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  • 用户:AngusH
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  1. Boot meshes

    Thanks HokieBT, that's the info I was after. :grin:
  2. Boot meshes

    Keedo420 说:
    Actually, gloves use four different meshes... For example: lthr_glove_L, lthr_glove_R,lthr_glove_Lx, and lthr_glove_Rx. The two with the x at the end are for the wrist part of the glove. However, when you only actually use the lthr_glove_L mesh name when defining which mesh to use for leather gloves in module_items. Boots on the other hand (so to speak :roll:), only use one mesh. Both left and right boots are in the same mesh. For example: boot_nomad_a.

    Aye, but did it used to be different? Just wondering why this particular resource file has them seperate.
  3. Boot meshes

    I've noticed that with gloves all that is required is a single mesh for the left or right hand, and then in-game it puts the glove on both hands. I'm wondering if there is a way to do the same thing with boots? I'm trying to incorporate a boot mesh from a mod that doesn't work with the current...
  4. Samurai Weapons & Armor Pack

    Great stuff. Love both the katana and the armours. Beautiful textures.
  5. B Tutorial 2D Banner Making Tutorial

    AWESOME tutorial, thanks very much, this worked a treat! Here's a preview of my Japanese-inspired flags for my mod that took, thanks to this tutorial, very little time to put together:

    bannersw.jpg
  6. Hiring village recruits as 'hero' companions?

    killkhergit 说:
    To let the code check if one's available: (no need to change if you're going to add one to all factions)...

    插入代码块:
      #script_village_recruit_volunteers_recruit
      # INPUT: none
      # OUTPUT: none
      ("village_recruit_volunteers_recruit",
         [(try_begin),
    	(eq,slot_center_original_faction,"fac_culture_(number_of_faction_with_sixth_troop),
    	(assign,":volunteer_troop","6),
         (try_end),
         (party_get_slot, ":volunteer_troop", "$current_town", slot_center_volunteer_troop_type),
         (party_get_slot, ":volunteer_amount", "$current_town", slot_center_volunteer_troop_amount),
         (party_get_free_companions_capacity, ":free_capacity", "p_main_party"),
         (val_min, ":volunteer_amount", ":free_capacity"),
         (store_troop_gold, ":gold", "trp_player"),
         (store_div, ":gold_capacity", ":gold", 10),#10 denars per man
         (val_min, ":volunteer_amount", ":gold_capacity"),
         (party_add_members, "p_main_party", ":volunteer_troop", ":volunteer_amount"),
         (try_begin),
                    (eq,":volunteer_troop",6),
                    (assign,":volunteer_troop",1),
         (try_end),
         (party_set_slot, "$current_town", slot_center_volunteer_troop_amount, -1),
         (store_mul, ":cost", ":volunteer_amount", 10),#10 denars per man
         (troop_remove_gold, "trp_player", ":cost"),
         ]),

    3. Should work, but if it doesn't, tell me.

    (assign,":volunteer_troop","6), should be (assign,":volunteer_troop",6),

    Outside of that, it looks fine. However, when I compile it's telling me that 'slot_faction_tier_6_troop' is not defined. I can see that it is though, to quote straight from my module_scripts.py file:

    插入代码块:
          (faction_set_slot, "fac_culture_5", slot_faction_tier_6_troop, "trp_wa_recruit"),

    Strange. Anyone got any ideas why it thinks that variable is undefined?  :???:
  7. Hiring village recruits as 'hero' companions?

    OK, so that would make every troop (of tier 1) hired a hero. Thanks very much!

    But what if, say, you wanted to have the option to recruit troops normally, but have also have the ability to recruit a 'companion' (ie. custom hero) from each village? I know it would be a matter of creating the menu option and then assigning the code to "add" the npc, I'm just not sure how exactly to add an npc with code. :wink:
  8. Hiring village recruits as 'hero' companions?

    Anyone done this via scripting? I could have sworn I saw a thread on it, but I'll be damned if I can track it down now.
  9. Changing the units recruited from each village?

    Well, I thought I'd found it as the "kingdom_x_reinforcements" field in module_party_templates.py file, but apparently that's not it. So which file do I need to edit to change which troops are recruited from each village?
  10. n00b help required re: meshes/textures and BRFEdit

    *slaps head*

    TEXTURES directory. ...groan... Believe it or not, I actually did read the tutorial. That, and many others. Information overload me thinks. :grin:

    Thanks!
  11. n00b help required re: meshes/textures and BRFEdit

    Firstly, I apologise in advance, as this will likely not be the last you all hear from me, as I attempt to get my head around modding M&B...  :mrgreen: Just as a test before I take a stab at making my own, I wanted to try and insert some custom resources in to a mod. I made a copy of the Native...
  12. build_module.bat won't play nice

    Yup, I'm using 3.0. Thanks guys, downloading 2.6 now.
  13. build_module.bat won't play nice

    OK, so I made a fresh copy of the Native folder, downloaded the ModuleSystem, modified the module_info.py file to point to my mod directory (export_dir = "C:/Games/mount/Modules/Test/"), and made NO OTHER CHANGES. When I run build_module.bat, I get the following:   File "process_init.py", line...
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