp_coop_last_king_wave
    WARNING: Global variable never used: $g_mp_coop_king_waves
    WARNING: Global variable never used: $g_mp_coop_king_waves
    WARNING: Global variable never used: $g_multiplayer_respawn_wave_hint_overlay
    WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty_string_i
    WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty_string_i
    WARNING: Global variable never used: $g_multiplayer_ccoop_victory_overlay
    WARNING: Global variable never used: $g_multiplayer_ccoop_victory_overlay
    WARNING: Global variable never used: $g_multiplayer_ccoop_victory_overlay
    WARNING: Global variable never used: $g_multiplayer_ccoop_victory_overlay
    WARNING: Global variable never used: $g_multiplayer_ccoop_victory_subtitle_overl
    ay
    WARNING: Global variable never used: $g_multiplayer_ccoop_victory_subtitle_overl
    ay
    WARNING: Global variable never used: $g_multiplayer_ccoop_victory_subtitle_overl
    ay
    WARNING: Global variable never used: $g_multiplayer_ccoop_victory_subtitle_overl
    ay
    WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
    WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
    WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
    WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
    WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
    WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
    WARNING: Global variable never used: $g_ccoop_disallow_horses
    WARNING: Global variable never used: $g_ccoop_disallow_horses
    WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
    WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
    WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
    WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
    WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_multiplayer_ccoop_enable_count_down
    WARNING: Global variable never used: $g_multiplayer_ccoop_next_wave_start_time
    WARNING: Global variable never used: $g_multiplayer_ccoop_next_wave_start_time
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_prison_cart_point
    WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
    WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty_string_i
    WARNING: Global variable never used: $g_ccoop_king_troop
    WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_mp_coop_last_king_wave
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_mp_coop_king_waves
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_mp_coop_last_king_wave
    WARNING: Global variable never used: $g_ccoop_king_troop
    WARNING: Global variable never used: $g_mp_coop_lord_waves
    WARNING: Global variable never used: $g_mp_coop_lord_waves
    WARNING: Global variable never used: $g_mp_coop_lord_waves
    WARNING: Global variable never used: $g_ccoop_king_troop
    WARNING: Global variable never used: $g_mp_coop_lord_waves
    WARNING: Global variable never used: $g_ccoop_king_troop
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_0
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_1
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_0
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_0
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_1
    WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_prison_cart_previous_point
    WARNING: Global variable never used: $g_prison_cart_point
    WARNING: Global variable never used: $g_prison_cart_point
    WARNING: Global variable never used: $g_prison_cart_point
    WARNING: Global variable never used: $g_prison_cart_point
    WARNING: Global variable never used: $g_prison_cart_point
    WARNING: Global variable never used: $g_prison_cart_point
    WARNING: Global variable never used: $g_multiplayer_ccoop_move_prison_cart
    WARNING: Global variable never used: $g_multiplayer_ccoop_move_prison_cart
    WARNING: Global variable never used: $g_prison_cart_previous_point
    WARNING: Global variable never used: $g_prison_cart_point
    WARNING: Global variable never used: $g_prison_cart_point
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_prison_cart_previous_point
    WARNING: Global variable never used: $g_prison_cart_previous_point
    WARNING: Global variable never used: $g_prison_cart_previous_point
    WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
    WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
    WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
    WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_alive_player_squ
    ad_and_minus_one_first_spawn_slots_and_minus_one_first_spawn_slots
    WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_alive_player_squ
    ad_and_minus_one_first_spawn_slots_and_minus_one_first_spawn_slots
    WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_player_and_squad
    _counter
    WARNING: Global variable never used: $g_ccoop_currently_dropping_item
    WARNING: Global variable never used: $g_ccoop_currently_dropping_item
    WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
    WARNING: Global variable never used: $g_mp_coop_king_waves
    WARNING: Global variable never used: $g_mp_coop_king_waves
    WARNING: Global variable never used: $g_mp_coop_king_waves
    WARNING: Global variable never used: $g_multiplayer_ccoop_game_started
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_ccoop_disallow_horses
    WARNING: Global variable never used: $g_ccoop_disallow_horses
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_0
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_1
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_1
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_0
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_1
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_1
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_1
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_0
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_0
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_1
    WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_1
    WARNING: Global variable never used: $g_mp_coop_lord_waves
    WARNING: Global variable never used: $g_mp_coop_king_waves
    WARNING: Global variable never used: $g_mp_coop_last_king_wave
    WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_prison_cart_coun
    ter
    WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_player_and_squad
    _counter
    WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_alive_player_squ
    ad_and_minus_one_first_spawn_slots_and_minus_one_first_spawn_slots
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_multiplayer_ccoop_game_started
    WARNING: Global variable never used: $g_multiplayer_ccoop_enable_count_down
    WARNING: Global variable never used: $g_multiplayer_ccoop_change_map
    WARNING: Global variable never used: $g_multiplayer_ccoop_enable_count_down
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_game_started
    WARNING: Global variable never used: $g_ccoop_king_troop
    WARNING: Global variable never used: $g_mp_coop_last_king_wave
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_mp_coop_king_waves
    WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_mp_coop_last_king_wave
    WARNING: Global variable never used: $g_multiplayer_ccoop_change_map
    WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_mp_coop_last_king_wave
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_mp_coop_king_waves
    WARNING: Global variable never used: $g_multiplayer_ccoop_change_map
    WARNING: Global variable never used: $g_multiplayer_ccoop_enable_count_down
    WARNING: Global variable never used: $g_multiplayer_ccoop_change_map
    WARNING: Global variable never used: $g_multiplayer_ccoop_change_map
    WARNING: Global variable never used: $g_multiplayer_ccoop_change_map
    WARNING: Global variable never used: $g_multiplayer_ccoop_change_map
    WARNING: Global variable never used: $g_multiplayer_ccoop_enable_count_down
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
    WARNING: Global variable never used: $g_multiplayer_ccoop_next_wave_start_time
    WARNING: Global variable never used: $g_multiplayer_ccoop_next_wave_start_time
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_move_prison_cart
    WARNING: Global variable never used: $g_multiplayer_ccoop_move_prison_cart
    WARNING: Global variable never used: $g_multiplayer_ccoop_move_prison_cart
    WARNING: Global variable never used: $g_prison_cart_point
    WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_alive_player_squ
    ad_and_minus_one_first_spawn_slots_and_minus_one_first_spawn_slots
    WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_player_and_squad
    _counter
    WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_prison_cart_coun
    ter
    WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_prison_cart_coun
    ter
    WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_prison_cart_coun
    ter
    WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_prison_cart_coun
    ter
    WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_prison_cart_coun
    ter
    WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_player_and_squad
    _counter
    WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_player_and_squad
    _counter
    WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_player_and_squad
    _counter
    WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_alive_player_squ
    ad_and_minus_one_first_spawn_slots_and_minus_one_first_spawn_slots
    WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_alive_player_squ
    ad_and_minus_one_first_spawn_slots_and_minus_one_first_spawn_slots
    WARNING: Global variable never used: $g_multiplayer_ccoop_game_started
    WARNING: Global variable never used: $g_multiplayer_ccoop_game_started
    WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
    WARNING: Global variable never used: $g_multiplayer_ccoop_enable_count_down
    Exporting postfx_params...
    
    ______________________________
    
    Script processing has ended.
    Press any key to exit. . .

    with the code :
    插入代码块:
    [trp_npc_quest_1_survivor_warrior, "start", [
     (troop_slot_eq, "$g_talk_troop", slot_troop_met_previously, 0),
     ], "Hello Sire, i have a problem that you can probably solve.", "warrior_survivor_d_1",[]],
     [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_1", [], "What's the problem ?", "warrior_survivor_d_2", [
      (troop_set_slot, "$g_talk_troop", slot_troop_met_previously, 1),
      ]],
      [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_1", [], "Got other problems on the hand .", "warrior_survivor_d_l",[]],
      [trp_npc_quest_1_survivor_warrior, "warrior_survivor_d_2", [], "Well, our problem is big, sticky and have eaten all my friends.\
     He's probably on the way to our actual position.", "warrior_survivor_d_3",[]],
      [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_3", [], "How can i help you ?", "warrior_survivor_d_4",[]],
      [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_3", [], " (censored) .", "warrior_survivor_bad",[]],
      [trp_npc_quest_1_survivor_warrior,"warrior_survivor_d_4", [], "Killing this 'thing' is probably\
     the best way to help me, we'll have to wait for it here", "warrior_survivor_d_5",[]],
      [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_5", [], "Alright, i'll help you .", "warrior_survivor_d_6",[]],
      [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_5", [], "I've to do other things before i can help you .", "warrior_survivor_bad",[]],
      [trp_npc_quest_1_survivor_warrior, "warrior_survivor_d_6", [], "Thanks you sire, the 'thing' will be here in about 3 days .", "close_window", [
      (call_script, "script_start_quest", "qst_a_sticky_problem", "$g_talk_troop")],
      [trp_npc_quest_1_survivor_warrior, "warrior_survivor_bad", [], "Well, tell me when you'll be ready to help me .", "close_window",[]],
      [trp_npc_quest_1_survivor_warrior, "warrior_survivor_d_b_2", [], "I hope you die bastard .", "close_windows",[]],
      [trp_npc_quest_1_survivor_warrior, "warrior_survivor_d_back", [], "You're ready ?", "warrior_survivor_d_back_2",[]],
      [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_back_2", [], "Yeah, i'm ready to fight the 'thing' .", "close_window",[
      (call_script, "script_start_quest", "qst_a_sticky_problem", "$g_talk_troop")],
      [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_back_2", [], "Not yet, wait a bit .", "close_window",[]],
  7. Gess1t

    Modding Q&A [For Quick Questions and Answers]

    kalarhan 说:
    Gess1t 说:
    Is there is other things to do after creating a quest npc take make him spawn in tavern?

    ask yourself: how is the game suppose to know that NPC should show up in a particular scene? It cant guess, so you need to tell the game to do that.

    the easier ways:
    - add a scene entry on the troop itself (see module_troops.py comments on start of the file);
    - include the spawn order on the normal tavern script (or any other way like a mission template trigger). Look at examples if you are unsure like how the game adds the nervous man on a village, or the drunken on a tavern (both are quest characters).

    yep i saw that but the thing is that we can only set the entry as : scn_reyvadin_tavern, but that'll only make it spawn at the reyvadin one
  8. Gess1t

    Modding Q&A [For Quick Questions and Answers]

    Is there is other things to do after creating a quest npc take make him spawn in tavern? searched about 3 times il all tavern in the game and never found him , here is the npc code

    插入代码块:
    ["npc_quest_1_survivor_warrior","Survivors_Warriors", "Survivor_Warrior",tf_hero|tf_guarantee_armor, 0,reserved,fac_commoners,
       [itm_sword_medieval_a, itm_tab_shield_pavise_d, itm_spiked_helmet, itm_gauntlets, itm_plate_boots, itm_banded_armor],
       str_20|agi_15|int_10|cha_8|level(20),wp(220),knows_common|knows_power_strike_5|knows_ironflesh_5|man_face_young_2, man_face_middle_1],
  9. Gess1t

    Modding Q&A [For Quick Questions and Answers]

    kalarhan 说:
    Gess1t 说:
    My second quick question will be:  can i force a certain party to besiege a town even if this one isn't a member of a kingdom?

    Like i can force bandit to besiege a town, and then enter instantly in battle with the party when behind the wall

    yes and no. Yes you can control the AI flags of any party to give a command like "go attack that town", no as Native bandits are not suppose to siege places (so you will need to modify that as well to then make it possible).

    you will need to learn more about AI and how to use flags like "ai_bhvr_travel_to_point".

    from the script that controls NPCs behaviour

    插入代码块:
    (else_try),
                (eq, ":new_ai_state", spai_besieging_center),
                
                (party_get_position, pos1, ":new_ai_object"),
                (map_get_random_position_around_position, pos2, pos1, 2),
                (party_set_ai_behavior, ":party_no", ai_bhvr_travel_to_point),
                (party_set_ai_target_position, ":party_no", pos2),
                (party_set_ai_object, ":party_no", ":new_ai_object"),
                (party_set_flags, ":party_no", pf_default_behavior, 0),
                (party_set_slot, ":party_no", slot_party_follow_me, 1),
                (party_set_slot, ":party_no", slot_party_ai_substate, 0),
                
                (try_begin),
                  (gt, ":party_is_in_town", 0),
                  (neq, ":party_is_in_town", ":new_ai_object"),
                  (party_detach, ":party_no"),
                (try_end),
                
                (assign, ":aggressiveness", 1),
                (assign, ":courage", 9),
                (assign, ":initiative", 20),
                #(assign, ":initiative", 100),

    in that case, i'll study those script and try to understand what line does and when.
    Ths you for  answering my question!

    EDIT1: when creating the dialogs for the quest, for some reason, i'm having this appearing in cmd :
    插入代码块:
    Error: Unrecognized tag:%gin object:%g_talk_troop
    ERROR: Illegal Identifier:%g_talk_troop
    Error: Unrecognized tag:%gin object:%g_talk_troop
    ERROR: Illegal Identifier:%g_talk_troop


    with this code :

    插入代码块:
    [trp_npc_quest_1_survivor_warrior, "start", [
     (troop_slot_eq, "%g_talk_troop", slot_troop_met_previously, 0),
     ], "Hello Sire, i have a problem that you can probably solve.", "warrior_survivor_d_1",[]],
     [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_1", [], "What's the problem ?", "warrior_survivor_d_2", [
      (troop_set_slot, "%g_talk_troop", slot_troop_met_previously, 1),
      ]],
      [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_1", [], "Got other problems on the hand .", "close_window",[]],
      [trp_npc_quest_1_survivor_warrior, "warrior_survivor_d_2", [], "Well, our problem is big, sticky and have eaten all my friends.\
     He's probably on the way to our actual position.", "warrior_survivor_d_3",[]],
      [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_3", [], "How can i help you ?", "warrior_survivor_d_4",[]],
      [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_3", [], " (censored) .", "close_window",[]],
      [trp_npc_quest_1_survivor_warrior,"warrior_survivor_d_4", [], "Killing this 'thing' is probably\
     the best way to help me, we'll have to wait for it here", "warrior_survivor_d_5",[]],
      [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_5", [], "Alright, i'll help you", "warrior_survivor_d_6",[]],
      [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_5", [], "I've to do other things before i can help you", "close_window",[]],
      [trp_npc_quest_1_survivor_warrior, "warrior_survivor_d_6", [], "Thanks you sire, the 'thing' will be here in about 3 days", "close_window",[]],

    there is no reason that this error appear as "%g_talk_troop" appear more than 1000 times in this script.
  10. Gess1t

    Modding Q&A [For Quick Questions and Answers]

    kalarhan 说:
    Gess1t 说:
    Is it possible to give item as a bonus with the classic gold/xp quest rewards ?

    something like a sword as the quest reward? Then yes, just add the item to the player troop "trp_player"

    searched more and found this:

    (troop_add_item, "trp_player", "itm_sword_viking_1", 0),

    so i've to apply the line after the ending dialogue.

    My second quick question will be:  can i force a certain party to besiege a town even if this one isn't a member of a kingdom?

    Like i can force bandit to besiege a town, and then enter instantly in battle with the party when behind the wall
  11. Gess1t

    Modding Q&A [For Quick Questions and Answers]

    Just a quick question :

    Is it possible to give item as a bonus with the classic gold/xp quest rewards ?
  12. Gess1t

    armor is invisible

    Quetzal-Toc 说:
    ok, i recently attempted to mod warband by adding new armors and weapons. when i was testing them the weapons came in fine but when the player or npc wears
    the armors they and the body part they are on become invisible .

    For some reason the game will sometimes render your armor properly, sometime it'll glitch under the floor and you wont see your armor, these screenshot are a good exemple of what i mean (this is a custom model that i've tried to add into the game:

    1533218139-20180802145922-1.jpg

    This time it's working properly
    1533218171-20180802150040-1.jpg

    Also That not working as wanted this time
    1533218217-20180802150129-1.jpg

    Also That not working as wanted this time

    and these rendering problem can be caused by 3 things:

    The fact that you didn't added "load_mod_resource = {your .brf file name here}" in module.ini

    or : Some parts of code that you need to edit somewhere.

    or : In modelling software import your model and an other armor from native, make yours at the same exact height than the native one, same rotation, same size, re-import it in brf, make sure it has it's material / texture set correctly (cause UV maps already occurred this kind of problem for me.)

    Personally, entering a couple of time in tavern, map, and other change the rendering of my model, maybe yours will do the same
  13. Gess1t

    Modding Q&A [For Quick Questions and Answers]

    kalarhan 说:
    Gess1t 说:
    EDIT: Done it with other value on top, still the same error

    syntax error just needs you to fix the syntax, nothing more than that. Now if you want to experiment with changing the compiler to generate a new type of skin, then you will need to work with process_XXX.py too.

    for the syntax issue see reply above.

    adding "man_face_key," after "custom_head", but with all those body part, that mean that i can't put my player model into the game if i can't make it work as an bigger armor (and also because player character are made from different part, as mine is only 1 part), cause the mesh is just invisible ingame for some reason, and as there are no tutorial on adding armor with module system / adding skin to warband, can't do anythings for now, i'll continue to search on my side.

    EDIT1: well i've added a companion with the model on him but the game just crash when i go to the tavern of uxhal so i think he's actually this town.
    i don't know if there is Logs file to see why it's crashing. i'll need help on this one.
    i'm asking myself if i have to make a topic for this one, so just in case, here is the companion code :

    插入代码块:
    ["npc18","Custom","Custom",tf_custom|tf_hero|tf_unmoveable_in_party_window, 0, reserved,  fac_commoners,[itm_nobleman_outfit,itm_nomad_boots, itm_sword_medieval_b_small, itm_new_weapon],
       str_30|agi_30|int_30|cha_30|level(25),wp(320),knows_Beast_npc|
       knows_power_throw_10|knows_athletics_10|knows_power_strike_10|knows_ironflesh_10,
       0x00000000fd04310641339248dc71461f00000000001f32a00000000000000000],

    EDIT2: i've fixed the problem, i had wrote "load_mod_ressource = custom" in module.ini, removed one "s" but i can't get into the tavern where the companion is (instant crash when trying) so i picked up an other model, and put it as an armor into the game, and that work ! (after few scaling problem) strangely, yeah:

    1533218139-20180802145922-1.jpg

    This time it's working properly
    1533218171-20180802150040-1.jpg

    Also That not working as wanted this time
    1533218217-20180802150129-1.jpg

    Also That not working as wanted this time

    It's seems that the model render differently when i enter different Area like in battle, town, and few other
  14. Gess1t

    Modding Q&A [For Quick Questions and Answers]

    kalarhan 说:
    parser expects more components on the face[6] component, which is the

    插入代码块:
    7) Face keys (list)

    well my model wouldn't normally require face key, well :
    - how can i generate those 9 characters hex face key?
    - Is it possible way to cheat and bypass these requirement using the same face key?

    EDIT: Done it with other value on top, still the same error, so just gonna delete it and put my model as a big armor and see if that work (with collision of course)

    EDIT2: Done it, now my model is invisible ingame, even if i've referenced it in module.ini, i don't know how to fix it, it's worked fine for my weapon the last time.
  15. Gess1t

    Modding Q&A [For Quick Questions and Answers]

    DtheHun 说:
    Copy that BRF file into the "Resource" folder of your module.
    Open "module.ini" file with a text editor and find "load_resource = body_meshes", rewrite it to "load_mod_resource = body_meshes".
    If it has custom textures, copy them to the "Textures" folder of that module.

    Try it.

    A.: If it works: You are lucky!
    B.: If the textures are missing: You will need to load other brfs files with the appropriate material and texture setup what the custom body needs. Hopefully they are in the same directory where the body_meshes.brf was.
    C.: The models are missing: You will need OpenBrf to open body_meshes.brf. In "skins.txt" you should rename the body parts according to the model names in body_meshes.brf.

    If nothing works compare that body_meshes.brf in OpenBrf with the vanilla file - you can find in Warband/CommonRes directory - to find out if it has the required models at all.

    Well that not sufficient when you're working with module system as i don't know where i can add body_mesh as there is 2 skin : Man / Woman, so i think i will need to add an other choice to get my mesh into the game, i don't know any other way, i've put my mesh on body_mesh.brf, hair on hair.brf, but that it, was trying to add a third one in module_skins, but i get multiple syntaxes errors so i'm gonna just delete it i think and put this part in an other txt file, just in case.

    the syntax i'm facing :

    ]
    插入代码块:
    Traceback (most recent call last):
      File "process_skins.py", line 105, in <module>
        export_skins(skins)
      File "process_skins.py", line 81, in export_skins
        ofile.write("skinkey_%s %d %d %f %f %s "%(convert_to_identifier(face_key[4])
    , face_key[0],face_key[1],face_key[2],face_key[3],replace_spaces(face_key[4])))
    TypeError: %d format: a number is required, not str

    with the code :

    插入代码块:
    (
        "ModelC1", 0,
    	"Custom_model", "custom_calf_l", "c_handL",
    	"custom_head",
    	["custom_hair"],
    	[],
    	[],
    	[],
    	[
    	],
    	[(voice_die,"snd_man_die"),(voice_hit,"snd_man_hit"),(voice_grunt,"snd_man_grunt"),(voice_grunt_long,"snd_man_grunt_long"),(voice_yell,"snd_man_yell"),(voice_stun,"snd_man_stun"),(voice_victory,"snd_man_victory")],
    	"skel_human", 1.0,
    	psys_game_blood,psys_game_blood_2,
      ),

    my body parts have the same name as those of the code
  16. Gess1t

    Modding Q&A [For Quick Questions and Answers]

    Hello, i would like to know If that's possible to add new players models, i've found a body_mesh.brf file, so i'm wondering if that's possible.
    If that possible, what part of code did i need to edit to get the new body mesh into the game?
  17. Gess1t

    Need help With fixing an error who hide another

    kalarhan 说:
    Gess1t 说:
    - translation

    start game on windowed mode, check the menu options (from the window bar), and you can create a translation project for your module (the .csv files).

    already done, took me few seconds,
    Right now i'm facing problem with face code occurring syntaxes error, so there's maybe 30 minutes of work lost.

    i kept the pastebin backup if i can't do anythings to fix the issue, so here is the modified code if you want to take a loot at it (i'm not forcing you to do it as i want to fix it myself): https://pastebin.com/beKRM8z4

    EDIT: Being Tired can occur this kind of dumb things, should one day sleep for 14 h straight.
    What happen you would ask? i've opened the wrong instance of module builder (nice)
  18. Gess1t

    Need help With fixing an error who hide another

    So this is the list of all things that i have to fix:

    - Face Code not applying and setting the skin by default
    - Scenes
    - translation
    - My Sanity level

    A good screenshot of what is happening about the scene and the face code:

    1532719560-20180727211250-1.jpg


    and that'll it, i'm searching a fix for the skins, so any help would be appreciated, i can do the other things myself
  19. Gess1t

    Need help With fixing an error who hide another

    kalarhan 说:
    Gess1t 说:
    EDIT2: had to edit the kingdom using Morghs M&B WB-WFAS Editor with .txt, module system changed

    do not edit .txt stuff with Morgh`s when working with modsys. When you compile the modsys it will delete all your .txt changes. Either use Morgh`s with .py files (limited use) or learn how to do stuff on the modsys. Morgh`s is a optional tool, you can work with modsys alone.

    again: do not mix .txt edits with modsys edits.

    well at this point, the things (yes it's a things at this point) was broken before i used the software so... (scene doesn't match(going to my castle, NOP YOU GO IN TAVERN))
    More Pains to fix it, oh wait, i forget, can't fix it by changing scene name, so how i'm supposed to do that? (insanity level at max)
    no seriously i don't know where to set the scene for these towns/castles

    EDIT: i know it, i'm just going insane at this moment

    EDIT2: i'll have to make most of the scene like the castle or the center myself but the mod is working for now, some other generate from themself. still searching why this get_object error is here.

    EDIT3: i gave a face code for every lords that i've added but this one didn't applied, why?
  20. Gess1t

    Need help With fixing an error who hide another

    kalarhan 说:
    Gess1t 说:
    I gave them a town and castle in module_script

    "gave them" could mean a lot of things, that is why you show code. Review the tutorial as many times as needed until you get all things done. You can visit the Q&A thread if you have new questions, and the tutorial thread if you need help with that in particular.

    Cheers

    the tutorial doesn't indicate how to add a town to a faction, i had to use an different Post for that, so i'm going to search myself and close this topic when that'll be working,
    thanks you again for helping me trough this intense brain breaking Modding.

    EDIT2: had to edit the kingdom using Morghs M&B WB-WFAS Editor with .txt, module system changed some kingdom value like for my king from kingdom_7 to kingdom_5, i still own the villages, even if the kingdom owner id is set to kingdom_7,  and finally, i've got ingame error:

    插入代码块:
    get_object failed for the mesh: map_flag_h03
    that the case for all the banners
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