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  1. kipponium

    Mount&Blade Cheat Mode (For WB)

    press ctrl and ` then type 'cheatmenu' in the console, the camp menu will now also include a cheatmenu.
  2. kipponium

    Adding cheats to the cheatmenu

    Ok i took your advice and rearranged the code to this

    Code:
      ("cheat_spawn_party",0,
       "{!}Current troop range: {reg5} to {reg6}^{!}Current stacks in main party: {reg7}",
       "none",
       [
         (party_get_num_companions,":stacks","p_main_party"),
         (assign, reg7, ":stacks"),
         (assign, reg5, "$cheat_find_troop_range_begin"),
         (store_add, reg6, "$cheat_find_troop_range_begin", 10),
    	 (val_min, reg6, "trp_kidnapped_girl"),
    	 (val_sub, reg6, 1),
    
    
         ],
        [
    
        ("cheat_reset_main_party",[], "{!}Reset main party.",
           [
                (store_add, ":max_troop", "$cheat_find_troop_range_begin", 10),
    	    (val_min, ":max_troop", "trp_kidnapped_girl"),
    		(store_sub, ":num_troops_to_add", ":max_troop", "$cheat_find_troop_range_begin"),
             	(try_for_range, ":id_slot", 0, ":num_troops_to_add"),
    		  (store_add, ":troop_id", "$cheat_find_troop_range_begin", ":id_slot"),
                    (party_remove_members, "p_main_party",":troop_id",10),
                    (try_end),
                (party_get_num_companions,":refill_stacks","p_add_troops"),
                (try_begin),
                    (neq, ":refill_stacks", 0),
                    (store_add, ":stacks_new",":refill_stacks", 1),
                    (try_for_range, ":stack_number",2,":stacks_new"),
                        (party_stack_get_troop_id,":id","p_add_troops",":stack_number"),
                        (party_stack_get_size,":num","p_add_troops",":stack_number"),
                        (party_remove_members,"p_add_troops",":id",":num"),
                        (party_force_add_members,"p_main_party",":id",":num"),
                    (try_end),
                (try_end),
                (jump_to_menu, "mnu_cheat_spawn_party"),
                ]
         ),
            
        ("cheat_find_troop_next_range",[], "{!}Move to next troop range.",
           [
    	    (val_add, "$cheat_find_troop_range_begin", 10),
    	    (try_begin),
    	      (ge, "$cheat_find_troop_range_begin", "trp_kidnapped_girl"),
    		  (assign, "$cheat_find_troop_range_begin", 0),
    	    (try_end),
    	    (jump_to_menu, "mnu_cheat_spawn_party"),
    	   ]
           ),	   
    
    	   ("cheat_find_troop_choose_this",[], "{!}Choose from this range.",
           [
    (set_spawn_radius,5),
    (spawn_around_party,"p_main_party","pt_spawned_party"),
    (assign,":p_spawned_party",reg0),
    (party_get_num_companions,":main_stacks","p_main_party"),
    (try_begin),
    (neq, ":main_stacks", 0),
    (store_add, ":stacks_new",":main_stacks", 1),
    (try_for_range, ":stack_number",2,":stacks_new"),
      (party_stack_get_troop_id,":id","p_main_party",":stack_number"),
      (party_stack_get_size,":num","p_main_party",":stack_number"),
      (party_remove_members,"p_main_party",":id",":num"),
      (party_force_add_members,"p_add_troops",":id",":num"),
    (try_end),
    (try_end),
    
            (store_add, ":max_troop", "$cheat_find_troop_range_begin", 10),
    	    (val_min, ":max_troop", "trp_kidnapped_girl"),
    		(store_sub, ":num_troops_to_add", ":max_troop", "$cheat_find_troop_range_begin"),
             	(try_for_range, ":id_slot", 0, ":num_troops_to_add"),
    		  (store_add, ":troop_id", "$cheat_find_troop_range_begin", ":id_slot"),
                    (party_force_add_members, "p_main_party",":troop_id",10),
                    (try_end),
    (change_screen_exchange_members, ":p_spawned_party"),
    
    	   ]
           ),	   
    	   
          ("camp_action_4",[],"{!}Back to camp menu.",
           [(jump_to_menu, "mnu_camp"),
            ]
           ),
          ]
      ),

    It now works and can swap members between the two parties but in the exchange members screen it seems to be swapping members with a bandit camp; which causes the newly spawned party to be empty, not move, and crash when interacted with; at least i assume thats what causes that as the party template is a straight clone of the sea raiders one minus the sea raiders.

    I guess the problems originate from (assign,":p_spawned_party",reg0), and its subsequent use, but i was pretty sure that the id of spawned parties is stored in reg0.

    Any help on this matter would be much appreciated.
  3. kipponium

    Adding cheats to the cheatmenu

    Ive been trying to add a cheat that spawns an enemy party around the player and the code i have compiles fine but crashes the game whenever i try to use it; i cant find the fault in it so i thought i would ask some of the more experienced modders their opinion. Its loosely modelled on the find...
  4. kipponium

    Weapons

    Did you run build_module.bat?
  5. kipponium

    Changing troop composition of Deserter parties

    (try_begin),
          (store_num_parties_of_template, ":num_parties", "pt_deserters"),
          (lt,":num_parties",15),
          (set_spawn_radius, 4),
          (try_for_range, ":troop_no", active_npcs_begin, active_npcs_end),
        (troop_slot_eq, ":troop_no", slot_troop_occupation, slto_kingdom_hero),
            (store_random_in_range, ":random_no", 0, 100),
            (lt, ":random_no", 5),
            (troop_get_slot, ":party_no", ":troop_no", slot_troop_leaded_party),
            (store_troop_faction, ":troop_faction", ":troop_no"),
            (neq, ":troop_faction","fac_player_supporters_faction"),
            (gt, ":party_no", 0),
            (neg|party_is_in_any_town, ":party_no"),
    ##        (party_get_attached_to, ":attached_party_no", ":party_no"),
    ##        (lt, ":attached_party_no", 0),#in wilderness
            (spawn_around_party, ":party_no", "pt_deserters"),
            (assign, ":new_party", reg0),
            (store_troop_faction, ":faction_no", ":troop_no"),
            (faction_get_slot, ":tier_1_troop", ":faction_no", slot_faction_tier_1_troop),
            (store_character_level, ":level", "trp_player"),
            (store_mul, ":max_number_to_add", ":level", 2),
            (val_add, ":max_number_to_add", 11),
            (store_random_in_range, ":number_to_add", 10, ":max_number_to_add"),
            (party_add_members, ":new_party", ":tier_1_troop", ":number_to_add"),
            (store_random_in_range, ":random_no", 1, 4),
            (try_for_range, ":unused", 0, ":random_no"),
              (party_upgrade_with_xp, ":new_party", 1000000, 0),
            (try_end),

    Theres the script that spawns deserter parties, and as far as i can tell you would have to make a new troop type (with a troop tree if you want the deserter parties to not always use the same troop) and then edit the script to read something like this.

    (try_begin),
          (store_num_parties_of_template, ":num_parties", "pt_deserters"),
          (lt,":num_parties",15),
          (set_spawn_radius, 4),
          (try_for_range, ":troop_no", active_npcs_begin, active_npcs_end),
        (troop_slot_eq, ":troop_no", slot_troop_occupation, slto_kingdom_hero),
            (store_random_in_range, ":random_no", 0, 100),
            (lt, ":random_no", 5),
            (troop_get_slot, ":party_no", ":troop_no", slot_troop_leaded_party),
            (store_troop_faction, ":troop_faction", ":troop_no"),
            (neq, ":troop_faction","fac_player_supporters_faction"),
            (gt, ":party_no", 0),
            (neg|party_is_in_any_town, ":party_no"),
    ##        (party_get_attached_to, ":attached_party_no", ":party_no"),
    ##        (lt, ":attached_party_no", 0),#in wilderness
            (spawn_around_party, ":party_no", "pt_deserters"),
            (assign, ":new_party", reg0),
    ##    (store_troop_faction, ":faction_no", ":troop_no"),
    ##    (faction_get_slot, ":tier_1_troop", ":faction_no", slot_faction_tier_1_troop),
            (store_character_level, ":level", "trp_player"),
            (store_mul, ":max_number_to_add", ":level", 2),
            (val_add, ":max_number_to_add", 11),
            (store_random_in_range, ":number_to_add", 10, ":max_number_to_add"),
            (party_add_members, ":new_party", "trp_farmer", ":number_to_add"),
            (store_random_in_range, ":random_no", 1, 4),
            (try_for_range, ":unused", 0, ":random_no"),
              (party_upgrade_with_xp, ":new_party", 1000000, 0),
            (try_end),

    I have used farmers in this script but you could change that to any troop you want, also with this script they will spawn just like deserters do, i.e around lord parties in the wilderness; if you wanted them to just be another party on the map i would comment out the whole deserter script and add something like this below it

        (try_begin),
          (store_num_parties_of_template, ":num_parties", "pt_unsavoury_individuals"),
          (lt,":num_parties",15),
          (store_random_in_range,":spawn_point",villages_begin,villages_end),       
          (set_spawn_radius, 25),
          (spawn_around_party, ":spawn_point", "pt_unsavoury_individuals"),
          (assign, ":new_party", reg0),
          (store_character_level, ":level", "trp_player"),
          (store_mul, ":max_number_to_add", ":level", 2),
          (val_add, ":max_number_to_add", 11),
          (store_random_in_range, ":number_to_add", 10, ":max_number_to_add"),
          (party_add_members, ":new_party", "trp_farmer", ":number_to_add"),
          (store_random_in_range, ":chance", 0 ,100),
          (try_begin),
            (lt, ":chance", 50),
            (val_div, ":number_to_add", 2),
            (party_add_members, ":new_party", "trp_peasant_woman", ":number_to_add"),
          (try_end),
          (try_begin),
            (lt, ":chance", 25),
            (val_div, ":number_to_add", 2),
            (party_add_members, ":new_party", "trp_looter", ":number_to_add"),
          (try_end),
        (try_end),

    This will check if there are less than 15 unsavoury individual parties and then spawn more parties around random villages with each party having a 50% chance of containing just farmers, a 25% chance of containg farmers and peasant woman, and a 25% chance of containing farmers, peasant women and looters.

    I'm just a beginner at scripting though so I'm sure someone more experienced could clean that script up or improve the troop allocation system.

    You will need to have the module system and to have copied the deserter party template and renamed it 'unsavoury individuals' for this to work.

    EDIT: I've briefly tested this and it seems to work alright for me
  6. kipponium

    EU Online Campaign I – Looking for an Adjudicator!

    Hehe..
    Horsies survive the fall underwater  :razz:
  7. kipponium

    Bandit Castle Bugs

    Hi, I'm new to mount and blade and I've managed to add a new black knight castle with a new lord and faction and a few roaming parties, however there are a few bugs i have with them that i don't know how to solve Bug 1 The lord i assigned the castle to adds other castles into his party. I'm...
  8. kipponium

    Bandit Castle Bugs

    Hi, I'm new to mount and blade and ive managed to add a new black knight castle with a new lord and faction and a few roaming parties, however there are a few bugs i have with them that i dont know how to solve Bug 1 The lord i assigned the castle to adds other castles into his party. I'm...
  9. kipponium

    concerning ragdolls

    Turn Ragdolls off?
  10. kipponium

    Giving identity to generic bandit parties (a name generator)

    The error seems to persist no matter what i do with s50; ive tried with ", (, {, [ just s50 and just 50 but they all return either the previous error or a syntax error.

    Doesn't really matter though, because as you pointed out the script is broken in the first place
  11. kipponium

    Giving identity to generic bandit parties (a name generator)

    I tried writing my own script for creating a leader and assigning it the name given to the party, but when i try to compile it i get a weird error that i dont understand; could anyone enlighten me as to what it means, or even better how to fix it  :smile:

    Code:
    (assign, ":spawned_party_id", reg0),
           (party_add_leader, ":spawned_party_id", "trp_mercenary_horseman", [(1)]),
           (troop_set_name, "trp_mercenary_horseman", "s50"),

  12. kipponium

    Free-cam after death, battle continues.

    froggyluv said:
    Sorry for Nec- but I wanted to use Kt0 and Martinf's code for reference.

    Has anybody got this fully working in WB yet? I can get the camera to stay after fallen as well as the Tab retreat, but for the life of me can't get either of the 2 camera scripts to take.

    From Kt0's code:
    Code:
    common_kt_move_forward_deathcam = (
       0, 0, 0,
       [
          (this_or_next|game_key_clicked, key_w),
          (key_is_down, key_w),
          (main_hero_fallen),
       ],

    I always get a syntax error under the '=' when building.

    Same error with Martinf' code, a syntax error pointing at the '='

    If you move the code up to around line 632 it compiles without any problems; the deathcam still doesnt work though  :sad:
  13. kipponium

    Giving identity to generic bandit parties (a name generator)

    Does anyone know if this works for warband or if theres any reason it shouldnt?
  14. kipponium

    Asking the village elder to light a fire?

    Yeh its a bug, you cant talk to prisoners through cells so you cant start the dialog to free them (its damn annoying when all your companions are stuck in a castle because of it  :evil:)
  15. kipponium

    Thrusting weapons (Specially spears) are so frustrating to use & easy to counter

    While i agree that the AI is absolutely terrible with a shield and spear and its no good for SP, i find theres nothing wrong with it in MP, its a great way to guarantee the first stab and is often deadly against over-confident 2-handed users; as long as you keep a short sword or axe as a sidearm for any face-huggers you should be able to strike with near impunity against most players. I pretty much always get a positive K:grin: when i use a shield and spear (except for ridiculous ping of course) and i rarely switch to my sidearm in these fights.

    Just my thoughts on the matter anyway
    Kip
  16. kipponium

    Multiplayer Lan

    I've had four people with the same serial in a lan game at once so i guess you can have one serial for an unlimited number of players in a lan game, however im not sure how many times a serial can be activated on different computers before it 'expires'.
  17. kipponium

    Einherjar Duel Tournament!

    I'm afraid im going to have to drop out of this, i cant seem to get warband working with this new patch; there seem to be plenty of extras to take my place though.

    Anyway good luck with this and may the best man win!  :grin:
  18. kipponium

    Crashes

    Hi, Ever since i patched to the new .8xx versions my computer completly shuts down with no warning within 5 minutes of connecting to a server; literally from the middle of a fight to computer off; i know it isnt a problem with my computer as these crashes only occur in warband and it must be...
  19. kipponium

    After Doldrey

    Ok, i've been following the walkthrough to get through the campaign and ive just taken doldrey and left the black hawks group, it now says that gutts leaves for a year and returns; does this mean i actually have to wait for a year in-game? If so is there any way to speed up the process? Cheers Kip
  20. kipponium

    Einherjar Duel Tournament!

    Ill sign up for it, but my internet connection is fickle and it could be impossible for me to play.

    Anywho, my ingame nick is kipponium_R_OL

    Again i warn you that theres only a 75% chance i'll be able to play with a decent enough ping.
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