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  1. Mike12096

    Modding Q&A [For Quick Questions and Answers]

    @_Sebastian_
    Yea that happens intuitively these days...
    Same here hence the crappy coding on my part.

    Check if some pistols are still crossbows and/or the script parameter you send is wrong somewhere.
    That is the case like I have said a few posts ago hence why I have added "(eq, ":item_id", itp_type_pistol)," in
    Code:
    				(is_between, ":item_id", "itm_flintlock_pistol_brown", "itm_torch"),
    				(assign, ":flashpan_pos_x", 2),
    				(assign, ":flashpan_pos_y", 13),
    				(assign, ":muzzle_pos_x", 28),
    				(assign, ":muzzle_pos_y", 34),
    				(eq, ":item_id", itp_type_pistol),
    				(else_try),
    So that way the particle effect on the pistols don't end up using the ones for the muskets.

    Code:
    There's no reason for that limit though, it's an unnecessary condition check.
    Understood.

    @RecursiveHarmony:
    It seems i missed the "snd_release_pistol" case. Also i forgot the try_begin statement at the beginning after i deleted it.  :facepalm: The try block remainder was completely unnecessary.
    And you're welcome.
    Don't worry I noticed it and have already fixed it
    Code:
    	("firearm_sound_at_x_distance",
    	[
    		(store_script_param_1, ":item_type"),
    
    		(mission_cam_get_position, pos60),
    		(get_distance_between_positions_in_meters, ":distance", pos60, pos2),
    		(assign, ":sound_id", -1),
    			(try_begin),
    				(eq, ":item_type", itp_type_crossbow),
    				(try_begin),
    					(le, ":distance", 50),
    					(assign, ":sound_id", "snd_release_musket"),
    				(else_try),
    					(le, ":distance", 200),
    					(assign, ":sound_id", "snd_release_musket_medium"),
    				(else_try),
    					(le, ":distance", 1000),
    					(assign, ":sound_id", "snd_release_musket_far"),
    				(try_end),
    			(else_try),
    				(eq, ":item_type", itp_type_pistol),
    				(try_begin),
    					(le, ":distance", 50),
    					(assign, ":sound_id", "snd_release_pistol"),
    				(else_try),
    					(le, ":distance", 200),
    					(assign, ":sound_id", "snd_release_pistol_medium"),
    				(else_try),
    					(le, ":distance", 1000),
    					(assign, ":sound_id", "snd_release_pistol_far"),
    				(try_end),
    			(try_end),
    		(try_begin),
    			(gt, ":sound_id", -1),
    			(play_sound_at_position, ":sound_id", pos2),
    		(try_end),
    	]),

    If that's the case, it's neater. Also you thought good by putting these 2 after the comparision, better performance.
    Well why not try them out you know?

    About sounds beyond 1000 meters, the sound should get weaker and weaker and at some point it should be inaudible. Maybe at 2000m.
    Also if we are talking about realism, at 1000 meters, the sound should be heard after like 3 seconds. Though I don't think there's any operation the could delay a trigger. :sad:
    One can simply just edit the audio file to have 3 seconds of silence before the shot is heard which can be done using Audacity or similar programs.
  2. Mike12096

    Adding secondary function to item

    In order to have a range weapon be usable in melee you first gotta have the weapons range entry first before the melee entry then in the range weapons entry you must have this "itp_next_item_as_melee" in-order for the weapon to switch to melee.

    EX:
    Code:
     ["practice_javelin", "Practice Javelins", [("javelin",0),("javelins_quiver", ixmesh_carry),("javelins_quiver", ixmesh_inventory)], itp_type_thrown |itp_primary|itp_next_item_as_melee, itcf_throw_javelin|itcf_carry_quiver_back|itcf_show_holster_when_drawn, 0, weight(5) | spd_rtng(91) | shoot_speed(28) | thrust_damage(27, blunt) | max_ammo(50) | weapon_length(75), imodbits_thrown],
     ["practice_javelin_melee", "practice_javelin_melee", [("javelin",0),("javelins_quiver", ixmesh_carry)], itp_type_polearm|itp_primary|itp_penalty_with_shield|itp_wooden_parry , itc_staff, 0, weight(1)|difficulty(0)|spd_rtng(91) |swing_damage(12, blunt)| thrust_damage(14,  blunt)|weapon_length(75),imodbits_polearm ],
  3. Mike12096

    Modding Q&A [For Quick Questions and Answers]

    _Sebastian_ said:
    In case your sounds are in a practical order (close, medium, far), then you can just shorten the script.
    Btw, your version isn't playing sounds beyond 1000 meters.
    Code:
    ("firearm_sound_at_x_distance",
    [
    	(store_script_param, ":item_type", 1),
    
    	(try_begin),
    		(this_or_next|eq, ":item_type",itp_type_crossbow),
    		(eq, ":item_type", itp_type_pistol),
    
    		(mission_cam_get_position, pos60),
    		(get_distance_between_positions_in_meters, ":distance", pos60, pos2),
    
    		(try_begin),
    			(lt, ":distance", 50),
    			(assign, ":sound", 0);
    		(else_try),
    			(lt, ":distance", 200),
    			(assign, ":sound", 1);
    		(else_try),
    			(assign, ":sound", 2);
    		(try_end),
    
    		(try_begin),
    			(eq, ":item_type", itp_type_crossbow),
    			(val_add, ":sound", "snd_release_musket"),
    		(else_try),
    			(val_add, ":sound", "snd_release_pistol"),
    		(try_end),
    		(play_sound_at_position, ":sound", pos2),
    	(try_end),
    ]),

    I just tried yours. It gave me a problem with the compiler cause you had ";" instead of some commas but it works the same sort of. There is this one problem between all three of ours script but it's extremely minor and its the pistols using the muskets sound instead of the release_pistol sound that it's assigned but again it is a minor one that I doubt even anyone would care. As for why I had it not fire beyond 1000m is cause of two reasons:
    1. I limited it to 1000m since I haven't addressed the other problems that's why my script is "as is".
    2. Didn't think it was necessary to play a sound beyond 1000m mainly since I have no idea what an actual musket or pistol would sound 1km and over.

    Anyways thank you _Sebastian_ and RecursiveHarmony, you lads have solved my number 1 nuisance in Warband and I can't thank y'all enough for this.
  4. Mike12096

    Modding Q&A [For Quick Questions and Answers]

    RecursiveHarmony said:
    @Mike12096
    I was writing an answer and you just fixed some stuff :grin:
    It looks better but with dumping some unnecessary stuff you can do this:

    Firearm_sound_at_x_distance
    Code:
    	# script_firearm_sound_at_x_distance
    	# input: 
    	#		type (pistol or musket),
    	#		pos2 (muzzle),
    	#		pos60(mission_camera_position)
    	# output: none
    
    	("firearm_sound_at_x_distance",
    	[
    		(store_script_param_1, ":item_type"),
    		(mission_cam_get_position, pos60),
    		(get_distance_between_positions_in_meters, ":distance", pos60, pos2),
    		(assign, ":sound_id", -1),
    		(try_begin),
    			(eq, ":item_type", itp_type_crossbow),
    			(try_begin),
    				(le, ":distance", 50),
    				(assign, ":sound_id", "snd_release_musket"),
    			(else_try),
    				(le, ":distance", 200),
    				(assign, ":sound_id", "snd_release_musket_medium"),
    			(else_try),
    				(le, ":distance", 1000),
    				(assign, ":sound_id", "snd_release_musket_far"),
    			(try_end),
    		(else_try),
    			(eq, ":item_type", itp_type_pistol),
    			(try_begin),
    				(le, ":distance", 200),
    				(assign, ":sound_id", "snd_release_pistol_medium"),
    			(else_try),
    				(le, ":distance", 1000),
    				(assign, ":sound_id", "snd_release_pistol_far"),
    			(try_end),
    		(try_end),
    		(try_begin),
    			(gt, ":sound_id", -1),
    			(play_sound_at_position, ":sound_id", pos2),
    		(try_end),
    	]),

    And a remainder, never leave can-fail statements out of try blocks like you did at the end. They crash the code  :dead:
    Oh I'm gonna try that version thank you I also realized that in my Game_Missile_Launch script I forgot to change these bits of code with-in the particle system
    Code:
    					(copy_position, pos60, pos2),
    					(call_script, "script_firearm_sound_at_x_distance", itp_type_pistol, "snd_release_crossbow"),
    to be like this:
    Code:
    					(copy_position, pos60, pos2),
    					(call_script, "script_firearm_sound_at_x_distance", itp_type_pistol),#was "snd_release_crossbow"

    while also removing that store script param in the firearm script as it was very unnecessary.

    EDIT: Works like a charm thank you RecursiveHarmony.
  5. Mike12096

    Modding Q&A [For Quick Questions and Answers]

    _Sebastian_ said:
    Well the game plays the crossbow sound because most of your firearms are handled as crossbow's, so make them a musket item type and change your condition checks accordingly.

    Code:
    (try_for_range, ":distance", 50, 1000),
    (le, ":distance", 200),
    (assign, ":sound_id", "snd_release_musket_medium"),
    (le, ":distance", 1000),
    (assign, ":sound_id", "snd_release_musket_far"),
    What are you doing here?
    You create a damn long non-sense loop (which you actually never close properly) and then you check if the current loop's iteration is <= 200.... the second check will also always never fail.

    Well, playing with this black geometry isn't my forte as for why I have my firearms as itp_type_crossbow is kinda simple, Vertex mesh animation. If I use the itp_type_musket/pistol they would never show the hammer striking the lock into the pan hence why they are as they are.

    Also I just believed I've fixed my problem just now.

    Code:
    	# script_firearm_sound_at_x_distance
    	# input: 
    	#		type (pistol or musket),
    	#		sound_id
    	#		pos2 (muzzle),
    	#		pos60(mission_camera_position)
    	# output: none
    
    	("firearm_sound_at_x_distance",
    	[
    	 (store_script_param, ":item_type", 1),
    	 (store_script_param, ":sound_id", 2),
    		(try_begin),
    			#(is_between, ":sound_id", 0, "snd_sounds_end"),
    			(mission_cam_get_position, pos60),
    			(get_distance_between_positions_in_meters, ":distance", pos60, pos2),
    			(is_between, ":item_type", itp_type_crossbow, itp_type_musket),
    			(assign, ":sound_id", -1),
    			(try_begin),
    				(eq, ":item_type", itp_type_crossbow),
    				(is_between, ":distance", 0, 50),
    				#(try_for_range, ":distance", 0, 50),
    				(le, ":distance", 50),
    				(assign, ":sound_id", "snd_release_musket"),
    			(else_try),
    				(eq, ":item_type", itp_type_crossbow),
    				(is_between, ":distance", 50, 200),
    				#(try_for_range, ":distance", 50, 200),
    				(le, ":distance", 200),
    				(assign, ":sound_id", "snd_release_musket_medium"),
    			(else_try),
    				(eq, ":item_type", itp_type_crossbow),
    				(is_between, ":distance", 200, 1000),
    				#(try_for_range, ":distance", 200, 1000),
    				(le, ":distance", 1000),
    				(assign, ":sound_id", "snd_release_musket_far"),
    			(else_try),
    				(eq, ":item_type", itp_type_pistol),
    				(is_between, ":distance", 0, 50),
    				(le, ":distance", 50),
    				(assign, ":sound_id", "snd_release_pistol"),
    			(else_try),
    				(eq, ":item_type", itp_type_pistol),
    				(is_between, ":distance", 50, 200),
    				#(try_for_range, ":distance", 50, 200),
    				(le, ":distance", 200),
    				(assign, ":sound_id", "snd_release_pistol_medium"),
    			(else_try),
    				(eq, ":item_type", itp_type_pistol),
    				(is_between, ":distance", 200, 1000),
    				(le, ":distance", 1000),
    				(assign, ":sound_id", "snd_release_pistol_far"),
    			(try_end),
    		(gt, ":sound_id", -1),
    		(play_sound_at_position, ":sound_id", pos2),
    		(try_end),
    	]), 

    EDIT: Apparently it needs a bit more work as now my guys at certain distances from where the player is won't have a firing sound but yeah it still functions.
  6. Mike12096

    Modding Q&A [For Quick Questions and Answers]

    _Sebastian_ said:
    Mike12096 said:
    Quick question to everybody,

    If one wants to mimic the way firearms have different sounds at different distances like in WFaS, The Deluge or L'aigle, where would one proceed to do that especially for singleplayer(and maybe multiplayer for later :lol:)and why?

    I ask this since I've been bothered by how even at the end of a map I can hear the firing sound like it was a few feet away from me and this have been something that I've always wanted to fix since I started modding Warband from modding WFaS and I've been trying to tackle this issue of mine for the past few days without and success other than tidying up my game_missile_launch script to be less blocky and bit as organized as the NW version.

    Anyways my only assumption is either the mission_templates or the game_missile_launch script.
    game_missile_launch is the way to go.
    Just get the distance between the weapon and mission cam and play different sounds according to that distance, that's it.

    Simple as that?

    Well I have tried to do what you said recently however I am somewhat struggling on how to do so as I've thought of many ways of implementing that like using a call script within game_missile_launch in the particle effects part/the weapon items part or perhaps using some slots to assign. There is also the problem where once I implement it and have the game compile without problems I get the firearms to use the default crossbow firing sound upon firing as if assigning them to another sound became non-existent.

    Here is what I have as my Game_missile_launch if anyone wants to have a crack at it along with that other script that's being called within game_missile_launch.

    Game_Missile_Launch
    Code:
      # script_game_missile_launch
      # Input: arg1 = shooter_agent_id, arg2 = weapon_item_id, pos1 = weapon_item_position
      # Output: none 
      ("game_missile_launch",
        [ 
    	(store_script_param, ":item_id", 2),
    	(try_begin),
    			(gt, ":item_id", -1),
    			(item_get_type, ":item_type", ":item_id"),
    		(try_begin),
    		  (neg|multiplayer_is_dedicated_server),#only client side
    			(try_begin),
    			(is_between, ":item_type", itp_type_crossbow, itp_type_musket),
    			(assign, ":flashpan_pos_x", 0),
    			(assign, ":flashpan_pos_y", 0),
    			(assign, ":flashpan_pos_z", 0),
    			(assign, ":muzzle_pos_x", 0),
    			(assign, ":muzzle_pos_y", 0),
    			(assign, ":muzzle_pos_z", 0),
    				(try_begin),
    				(is_between, ":item_id", "itm_arquebus", "itm_cross_foot_musket_1b_melee"),
    				(assign, ":flashpan_pos_x", -4),
    				(assign, ":flashpan_pos_y", 12),
    				(assign, ":muzzle_pos_x", 1.7),
    				(assign, ":muzzle_pos_y", 115),
    				(eq, ":item_id", itp_type_crossbow),
    				(else_try),
    				(this_or_next|eq, ":item_id", "itm_tutorial_crossbow"),
    				(eq, ":item_id", "itm_practice_crossbow"),
    				(assign, ":flashpan_pos_x", -4),
    				(assign, ":flashpan_pos_y", 12),
    				(assign, ":muzzle_pos_x", 1.7),
    				(assign, ":muzzle_pos_y", 115),
    				(eq, ":item_id", itp_type_crossbow),
    				(else_try),
    				(is_between, ":item_id", "itm_flintlock_pistol_brown", "itm_torch"),
    				(assign, ":flashpan_pos_x", 2),
    				(assign, ":flashpan_pos_y", 13),
    				(assign, ":muzzle_pos_x", 28),
    				(assign, ":muzzle_pos_y", 34),
    				(eq, ":item_id", itp_type_pistol),
    				(else_try),
    				(is_between, ":item_id", "itm_mamluk_old_matchlock", "itm_flintlock_pistol_brown"),
    				(assign, ":flashpan_pos_x", -4),
    				(assign, ":flashpan_pos_y", 14),
    				(assign, ":muzzle_pos_x", 1.2),
    				(assign, ":muzzle_pos_y", 118),
    				(eq, ":item_id", itp_type_crossbow),
    				(else_try),
    				(is_between, ":item_id", "itm_flintlock_carbine_red", "itm_swadian_carbine_1"),
    				(assign, ":flashpan_pos_x", -4),
    				(assign, ":flashpan_pos_y", 13),
    				(assign, ":muzzle_pos_x", 1.2),
    				(assign, ":muzzle_pos_y", 100),
    				(eq, ":item_id", itp_type_crossbow),
    				(else_try),
    				(is_between, ":item_id", "itm_nord_carbine_1", "itm_mamluk_old_matchlock"),
    				(assign, ":flashpan_pos_x", -4),
    				(assign, ":flashpan_pos_y", 14),
    				(assign, ":muzzle_pos_x", 1.3),
    				(assign, ":muzzle_pos_y", 105),
    				(eq, ":item_id", itp_type_crossbow),
    				(else_try),
    				(is_between, ":item_id", "itm_swadian_carbine_1", "itm_cross_carbine_1"),
    				(assign, ":flashpan_pos_x", -4),
    				(assign, ":flashpan_pos_y", 15),
    				(assign, ":muzzle_pos_x", 1.8),
    				(assign, ":muzzle_pos_y", 110),
    				(eq, ":item_id", itp_type_crossbow),
    				(else_try),
    				(is_between, ":item_id", "itm_cross_carbine_1", "itm_nord_carbine_1"),
    				(assign, ":flashpan_pos_x", -4),
    				(assign, ":flashpan_pos_y", 12),
    				(assign, ":muzzle_pos_x", 1.4),
    				(assign, ":muzzle_pos_y", 110),
    				(eq, ":item_id", itp_type_crossbow),
    				(else_try),
    				(eq, ":item_id", "itm_wheellock_carbine"),
    				(assign, ":flashpan_pos_x", -3),
    				(assign, ":flashpan_pos_y", 13),
    				(assign, ":muzzle_pos_x", 0),
    				(assign, ":muzzle_pos_y", 83),
    				(eq, ":item_id", itp_type_crossbow),
    				(try_end),
    				#(call_script, "script_oim_on_musket_on_attack", itp_type_musket, 0, 83, -3, -69), #actual positions 0, 83, -3, 14
    				#(try_begin),
    				#(eq, ":item_type", itp_type_crossbow),		  
    				#(val_sub, ":muzzle_pos_x", 8),#this is needed, because the particles dont appear at the correct position
    				#(val_sub, ":flashpan_pos_x", 8),#this is needed, because the particles dont appear at the correct position
    				#(val_sub, ":muzzle_pos_z", 3),#this is needed, because the particles dont appear at the correct position
    				#(val_sub, ":flashpan_pos_z", 3),#this is needed, because the particles dont appear at the correct position
    				#(try_end),
    					
    				(set_fixed_point_multiplier, 100),
    				(copy_position, pos2, pos1),
    				(position_move_x, pos1, ":flashpan_pos_x"),
    				(position_move_y, pos1, ":flashpan_pos_y"),
    				(position_move_z, pos1, ":flashpan_pos_z"),
    
    				(position_move_x, pos2, ":muzzle_pos_x"),
    				(position_move_y, pos2, ":muzzle_pos_y"),
    				(position_move_z, pos2, ":muzzle_pos_z"),
    				
    				(particle_system_burst_no_sync, "psys_oim_musket_powder_a", pos1, 8),#was 1
    				(particle_system_burst_no_sync, "psys_oim_pistol_powder_b", pos1, 15),#was 10
    				(assign, ":sound_id", -1),#NW code
    				(try_begin),#pistol/musket
    					(eq, ":item_type", itp_type_pistol),
    					#(position_rotate_z, pos1, -45),
    					#(position_rotate_z, pos2, -45),
    					(particle_system_burst_no_sync, "psys_oim_pistol_smoke", pos2, 8),
    					(particle_system_burst_no_sync, "psys_oim_pistol_fire", pos2, 8),
    					(particle_system_burst_no_sync, "psys_oim_pistol_flash", pos2, 8),
    					(assign, ":sound_id", "snd_release_pistol"),
    					#(copy_position, pos60, pos2),
    					#(call_script, "script_firearm_sound_at_x_distance", itp_type_pistol, "snd_release_musket"),
    				(else_try),
    					(eq, ":item_type", itp_type_crossbow),
    					(particle_system_burst_no_sync, "psys_oim_musket_smoke", pos2, 8),
    					(particle_system_burst_no_sync, "psys_oim_musket_fire", pos2, 8),
    					(particle_system_burst_no_sync, "psys_oim_musket_flash", pos2, 8),
    					(assign, ":sound_id", "snd_release_musket"),
    					#(copy_position, pos60, pos2),
    					#(call_script, "script_firearm_sound_at_x_distance", itp_type_crossbow, "snd_release_musket"),
    				(try_end),
    				(gt, ":sound_id", -1),#NW code
    				(play_sound_at_position, ":sound_id", pos2),#NW code
    			#(copy_position, pos60, pos2),
    			#(call_script, "script_firearm_sound_at_x_distance", itp_type_crossbow, "snd_release_musket"),
    			#(call_script, "script_firearm_sound_at_x_distance", itp_type_pistol, "snd_release_pistol"),
    				#(call_script, "script_multiplayer_server_play_sound_at_position", "snd_release_musket"),
    		(try_end),
    	(try_end),    
     ]),

    Firearm_sound_at_x_distance
    Code:
    	# script_firearm_sound_at_x_distance
    	# input: 
    	#		type (pistol or musket),
    	#		sound_id
    	#		pos2 (muzzle),
    	#		pos60(mission_camera_position)
    	# output: none
    
    	("firearm_sound_at_x_distance",
    	[
    	 (store_script_param, ":item_type", 1),
    	 (store_script_param, ":sound_id", 2),
    		(try_begin),
    			#(is_between, ":sound_id", 0, "snd_sounds_end"),
    			(mission_cam_get_position, pos60),
    			(get_distance_between_positions_in_meters, ":distance", pos60, pos2),
    			(is_between, ":item_type", itp_type_crossbow, itp_type_musket),
    			(assign, ":sound_id", -1),
    			(try_begin),
    				#(eq, ":item_type", itp_type_crossbow),
    				#(try_for_range, ":distance", 0, 50),
    				#(le, ":distance", 50),
    				#(assign, ":sound_id", "snd_release_musket"),
    			#(else_try),
    				(eq, ":item_type", itp_type_crossbow),
    				(try_for_range, ":distance", 50, 1000),
    				(le, ":distance", 200),
    				(assign, ":sound_id", "snd_release_musket_medium"),
    				(le, ":distance", 1000),
    				(assign, ":sound_id", "snd_release_musket_far"),
    			(else_try),
    				(eq, ":item_type", itp_type_pistol),
    				(try_for_range, ":distance", 50, 1000),
    				(le, ":distance", 200),
    				(assign, ":sound_id", "snd_release_pistol_medium"),
    				(le, ":distance", 1000),
    				(assign, ":sound_id", "snd_release_pistol_far"),
    			(try_end),
    		(gt, ":sound_id", -1),
    		(play_sound_at_position, ":sound_id", pos2),
    		(try_end),
    	]), 
  7. Mike12096

    Modding Q&A [For Quick Questions and Answers]

    Quick question to everybody,

    If one wants to mimic the way firearms have different sounds at different distances like in WFaS, The Deluge or L'aigle, where would one proceed to do that especially for singleplayer(and maybe multiplayer for later :lol:)and why?

    I ask this since I've been bothered by how even at the end of a map I can hear the firing sound like it was a few feet away from me and this have been something that I've always wanted to fix since I started modding Warband from modding WFaS and I've been trying to tackle this issue of mine for the past few days without and success other than tidying up my game_missile_launch script to be less blocky and bit as organized as the NW version.

    Anyways my only assumption is either the mission_templates or the game_missile_launch script.
  8. Mike12096

    Modding Q&A [For Quick Questions and Answers]

    @Mouravi

    You're welcome.
  9. Mike12096

    Modding Q&A [For Quick Questions and Answers]

    @Mouravi

    Check each and every line if they're missing any commas, brackets, or parenthesis since that's usually what causes that problem.
  10. Mike12096

    Modding Q&A [For Quick Questions and Answers]

    gsanders said:
    Mike12096 said:
    Hello,
    I started to get back to modding my warband mod via using Rubik's Custom Commander's source codes as my base mod when after I implemented JRider's Nobility Titles I stumbled upon a problem. Every lord have incorrect titles that aren't even their own factions titles but also are female ones...

    57al3ehy85fytyozg.jpg
    ranr61pfjexrlr1zg.jpg

    All I did was simply use both Floris Expanded source code and lazeras KAOS Political source code as a way to guide me on how to better install and understand how JRider's titles work and what-not.

      KAOS Political also implements titles.  Especially if you have added even 1 new faction, be concerned about getting titles changed twice, once by the change you think YOU added, and again by KAOS, in two different places.  KAOS is extremely difficult to work with if you have more factions than native, as it creates up to 3 times as many factions to account for rebellions and so on, and this will impact your data model as well.  You could use W.R.E.C.K. to warn you of duplicate script names and then hunt down the conflicting definitions via "find in files" the last part of the script name (leave off  script_  in your search and just use the last part of the script name so it can find all uses of the script).  If you have for example 7 factions but you defined only 6 titles, the 7th title will be whatever string followed the 6th title as defined in module_strings.  Its likely both KAOS and your other custom titles code point to different strings for titles, so you see a mix from each.

    Oh man. You're not off on the factions. You see, I'm using Custom Commander Rebellion and Restoration and that is somewhat like Kaos but without the nice heir and becoming a king features. One thing I noticed is that in Kaos the vanilla factions are under the rebel factions which basically led the titles to be like the ones in my screenshots. Anyways after a hugeload of hours editing constants, factions, strings, and a script or two with trial and error I finally got it to work for now. I'll have to further test to see how the titles respond with claimants randomly taking a portion of a faction and see if they screw up or not.

    Thank you for pointing out where to begin man.
  11. Mike12096

    Modding Q&A [For Quick Questions and Answers]

    Hello,
    I started to get back to modding my warband mod via using Rubik's Custom Commander's source codes as my base mod when after I implemented JRider's Nobility Titles I stumbled upon a problem. Every lord have incorrect titles that aren't even their own factions titles but also are female ones...

    57al3ehy85fytyozg.jpg
    ranr61pfjexrlr1zg.jpg

    All I did was simply use both Floris Expanded source code and lazeras KAOS Political source code as a way to guide me on how to better install and understand how JRider's titles work and what-not.
  12. Mike12096

    Musket Sound Files

    The name for musket firing sounds would be musket_1 to musket_11.
  13. Mike12096

    Modding Q&A [For Quick Questions and Answers]

    @EmielRegis: That I would like. Especially on Presentations and what not.

    @Kalarhan: What do you mean by "overall design"? Like you want me to post my "attempt" of coding this idea or a better and more detailed description of what I am asking for coding this into the module?

    Did you study the basic tutorials? How much experience do you have with modsys? And what is your base module (Native, Floris, VC, etc)

    I did study some of the tutorials like units, items, animations, banners but not the ones about game menus and what not. Most of my modding is from editing, adding, experimenting, or creating my own weapons. The module that I mostly use is Rubik's Custom Commander.
  14. Mike12096

    Modding Q&A [For Quick Questions and Answers]

    [quote author=Kalarhan]
    sounds like you want to make a small change on the recruiting system, and then replace the UI from a game menu to a presentation. Not hard to do. But you are asking for something ready to install, not how to do it? That I can't help, as none comes to mind.[/quote]

    Well I'm not just asking for something that's ready to install I'm also asking if it is possible to do it and how to do it. If you don't mind that is.
  15. Mike12096

    Modding Q&A [For Quick Questions and Answers]

    Hi everybody, I was just wondering if there is a code that overhauls the recruiting system in Warband(villages, castles and towns or just villages) to where one can recruit not just volunteers but also choose what type of soldiers they'll be able to recruit and how many volunteers will be recruited with a slide that limits the amount of volunteers the player can recruit while also being dependent on the players relation of the settlement they're recruiting.
  16. Mike12096

    Question [itp_type_musket vs itp_type_crossbow]?

    Arthur_Pendragon said:
    Why would you use Itp_type_crossbow on a musket if itp_type_musket exist?

    They use itp_type_crossbow instead of itp_type_musket because itp_type_musket doesn't/won't play any vertex mesh animations you have on your firearms when firing them, there is no need for crossbows to be in the game so obviously replaced with firearms, and possibly(not really sure if this is true or not or even important)changing what the item's inventory mesh looks like in-game.
  17. Mike12096

    Gun Shaders & town Icon Question

    @cghopk: I usually use specular_shader_noskin_bump_high on most of my firearms but I'm not sure if that'll be good enough for your firearms.
  18. Mike12096

    LSP Kit Campaign KAOS Political KIT 1.5 Updated

    Any chance you might clean up all of those manual edits (not saying I'm lazy or anything) so the kit is ready when put in the module folder?

    I only want to use this and your bank kit without getting confuse on copy pasting here and there too much.
  19. Mike12096

    Bug Reports and Suggestions

    Is there a reason why some soldiers like the Gashajin Matchlock Militiaman have no stats except for one proficiency?

    (Please note this isn't the only unit that has this kind of problem as their are other units with this problem such as the whole Gashajin range foot soldier line.)

    phwya3kwcoa1iayzg.jpg
    r7ld9s8zh9de2zszg.jpg

    Another thing that bothers me(but not very much)why do Partisans and other low tier units have rifles but they never fire, instead they just charge attempting to knock out everyone.

    Last but not least a re-work of the animations is needed especially the death animations since on some occasions when anyone gets killed, they get stuck on the "aiming" animation then die, another animation problem is whenever you use a certain melee weapon (staff/two-handed I think) they use the overhead thrust attack as their block animation rather than the native block up polearm/two-handed animation whenever you block up or down.

    Hope this became a bit helpful on squashing those bloody bugs.
  20. Mike12096

    how do you add more pages of banners?

    Did you ever try to get more than 175 banners to work in the choose-your-banner-menu?

    Yes both native and some OSP banners from DatFrogz(I have a total of 179).

    Changed pages to 14 (14 pages are working but rest three are empty and the fourth last is missing some), but only 175 banners will appear.

    Did you get the total number of banners and divide that by 16 as I stated in my previous post?

    but only 175 banners will appear.

    That is strangely odd.

    There are over 190 banners (+3 custom) assigned at map icons (if that is even already important for the menu)

    Map Icons are not for the menu just for the overhead world map whenever your party is traveling.
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