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  1. Master_Anuca

    LSP Animations Tavern Animation Pack

    Thanks. Besides that I can't tab inside the tavern and it lags whenever I go out of the tavern, I'm pretty much satisfied.
    Hopefully me changing the name "musican" to "musician" would be okay. It was distracting me a bit  :smile:
  2. Master_Anuca

    LSP Animations Tavern Animation Pack

    Update. I'm not getting any errors when I do the build_module part, and I see people sitting on the benches at chairs inside the taverns, but now I'm experiencing crashes that indicates,"Incorrect skeleton type for anim 553."

    What's causing this and how should I fix it?
  3. Master_Anuca

    LSP Animations Tavern Animation Pack

    OHH. It finally worked! So happy right now. Had to backtrack and do the whole module_mission_template again, see what makes it do errors. Then finally, managed to make it work. Thanks a lot for your time, mate.  :lol:
  4. Master_Anuca

    LSP Animations Tavern Animation Pack

    Alright, the unexpected indent's gone, but now it's indicating that there's a Syntax error at line 1591 in which the last line is 1591.
    I don't know if it's because when I placed the new trigger and new entry point for sitting people at town_default that it moves some lines and it got the error. But other than that, I didn't really touch this part of the code.
    I apologize for asking for too much help, really want to at least make this work.

    Code:
     #No shooting in the tavern
          (1, 0, 0, 
          [
    	    (neg|conversation_screen_is_active),
    		(eq, "$talk_context", tc_tavern_talk),
    		(gt, "$g_main_attacker_agent", 0),
    		
    		(get_player_agent_no, ":player_agent"),
    		(agent_is_alive, ":player_agent"),
    		
    		(agent_get_wielded_item, ":wielded_item", ":player_agent", 0),
    		(is_between, ":wielded_item", "itm_darts", "itm_torch"),
    		(neq, ":wielded_item", "itm_javelin_melee"),
    		(neq, ":wielded_item", "itm_throwing_spear_melee"),
    		(neq, ":wielded_item", "itm_jarid_melee"),
    		(neq, ":wielded_item", "itm_light_throwing_axes_melee"),
    		(neq, ":wielded_item", "itm_throwing_axes_melee"),
    		(neq, ":wielded_item", "itm_heavy_throwing_axes_melee"),
          ], 
          [
    		(party_get_slot, ":tavernkeeper", "$g_encountered_party", slot_town_tavernkeeper),
    		(start_mission_conversation, ":tavernkeeper"),	 
    	  ]),
    	  	  	  
    	  #Check for weapon in hand of attacker, also, everyone gets out of the way
          (1, 0, 0, 
          [
    		(gt, "$g_main_attacker_agent", 0),	
          ],
          [
            (agent_get_wielded_item, ":wielded_item", "$g_main_attacker_agent", 0),
            (val_max, "$g_attacker_drawn_weapon", ":wielded_item"),               
            
            (call_script, "script_neutral_behavior_in_fight"),
          ]),	  			
        ],
      ),
  5. Master_Anuca

    LSP Animations Tavern Animation Pack

    Well, now I've pasted it before mission_templates, but now it's saying this.

    Code:
    IndentationError: unexpected indent
    Traceback (most recent call last):
      File "process_global_variables_unused.py", line 3, in <module>
        from process_operations import *
      File "D:\mb_warband_module_system_1171\Module_system 1.171\process_operations.py", line 21, in <module>
        from module_mission_templates import *
      File "D:\mb_warband_module_system_1171\Module_system 1.171\module_mission_templates.py", line 1275
        dedal_tavern_animations = (
  6. Master_Anuca

    LSP Animations Tavern Animation Pack

    Well, the line 16078 in module_mission_templates.py is just a blank, heck it doesn't even exist since the line ends at 16077 which is also a blank line.

    It says that I have to add the first code somewhere at the beginning of the file, so I added it below the "af_castle_lord". The "town_default" one was just me overwriting what's underneath it with whatever's added in the other module. I'm probably dumb by doing that, but I just have no idea how or where to put these things exactly.

    Code:
    ####Add this trigger somewhere at te beginning of the file
    
    dedal_tavern_animations = (
    	ti_on_agent_spawn,1,0,[
    		(eq, "$talk_context", tc_tavern_talk),
    		(store_trigger_param_1,":agent"),
    		(agent_get_troop_id,":troop",":agent"),
    		(try_begin),
    			(is_between,":troop","trp_musican_male","trp_musicans_end"),
    			(try_begin),
    				(agent_has_item_equipped,":agent","itm_dedal_lutnia"),
    				(agent_set_stand_animation, ":agent", "anim_lute_sitting"),
    				(agent_set_animation, ":agent", "anim_lute_sitting"),
    				(agent_play_sound,":agent","snd_dedal_tavern_lute"),
    			(else_try),
    				(agent_has_item_equipped,":agent","itm_dedal_lira"),
    				(agent_set_stand_animation, ":agent", "anim_lyre_sitting"),
    				(agent_set_animation, ":agent", "anim_lyre_sitting"),
    				(agent_play_sound,":agent","snd_dedal_tavern_lyre"),
    			(try_end),
    			(store_random_in_range,":r",0,300),
    			(agent_set_animation_progress,":agent",":r"),
    		(else_try),
    			(is_between,":troop",tavern_minstrels_begin,tavern_minstrels_end),
    			(try_begin),
    				(agent_has_item_equipped,":agent","itm_dedal_lutnia"),
    				(agent_set_stand_animation, ":agent", "anim_lute_standing"),
    				(agent_set_animation, ":agent", "anim_lute_standing"),
    				(agent_play_sound,":agent","snd_dedal_tavern_lute"),
    			(else_try),
    				(agent_has_item_equipped,":agent","itm_dedal_lira"),
    				(agent_set_stand_animation, ":agent", "anim_lyre_standing"),
    				(agent_set_animation, ":agent", "anim_lyre_standing"),
    				(agent_play_sound,":agent","snd_dedal_tavern_lyre"),
    			(try_end),
    			(store_random_in_range,":r",0,300),
    			(agent_set_animation_progress,":agent",":r"),
    		(else_try),
    			(is_between,":troop",walkers_begin,walkers_end),
    			(try_begin),
    				(agent_has_item_equipped,":agent","itm_dedal_kufel"),
    				(agent_set_stand_animation, ":agent", "anim_sitting_drinking_low"),
    				(agent_set_animation, ":agent", "anim_sitting_drinking_low"),
    				(store_random_in_range,":r",0,300),
    			(else_try),
    				(agent_set_stand_animation, ":agent", "anim_sitting_low"),
    				(agent_set_animation, ":agent", "anim_sitting_low"),
    				(store_random_in_range,":r",0,300),
    			(try_end),
    			(agent_set_animation_progress,":agent",":r"),
    		(try_end),
    	],[])
    	
    	
    ###Then search for "town_default" mission template and add the new trigger and new entry points for sitting people
    	
    	("town_default",0,-1,
    	 "Default town visit",[
    		(0,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
    		(1,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    		(2,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    		(3,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    		(4,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    		(5,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    		(6,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    		(7,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
    		(8,mtef_scene_source,af_override_horse,0,1,[]),
    		(9,mtef_scene_source,af_override_horse,0,1,[]),
    		(10,mtef_scene_source,af_override_horse,0,1,[]),
    		(11,mtef_scene_source,af_override_horse,0,1,[]),
    		(12,mtef_scene_source,af_override_horse,0,1,[]),
    		(13,mtef_scene_source,0,0,1,[]),
    		(14,mtef_scene_source,0,0,1,[]),
    		(15,mtef_scene_source,0,0,1,[]),
    		(16,mtef_visitor_source,af_override_horse,0,1,[]),
    		(17,mtef_visitor_source,af_override_horse,0,1,[]),
    		(18,mtef_visitor_source,af_override_horse,0,1,[]),
    		(19,mtef_visitor_source,af_override_horse,0,1,[]),
    		(20,mtef_visitor_source,af_override_horse,0,1,[]),
    		(21,mtef_visitor_source,af_override_horse,0,1,[]),
    		(22,mtef_visitor_source,af_override_horse,0,1,[]),
    		(23,mtef_visitor_source,af_override_horse,0,1,[]),
    		(24,mtef_visitor_source,af_override_horse,0,1,[]),
    		(25,mtef_visitor_source,af_override_horse,0,1,[]),
    		(26,mtef_visitor_source,af_override_horse,0,1,[]),
    		(27,mtef_visitor_source,af_override_horse,0,1,[]),
    		(28,mtef_visitor_source,af_override_horse,0,1,[]),
    		(29,mtef_visitor_source,af_override_horse,0,1,[]),
    		(30,mtef_visitor_source,af_override_horse,0,1,[]),
    		(31,mtef_visitor_source,af_override_horse,0,1,[]),
    		
    		#dedal begin
    		(1,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#32
    		(2,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#33
    		(3,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#34
    		(4,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#35
    		(5,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#36
    		(6,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#37
    		(7,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#38
    		(8,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#39
    		(10,mtef_visitor_source,af_override_horse|af_override_gloves,0,1,[]),#40
    	 ],[
    		dedal_tavern_animations,
    		#dedal end
  7. Master_Anuca

    LSP Animations Tavern Animation Pack

    Hello, I'm trying to put this OSP on a Single-Player world where I can try out mods since it's my first time and this caught my eyes.
    But every time I confirm the build_module, I get a lot of syntax errors and I don't know where I went wrong.

    What can I do to make it work?

    https://pastebin.com/9D0BgFMi
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