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  1. MY changes wont save?

    First , you need to check where you are exporting your new module
    (
    it's in the module info file, what is the path you entered there? If your mod is called mymod, then it must be leading to a subfolder mymod inside the module folder of the game

    for example, my own mod is called "mkHardcore" and my game was bought via steam so in module_info.py i have the following line
    export_dir= "C:/GAMES/Steam/SteamApps/common/mountblade warband/Modules/mkHardcore/"
    )

    Then you need to confirm that when you launch the game, you select the right module in the drop down list (you must select "mkHardcore" and not "native") to see your changes.

    Then you need to be sure of what items did you change, did you change items for the solo game or for the multiplayer....

    You have to check the things in the right order, for the checks to be meaningfull...



  2. Automatic Map Downloading Feature (How does it work)

    Talesworld should really name the dam lists of every script.
    This way you would never have to increase counter every everywhere in script and scripts and scripts.
    instead of +7, you would do + LEN(listA) and then you would just have to add anything you want in listA without bothering with crazy counters...
  3. Module System Requests

    I believe tales world should name each list of triggers in the module system.
    This way we would not need to edit each and single mission to insert new triggers.
    We could simply make an include with a script that append our triggers to the named lists

    like
    mp_trigger_list.append [mycustomtrigger1,mycustomtrigger2]
    battle_trigger_list.append[....]

    Basically, only 1 maintenance point for all our triggers instead of copy pasting the same line in tenths of places!!!
  4. Automatic Map Downloading Feature (How does it work)

    I would also be interrested... i thought it was not possible and everybody had to dl the map out of the game before connecting to the server
  5. Intriguing new header operations in module 1.25 !!!

    Hello, Some very intriguing new header operations in header 1.25 #communication with URL (server or external sites??) send_message_to_url                  = 380 # (send_message_to_url, <string_id>), #result will be returned to script_game_receive_url_response player_get_unique_id             ...
  6. So, is there a 1.124 module system out yet?

    You don't need python at all for the module system.
    You write code in the M&B custom language and you enclose it in brackets and store it in a file with a python extension.

    But you don't write python code at all and you don't have access to the standard module of the python extensions...
  7. 1866 Multiplayer progress report (06.15)

    don't want to spoil the fun but what about module 1.1.24???
  8. Module System Download

    Some new header operations


    multiplayer_find_spawn_point        = 425 # (multiplayer_find_spawn_point, <destination>, <team_no>, <examine_all_spawn_points>, <is_horseman>),
    set_spawn_effector_scene_prop_kind  = 426 # (set_spawn_effector_scene_prop_kind <team_no> <scene_prop_kind_no>)
    set_spawn_effector_scene_prop_id    = 427 # (set_spawn_effector_scene_prop_id <scene_prop_id>)

    show_object_details_overlay              = 960 # (show_object_details_overlay, <value>), #0 = hide, 1 = show

    agent_set_ammo                        = 1776  # (agent_set_ammo,<agent_id>,<item_id>,<value>), #value = a number between 0 and maximum ammo



    prop_instance_dynamics_set_properties  = 1871 # (prop_instance_dynamics_set_properties,<scene_prop_id>,mass_friction),
    prop_instance_dynamics_set_velocity    = 1872 # (prop_instance_dynamics_set_velocity,<scene_prop_id>,linear_velocity),
    prop_instance_dynamics_set_omega      = 1873 # (prop_instance_dynamics_set_omega,<scene_prop_id>,angular_velocity),
    prop_instance_dynamics_apply_impulse  = 1874 # (prop_instance_dynamics_apply_impulse,<scene_prop_id>,impulse_force),

    mission_cam_set_animation              = 2019  # (mission_cam_set_animation, <anim_id>),

    Not the time to check more until next week
  9. 1866 Multiplayer progress report (06.15)

    me get very excited....

    What about an "invasion" game mode ? poor players versus respawning horde of mexican guerilleros/ apache fighters.. with ammo respawn decreasing with each wave of guerilleros...
  10. RANT: Modding M&B very different to PYTHON !!!

    Hello A small rant ... I would like a lot of people to realize that the module system of M&B, although written in python, has nothing to do with python. It's a code preprocessor for the M&B engine. You don't write python code to mod M&B. You simply pack M&B pseudo code into a python file. And...
  11. Unable to read the current animation for player in Warband MP, mistakes in code?

    Still a complete failure on my side, i tried to add checks, i tried to put 0 or 1 or "0" or "1" to no avail.
    I guess i should raise a bug in the bugtracker then...
  12. itp_wooden_parry / itp_wooden_attack -> What does it mean? what does it do?

    Hello All, Has anyone understand the impact of the tags itp_wooden_parry or itp_wooden_attack on the fight?
  13. Unable to read the current animation for player in Warband MP, mistakes in code?

    Hello All, I want to read the current animation played on the player agent butuUsing this trigger in the deatmatch mission template, i have a critical failure... No message is displayed anymore during the fight (no custom message and no message from the game, like player killed player B with...
  14. 1866 MP in Warband , is it a reality?

    Hello Guys, I strongly believe this will be one of the best mod of all time for M&B. However an unammed friend of me keep repeating me that the 1866 MP for Warband is already out . I'm unable to find it, so i wonder , is he in a kind of beta or am i purely too stupid to find a dl link out there?
  15. [Suggestion] Stamina and adrenaline

    I'm beta testing such stamina system in my mod now.
    The issue i have is to increase stamina loss when shield is effectively hit by a weapon
    (versus when shield is simply raised)
  16. MP: Able to change proficiency but not skill, would need some help...

    Hello All, Finally , in MP i'm able to change the weapon proficiency during the game using       (multiplayer_get_my_player,":player_no"),       (player_get_agent_id, ":agent_id", ":player_no"),       (player_get_troop_id,":troup_id",":player_no"),      ...
  17. How to detect shield Block and Weapon Parry?

    ...effects on shield block / weapon parry but only when you really parry/block something. I was thinking about get_defend_action but it seems to show the same results whenever you parry  in the air and you parry for real...* So i'm a bit lost on where to look for , maybe checking the animations ?
  18. Possible to change weapons propertires during game in Multiplayer for an agent?

    Hello,

    Thanks for the inputs.
    Now i'm able
    - to switch wielded item between weapon equipped.
    - to unequip an item (eg the item is removed from hand and from inventory).
    - to have the agent hide both items (shield + sword)

    I still need to find
    - how to add an item to inventory
    - how to have the agend hide only his shield (like when do sheath_weapon with mouse wheel)

    Still on the search !!!
  19. Possible to change weapons propertires during game in Multiplayer for an agent?

    Hello, I'm trying desesperatly to find a way to reduce attack efficiency when you spam them. I though about reducing weapon proficiency each consecutive attack -> not possible to change weapon proficiency in multiplayer (at least not found) So is it possible to change the properties (speed or...
  20. [Suggestion] Stamina and adrenaline

    I would deeply agree with Tequnique !
    Stamina (or the lack of stamina) is for me the main issue with M&B multiplayer.
    Maybe the one that will make me quit it.
    You can raise your shield forever and sword+shield fight mostly rely on the one getting bored first !!!
    So today Shield are the magic power of the battlefield
    - you can pile several of them
    - you get magic forcefield against archer for "free" (since you can hold them up forever)
    - you get magic "block all melee attack" for "free" (since yo can hold them up forewer in melee also)

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