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  1. Kahsm

    leaving a scene and skipping the menu? Easy one!

    Or at least I assume it's easy. My character is in a town's court, and I want to go back to the map and skip over the town menu after exiting dialog with an NPC who's in the castle. [anyone|plyr, "quick_escape", [], "That's my queue to get out of here!", "close_window"...
  2. Kahsm

    Help: spawning agents in new indoor scene (Warband)

    I'm not great with this at all yet, but since you have no replies yet I'll throw out some random ideas I had. Though I guarantee nothing.

    First, you didn't define 1 in the mission template, looks like a cut-paste thing, you have two 'zero's

    插入代码块:
          (0,mtef_visitor_source|mtef_team_0,af_override_weapons,0,1,[itm_heavy_practice_sword]),
     ---> (0,mtef_visitor_source|mtef_team_0,af_override_weapons,aif_start_alarmed,1,[itm_heavy_practice_sword]),

    Second, I heard a rumor once that the number used in set_visitor was not the entry point number, but some other reference number, MIGHT want to check that out, but i'm not sure I believe it.

    And if that doesn't work, you could try a scene_source. I haven't done anything with visitor_sources but if you add scn_uxkhal_fighting_guild:entry(1) to trp_frederick in troops.py, Then change your mission template entry for that entry point to:

    插入代码块:
    (1,mtef_scene_source|mtef_team_0,af_override_weapons,aif_start_alarmed,1,[itm_heavy_practice_sword]),

    Then start a new game... assuming all the other stuff is correct, he should show up.
  3. Kahsm

    Dynamic game_menu lengths, I'd guess no?

    Oh nifty. Guess that makes sense, I totally forgot about fief granting and such which is about the same and uses repeat parties. Awesome.

    Thank you kindly.
  4. Kahsm

    Dynamic game_menu lengths, I'd guess no?

    I was just quickly wondering if there was a way to use loops to make dynamic menu lengths. Considering the conditionals for the menu items are contained in the item, it seems you have to pre-define all the possible options. So I'm guessing the answer is "no", but I thought I'd make sure there...
  5. Kahsm

    Fundamentals of spawning agents in scenes [solved + explanation]

    Alrighty, so I figured it out.

    Turns out my initial assumptions were correct, I just didn't start a new game at the appropriate moment to see it working. For all those who use conditionals in the scripts/game_menus on entering certain scenes of certain cities to place specific troops could also use this extremely easy scene_source method.

    I don't intend this to be a detailed tutorial, just a quick summation of the process as I currently understand it. Feel free to call out my misinterpretations.

    Step 1: Add your hero NPC to the troop list, as per usual, but add the location information like the native tournament masters. For example: "scn_town_1_castle|entry(#)", where # is an entry point already existing in, or one you added to, the target scene.

    Step 2: Scenes are often used for multiple purposes. For example, you can enter an arena in the default fashion, as if you want to start one of the endurance fights, or you can enter the same arena scene to participate in various types of tournament fights.  So you need to locate all the templates in module_mission_templates which "initialize" the scene's entry points for all the situations where you want your NPC to show up. So for my castle example, I locate "visit_town_castle" and see a fairly straight-forward list of entry point initializations that look like this:
    插入代码块:
    ...
    (2,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    ...
    (21,mtef_visitor_source,af_castle_lord,0,1,[])
    ...

    The number after the opening brace is the entry point number, and I've shown one example of each entry point type, mtef_scene_source and mtef_visitor_source.  The constants, variables, and tuples after those first two fields set various things that change the equipment or behavior of the spawned npc, I won't get into those any further.

    For our purposes, spawning a single hero npc to stand around in a specific castle, all you need to do is ensure that a) your entry point is in this list, and b) that the entry point is defined as mtef_scene_source.  This tells the game that the entry point is predefined for an npc.  As an example, entry point 0 for most, if not all, templates is defined as mtef_scene_source because that is where the player enters. No visitors will take that spot.

    Side Note: If it's not obvious by the mission_template name (some of them are not), you can find the appropriate template by following the game_menus or scripts that lead your character to entering that scene. For example, in game_menus you'll find that the "Go to castle" menu item calls "enter court" in module_scripts, that script contains this line:
    插入代码块:
    (set_jump_mission,"mt_visit_town_castle"),
    And that is your mission template for visiting a town's castle which contains the entry point initializations.

    Crucial Step 3: Start a new game. It seems the positions of scene-defined NPCs are saved to existing game saves.  Even though I can change almost everything about a troop without reloading, their position won't change if you're using this scene_source method.
  6. Kahsm

    Fundamentals of spawning agents in scenes [solved + explanation]

    Thanks for the reply! Away from my comp, but I want to do a prelim response for anyone else who may comment before I can try out some new ideas you generated.

    I _believe_ the player's entry was 0 there was no entry_point 1 in the object list in the castle scene before I added it. And I did try other points. I tried 27 originally, and changed it from a visitor_source to scene_source in the mission_template with no success.

    I understand that changing the visitors in scripts/triggers/dialog doesn't affect the scene_sourced agents, which is why the arena master doesn't need to be explicitly placed as if he were a visitor. However, that doesn't explain how scene_sourced actor spawning works in the first place. And why when I removed Sargoth's Arena Master's scene|entry() data, that he still showed up in the right spot. That said, you are quite correct about trying to use set_visitor on a scene_source. Though I'm hoping to avoid using it all together.

    I do take your point that my goal is like mercs in the tavern. And I could, and likely will, do it that way. But it still bothers me that scene|entry() doesn't seem to work as I expect it to.

    A new thought I had. In the module documentation where an agent is spawned into an inn using a simple scene|entry() reference, that troop had a 'physical' manifestation, it was in a party. Could that be the difference? The scene can't create new agents maybe, just place existing ones. Might be worth looking at the code that randomizes potential companions amongst the inns, because I'm kind of looking for a stationary version of that.... just a thought to try tomorrow.
  7. Kahsm

    Fundamentals of spawning agents in scenes [solved + explanation]

    Disclaimer: I just read the module documentation to start scripting 2 days ago. Alrighty, I've been reading troop tuples, scripts, game menus, and mission templates for hours now and I still don't quite understand how agents are spawned on their entry points. I feel like I should know, but my...
  8. Kahsm

    Gun types... are they actually different?

    Muskets you can't use on horses... but they don't seem to be THAT much more accurate than the top-level rifle that you can use mounted (forget the name). Also, a good pistol is WAY faster to reload and just-as, if not more accurate, than two handed rifles of same quality?! I just do not get...
  9. Kahsm

    Who's going back to Warband?

    I will likely play this for the storyline. But then it's back to Warband with Floris' mod pack for the single player epic campaigning.

    Unless anyone knows a better pack to add more "Seat of power" like options. Actually from the sounds of it Fire & Sword's kingdom management would be perfect hehe.
  10. Kahsm

    Anyone else notice stat loss? I think I know what from...?

    So I pick fights in the taverns a lot.... mostly to see what weapons I'd get to fight with in the different cities. Well when you lose a brawl you get a quest that says "you've been hurt, best that you rest" or something like that, and it's a quest that lasts 5 days. Well instead of resting I...
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