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...
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...
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),
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.
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...
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.
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...
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...