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  1. shokkueibu

    MP Native ENL Admin Mod v3.2.0 (Open Source) by sHocK

    It's available here.  :) I think this version is based on module system 1.153 so depending on what you want this for you will probably be better off using some other up to date admin mod.
  2. shokkueibu

    Modding Q&A [For Quick Questions and Answers]

    If you do a "Find in files" on the Native module system folder for "multiplayer_find_spawn_point" you can see multiplayer_find_spawn_point returns an entry point instead of a position. You can replace (multiplayer_find_spawn_point, pos1, ":value", 1, 0),#1, 0 = examine_all_spawn_points...
  3. shokkueibu

    Modding Q&A [For Quick Questions and Answers]

    Yes, it should be. As you can see in script_game_get_scene_name, the game only uses str_multi_scene_1 (multiplayer_scene_names_begin) directly, and expects the next strings to be ordered correctly. You can ignore the numbering on module_strings or, for future quick reference, rename the string...
  4. shokkueibu

    New Module System Compiler Development

    Excellent work, keep it up! :) Also, I believe you have a typo in script.pui_container: passing x and y to overlay_set_size instead of overlay_set_position.
  5. shokkueibu

    Modding Q&A [For Quick Questions and Answers]

    In addition to what Grandmaster suggested you could try playing with AI meshes in your jousting scene. Something like this should equip your lance on every agent upon spawn, provided they have it in their equipment: (ti_on_agent_spawn, 0, 0, [],[   (store_trigger_param, ":agent", 1),  ...
  6. shokkueibu

    Modding Q&A [For Quick Questions and Answers]

    You most likely forgot a comma at the end of line 673 in module_scripts.
  7. shokkueibu

    Modding Q&A [For Quick Questions and Answers]

    Yep, that's it. Slots do indeed have a global scope, which means you can access them from any point in the code like global variables. They aren't shared though, you will have to synchronise the values between client(s) and server if the problem you're trying to solve requires it.
  8. shokkueibu

    Modding Q&A [For Quick Questions and Answers]

    You see some awesome stuff in this thread from time to time :D
  9. shokkueibu

    Modding Q&A [For Quick Questions and Answers]

    Sleeping and possibly other animations where you're not supposed to move/rotate.
  10. shokkueibu

    Modding Q&A [For Quick Questions and Answers]

    A bit hacky, but I'll try making the player control a dummy agent and then use mission_cam_set_mode to set the camera position to the "real" agent.
  11. shokkueibu

    Modding Q&A [For Quick Questions and Answers]

    I'm trying to prevent a player from rotating his agent while still allowing him to look around. So I've looked into the death animations which seem to be the only ones with the acf_lock_camera flag but it doesn't work when you simply set the animation on an agent, the animation plays but the...
  12. shokkueibu

    Modding Q&A [For Quick Questions and Answers]

    Perhaps you can also scale it in your module_meshes definition: ("inventory_window", 0, "inventory_window", 0, 0, 0, 0, 0, 0, 1, 0.75, 1),
  13. shokkueibu

    [OSP] MP COOP campaign "engine" V0.2 gamma (1.10.2013)

    Yeah... It has been "suggested and rejected several times" sadly
  14. shokkueibu

    Mount&Blade Warband version 1.157 patch released!

    There aren't that many changes and a few are singleplayer only (dialogs and game_menus) You can just get the differences between 1.157 and 1.153 and apply those to your mod.
  15. shokkueibu

    Mount&Blade Warband version 1.157 patch released!

    That shouldn't be the cause as they only removed the stairs flag from a variety of castle props. We did find that some stairs have weird models though. And some props that used to be aligned are not anymore. I will post a screenshot of this later.
  16. shokkueibu

    Modding Q&A [For Quick Questions and Answers]

    How does one escape a { in a string? I've tried % as mentioned here with no success.
  17. shokkueibu

    [WB] Warband Script Enhancer v3.2.0 (21/07/2013)

    Hey guys I know WSE is not maintained anymore but any information about the following error that would help in avoiding the crash or even fix it is much appreciated. Running WSE 3.1.5 and Warband 1.153. It has crashed once before and another time after this error but it was probably from...
  18. shokkueibu

    IE - Warband Competitive Clan [Recruiting]

    Good luck with Internet Explorer, Penix.
  19. shokkueibu

    MP Native ENL Admin Mod v3.2.0 (Open Source) by sHocK

    We didn't publicly release that version. It may be released eventually but I don't think there are any plans for it at the moment.
  20. shokkueibu

    Modding Q&A [For Quick Questions and Answers]

    I would also like to know. I'm currently using (position_get_distance_to_terrain, <destination>, <position>), on the player position and checking for a negative distance. My first thought was using position_set_z_to_ground_level as well but then I noticed Lav's operations expanded mentioning it...