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  • 用户:Gulard
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  1. Modding Q&A [For Quick Questions and Answers]

    Caba`drin 说:
    (agent_get_ammo,<destination>,<agent_id>, <value>), #value = 1 gets ammo for wielded item, value = 0 gets ammo for all items
    Thanks, (why I have not seen this before?  :eek:)
    But <destination> is the item_id or number of arrows?
  2. Modding Q&A [For Quick Questions and Answers]

    Caba`drin 说:
    Gulard 说:
    How do I know what kind of arrow hit the agent?
    Trigger ti_on_agent_hit provides
    #can only be used in module_mission_templates triggers
    # Trigger Param 1: damage inflicted agent_id
    # Trigger Param 2: damage dealer agent_id
    # Trigger Param 3: inflicted damage
    # Register 0: damage dealer item_id
    # Position Register 0: position of the blow
    #                      rotation gives the direction of the blow

    I'm not positive if Reg0's damage dealer item_ID is the weapon hit, or if it is only filled if the damage dealer is a horse...

    In any case, you can take trigger param 2's agent_id, get the wielded item and then get the ammo for that wielded item.

    You might be able to use the above in conjunction with the item trigger
    ti_on_missile_hit        = -52.0 #can only be used in module_items triggers
    # Position Register 1: Missile Position
    # Trigger Param 1: shooter agent id

    but given it doesn't identify the hit agent, it seems of limited usefulness in this instance.
    And how to get the ammo? What if agent have 2 kinds of arrows and one bow for example. How to now exactly which king of arrow he has shot.
  3. Modding Q&A [For Quick Questions and Answers]

    How do I know what kind of arrow hit the agent?
  4. Modding Q&A [For Quick Questions and Answers]

    Arch3r 说:
    Also, how to completely remove the player health bar?
    it seems that it is hardcored into the game, but you can try to make the bar textures transparent...
  5. Modding Q&A [For Quick Questions and Answers]

    cmpxchg8b 说:
    It succeeds only if the parameter you give it is a valid agent id. You should call it to validate an agent id before calling any other agent operation on it (the example above is incorrect, agent_is_active should be called before agent_is_alive).
    O, i see, it needs to prevent the errors with "invalid agent ID". It would be very useful for my triggers :mrgreen:

    Thanks for answer!!
  6. Modding Q&A [For Quick Questions and Answers]

    Can somebody tell me what exactly mean "active" agent (Specifically in operation agent_is_active)?
  7. Modding Q&A [For Quick Questions and Answers]

    Somebody 说:
    Spawn a new agent off-screen and kill that one instead.
    Oh interesting... Even wonderful... It is really a solution of problem, and so easy  :eek:, Thanks very much!
    eeee... How spawn agent off-sreen? On null position?
    O, and could you tell, how I can write "position_no" manually? I really don't know what is hidden under this variable. Is it like coordinates in troops.py, for example "-100, -50"?
  8. Modding Q&A [For Quick Questions and Answers]

    Highlander, doubts about the constant. I try used '9', but got 54 instead of 50 exp for looters (ie more), but when I used '10' I got 244 instead of 250 for knights (ie less) despite the fact that I used larger multiplier. I mean it depends on  some function, not constant.
    I can live with that... But there is some one else, which change after kill, like total kill count for player. And it I can't change! If player would kill all enemies by special ways like way with fade-out-effect he would get no kills to count...
  9. Modding Q&A [For Quick Questions and Answers]

    Lumos 说:
    I'm osrry, but I thought you wanted to kill the agent? If you want a kill, then you don't need to fade_out.
    I need that agent disappear (fade out) just before death. I need only 'disappearing' effect... It is wonderful affect for the ghost... and other 'undead'.
  10. Modding Q&A [For Quick Questions and Answers]

    Somebody 说:
    agent_deliver_damage_to_agent will definitely count as a kill if you set the target hp to 0 beforehand.
    The main thing - the visual effect. If the agent dies, he 'falls dead', if it fades out, it can not 'falls dead'.
    After the operatoin 'fade out' the agent is removed from the battlefield and it is impossible to do any operations with him... Thats why I can't kill agent by 'agent_deliver_damage_to_agent'...
  11. Modding Q&A [For Quick Questions and Answers]

    Caba`drin 说:
    (agent_deliver_damage_to_agent,<agent_id_deliverer>,<agent_id>,<value>),

    should do it.
    oh... I knew that you would say this! But it is not compatible with "fade_out". Agent can't to fade out and to die at the same time... And it can't first to die and then to fade out and on the contrary. Agent or only dies or only fades out.
    Unfortunately there is no operation like "agent_kill_by_agent". That would be cool if it would be...  :cry:
    And also there is no operation to add kill to total player kills, only for store it  :cry:
    It seems that there is no way to make a real kill of a 'fade_out'.
  12. Modding Q&A [For Quick Questions and Answers]

    What script calculate experience for the killed enemies?
    I used "agent_fade_out" for some player actions, but player got no experience. I need that it would be like a killing, thats why I need calculate exp for a killing.
    And maybe there is some one else way to get experience by using some operation?
  13. Modding Q&A [For Quick Questions and Answers]

    What slot value are you using for slot_agent_burn ? If it is a value that another slot uses, then it easily could be overwritten. But sure you are using an unused agent slot (in Native, any slot >26).
    I used exactly 26, because latest was 25.  I used values: "0" - not burn, "1" - burn, that's all... And why it could be overwritten? I used specific slot unrelated to other!
    But it does not matter already. I solve the problem same as developers did with the banners and colors  :mrgreen:
  14. Modding Q&A [For Quick Questions and Answers]

    Thanks to all. I solved the problem! It's all right now! =))))
  15. Modding Q&A [For Quick Questions and Answers]

    Why in the battle the trigger performed unpredictable number of times?!?!
  16. Modding Q&A [For Quick Questions and Answers]

    Sadly...
    Well... then, I use two triggers and global variable  =))))
    I just need after the strike to perform an action few times. That's all ...
  17. Modding Q&A [For Quick Questions and Answers]

    oooo i see, thanks very very mach =)))

    and can you say how to run some trigger inside another trigger ???

    can i do like that:
    ti_on_agent_hit, 0, 0, [],
    [
    ti_<some trigg>, 0, 0, [<another trigger>], [<another trigger>],
    ],
    or simply:
    ti_on_agent_hit, 0, 0, [],
    [
    0, 0, 0, [<another trigger>], [<another trigger>],
    ],

    i mean, will  ti_<some_trigg> executed for many times???
  18. Modding Q&A [For Quick Questions and Answers]

    It really strange! The message (in trigger bottom) written only after enemy death but there are no additional conditions of agent death...
    And I sure that used exactly ti_on_agent_hit...

    am... hmmm...
    Can you explain me what doing these figures at triggers, I think I understood them wrong:
    ti_on_agent_hit, 1, 1,
    [
    # some operatoins....
    ],
    [
    # some operatoins....
    ],
    --------------------------------------------
    oh it really started not only after death... but why it dont started every time??!?!?  :evil: :evil:
  19. Modding Q&A [For Quick Questions and Answers]

    Somebody 说:
    agent_get_player_id is used in multiplayer to fetch the instance of a client from the server. get_player_agent_no is only used in singleplayer. Using a ti_on_agent_hit trigger, you should compare its parameters to the values of get_player_agent_no or multiplayer_get_my_agent or multiplayer_get_my_player, player_get_agent_id in multiplayer.
    Thanks... But "ti_on_agent_hit" trigger started only after killing the enemy. Are there trigger, which started after simple strike???
  20. Modding Q&A [For Quick Questions and Answers]

    What specifically doing the operation "agent_get_player_id"? I mean that there are similar operation "get_player_agent_no" and it is confusing =/
    And how can I get an agent_id that the player hit him?
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