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  • 用户:sjmind
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  1. Mount&Blade version 0.903 is out!

    Is module system for 0.900 out?
  2. Most wanted module system additions

    I want to change the health limit of troop without changeing it's skill.

    way to change the hardcoded skill's value(e.g.  one skl_ironflesh add 5 hps)

    And I think It is also necessary that I am able to set the abilities of agent during a mission_template.
    I hope that I can see the operations such as agent_set_skills, agent_set_attribute, etc. in next version of module_system.
  3. Modding Q&A [For Quick Questions and Answers]

    Can I change the health limit of troop without changeing it's skill?

    And Is there any way to change the hardcoded skill's value(e.g.  one skl_ironflesh add 5 hps)
    I think it is necessary.
    And I think It is also necessary that I am able to set the abilities of agent during a mission_template.
    I hope that I can see the operations such as agent_set_skills, agent_set_attribute, etc. in next version of module_system.

    (By the way, Can I set a minus-value as the value of (troop_raise_attribute,<troop_id>,<attribute_id>,<value>),)
  4. Do play_track and stop_all_sounds work now?

    thx

    But I still want to know whether stop_all_sounds works now and Another question:

    if I wrote codes like these:
              (play_track,"track_a"),
              (play_track,"track_b"),
    then would it play only track_b or play track_a and track_b together?

    Anyway, thx a lot.
  5. Do play_track and stop_all_sounds work now?

    Do play_track and stop_all_sounds work now? If yes then     how to use them else     when will them work end if         
  6. About overlay

    In 0.89x I have some questions about the overlay. Can anyone tell me how to solve these? Thx a lot. 1. Must I use the overlay in a presentation, or I can use that without any presentation? 2. How could I know whether a overlay is above another one? 3. The relationship between the overlay'...
  7. Need help!

    (agent_get_position,pos1,":ag_no"), (position_move_z,pos1,190,1), (position_move_x,pos1,190,1), (set_spawn_position,pos1), (spawn_agent,"trp_a"), This code leads to  a M&B Crash(Not C++ Runtime error). [in 0.892] Can anyone tell me why?(It seems that it can run in .808) Another problem: in...
  8. The magic system of M&B preview

    Well, I said I can make the magic system for M&B. I took 3 pictures from my current work. The first one and the second one show the track of a magic (I doubt whether it's called a track, or it's called path or something else... Can Any one tell me the name of it?) The 3rd one showes the...
  9. How to use these new functions of module_system in 0.89x

    First Question is on the overlay. Can I use the operations of overlay without starting a presentation during a mission_template? And Who know how the tactic map works? I can't understand those codes. Second Question: I found these in 0.892 module_system mission_cam_set_mode                 ...
  10. Do you think a Mod with a large magic system will be accepted?

    Actucally, I've done most parts of sub-systems. I'm regrouping all the sub-systems now.
  11. Do you think a Mod with a large magic system will be accepted?

    In fact, I'm making a mod which is made for testing all new functions. However, I created something interesting and I am rewriting it into a magic system. It'll have these functions: 1.Lots of kinds of magic -- Attack, defence, curse, and something else 2.The State of reading spells -- A circle...
  12. Modding Q&A [For Quick Questions and Answers]

    Anyone has any idea to make a dynamic array(I want to use it in the mission template)?

    And how many slots have a party got?

    Another question:
    (pos1)
    o


                                o(pos2)
    I want the x axis of pos1 point to pos2, how can i do it?
  13. Can anyone tell me all of the functions will be done in 0.89x

    I am making a MOD based on .89x. However, when I make a new function, I found that a new version released. Sometimes some functions is similar with the functions in my mod. So, I want to know all the function will be done in 0.89x in order to check which function should I add into my mod.
  14. Modding Q&A [For Quick Questions and Answers]

    Highlander 说:
    Winter 说:
    Agent_get_look_position is new and not yet well understood AFAIK.  May tell us the position of the target the agent is aiming at (AI only?), or it may just be the same location as agent_get_position but with the direction of the agent's head where different from the agent's body.  Needs testing.  Try it in a plain scene and let us know what you find!

    The only use of agent_get_look_position in Native is in module_scripts, used on the player agent, after which the resulting position is used to get its rotation around the Z axis. I don't know what that means exactly, but it's certainly not AI-only. :razz:

    Inferentially,
    Winter
    It's used to get the direction for the player arrow icon on the mini map.

    I've tested it. It seems that Highlander is right. Thanks a lot.

    =======================================

    Well, another question I met:
    Is there any way to make the player to stand at the point until I let him move?
  15. Modding Q&A [For Quick Questions and Answers]

    What is the difference between agent_get_position and agent_get_looking_position?
  16. PYTHON SCRIPT/SCHEME EXCHANGE

    Hellequin 说:
    I can answer it here instead easily enough, Winter. :wink:

    Instead of (get_distance_between_positions) what you're looking for is this:

    插入代码块:
    (position_transform_position_to_local, pos3, pos1, pos2),
    (position_get_x, ":dist_x", pos3),
    (val_abs, ":dist_x"),
    Position 3 is position 2, in the local frame of reference where position 1 (in this case the player) is the origin.  Third line is optional and assumes that all you're interested is how far from the line they are, not which direction.

    Also, this is 0.808 code, when the units multiplier thing didn't exist.  It should still work here but you'll need to decide what precision you want - for example, setting the multiplier to 100 would give units of centimeters (same behaviour as 0.80:cool: in the result.  I think.


    thx. It works.
  17. Modding Q&A [For Quick Questions and Answers]

    VC++ Runtime Error:
    插入代码块:
    m.number>0
    It happens every few mins.
    Why?
  18. PYTHON SCRIPT/SCHEME EXCHANGE

    Thanks!!!

    but I am afraid that you misunderstood the third idea.
    André de Cuyne 说:
    sjmind 说:
    Or can I get the distance which......(difficult to describe, just look at the example:smile:

    here is player   --> o - - - - - - - - - - - -                 <-- the direction in which player is looking
                                       ^
                                       |        <-------- the distance I want to know
                                       |     
                                       V
                                       A<------ the position where an agent is
    插入代码块:
    (get_player_agent_no, ":player_agent),
    (agent_get_position, pos1, ":player_agent"),
    (call_script, "script_cf_get_first_agent_with_troop_id", "trp_what_you_want"),
    (assign, ":cur_agent", reg0),
    (agent_get_position, pos2, ":cur_agent"),
    (get_distance_between_positions, ":dist", pos1, pos2),
    The distance between the player and the first agent of the troop "what_you_want" should be returned in :dist.

    I don't want the distance between the player and the first agent.
    I want to know the distance between the agent and the line which refer to the direction in which the player is looking.

    And anothor question on question 2: Is the pos1 the position of what player is looking at?
    For example, I'm looking at an agent or a scence props or the ground. Will pos1 return the position of the agent or props or the ground?

    Anyway, thx u.
  19. Questions about module_items in .0892

    1.Can ti_on_weapon_attack and ti_on_init_item be used on melee weapons? 2.How can I create a particle system on my weapon when ti_on_weapon_attack and then disable it? 3.Can I Create an item with a particle system that I can see the effect of the particle system when I am carrying it and check...
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