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  1. basedwontonsoup

    Modding Q&A [For Quick Questions and Answers]

    Hello everyone, just wanted to say that I figured out everything. Last night was a doozy for me so that's why I couldn't understand what you guys meant, however everything made sense this morning, I put **** in, tested **** out, and it worked. I want to give a huge thank you to kalarhan and Somebody, since you guys did help me out a lot. Anyways I'm off to **** **** up or whatever. Have a wonderful day everyone.
  2. basedwontonsoup

    Modding Q&A [For Quick Questions and Answers]

    My base is MB Warband 1.170, I downloaded the new mod sys v.1.171 so the .py files are updated, I saw the polearms code already in there in the header_troops.py file.
  3. basedwontonsoup

    Modding Q&A [For Quick Questions and Answers]

    Im still confused, sorry it's late and again, Im not very bright. What would be ideal is if the tf_guarantee_polearm          = 0x08000000 code could be changed to a code that guarantees it 100%.

    Do you mean copy the tf_guarantee_polearm          = 0x08000000 code and apply it to my troops? It would come out as something different in the txt file, then I copy that code and place it in my Sands of Faith troops.txt folder for that soldier? Then what do I do if I want that to be applied to all the troops, I'd have to copy and paste the code for all the soldiers?
  4. basedwontonsoup

    Modding Q&A [For Quick Questions and Answers]

    Somebody 说:
    Morgh's editor doesn't need to be updated, you just copy your work work from the module system and merge your new troops with 1.171 as the base.

    Im sorry if I come off as an idiot, I'm not the brightest person. What do you mean copy the work? How would I merge the new troops?

  5. basedwontonsoup

    Modding Q&A [For Quick Questions and Answers]

    To kalarhan,

    Thank you, I just downloaded the mod sys 1.171, however I still have a problem. I use Morgh's editor to edit/add troops and items and there isnt an updated version for it yet (since the update came out like a few days ago anyway), so if I want all my troops to have this 100% guaranteed, what would I need to do? Is there a code like the code that is next to the tf_guarantee_polearm that will have it 100% guaranteed?
  6. basedwontonsoup

    Modding Q&A [For Quick Questions and Answers]

    Hello everyone, I am very new to scripting, I just started 3 days ago. Anyways I was looking around for something that would always gurantee polearm weapons for soldiers when it is placed in their inventory. I found the script for it, I put it in module_scripts, and put a trigger in module_mission_templates, and everything worked. The problem is that I wanted to gurantee polearm weapons for Sands of Faith (and hopefully other mods). The module system only has the native files, and there is no ModSys for Sands of Faith. I asked on ModMB, and a person named rebelmarineha told me I should get WinMerge and compare the Native txt file, and my test mod (the one the ModSys and script went into), copy what's different, and paste it in the SoF txt folder. It worked for the scripts.txt, I found the code and copy/pasted it in the SoF scripts folder, however the mission_templates.txt has too many differences and I don't know which code in the txt file Im looking for. What can I do?

    The module_mission_templates trigger is (call_script, "script_force_weapon", ":agent_no"),
    How it looks combined with the other triggers in the file

    common_battle_init_banner = (
      ti_on_agent_spawn, 0, 0, [],
      [
        (store_trigger_param_1, ":agent_no"),
        (call_script, "script_force_weapon", ":agent_no"),
        (agent_get_troop_id, ":troop_no", ":agent_no"),
        (call_script, "script_troop_agent_set_banner", "tableau_game_troop_label_banner", ":agent_no", ":troop_no"),
      ])
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