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  1. Mauromagno Patriota

    South America Official Server When?

    taleworlds disappoints me... do you intend to sell more? What kind of marketing do they have? What is their logic? I don't understand...
  2. Mauromagno Patriota

    Assign sound to an icon

    If you think that the navigation code is the problem, please post the navigation code so that people can take a look at it.
    ok i will edit
  3. Mauromagno Patriota

    Assign sound to an icon

    Please add all the other informations which you have given at the discord. It makes no sense for helpers to start at zero again.
    I think the navigation code is the problem, I made a copy of native and added the complete code using a single ship for everything, that is, I used the default ship that comes with the code and it doesn't make any sound either... I think the only solution is to create a small trigger to give the ships a sound
  4. Mauromagno Patriota

    Assign sound to an icon

    Hello everyone, as the title says... I would like to assign sounds to some icons of the global map, specifically to the icons of ships, since the Fire_and_Blood navigation code, https://forums.taleworlds.com/index.php?threads/wip-way-of-the-sea-water-travel.316581/ does not assign sounds and...
  5. Mauromagno Patriota

    Comunidad Mount & Blade Latinoamérica - MaB_LA

    Tambien quedan invitados al grupo del mod Independencia de Chile y Pagina (denme un like), tambien a Discord del mod.
    www.facebook.com/groups/mod.ind.chille
    www.facebook.com/WarbandIndChile
    discord.gg/vU3KM84tAD
  6. Mauromagno Patriota

    LSP Animations Tavern Animation Pack

    I'm having a problem. When I am using this with my local language in native game, I got some text issues.
    e.g. tavern keeper says: "Stop! No shooting! No shooting!" and it becomes "It has been an honor to serve you, sire."
    But when I change to using English, there's no any issues and works perfect.
    I've already translated conversation, menus in my language csv files, but nothing fixed.
    that happens to me when I create a new item, but it is something that can happen at any stage or place in the game, for that you have to create a new game since 3 items have been added.... did you start a new game?
  7. Mauromagno Patriota

    Change soldiers into sailors (single)

    I marked it then as solved. If you want, you can show the scripts etc with which the switch has been done.
    Well, of the 7 factions, I only took into account 6, 4 are patriots (patriotic sailors) and 2 are royalists or Spanish (royal sailors).
    In the trigger, the marine type name is assigned (there are 4 types) and the items are assigned among several alternatives, in this case, for example, weapons and uniforms are assigned (by rank according to the number of alternatives ) to the troop of the lowest rank (cobin boy) taking into account the 4 factions and using the constants that house all the troops that will use those uniforms and weapons (generally recruits and militias).
    Then continue with the other troops.
    After all that, the changes are applied (don't ask me how it works haha)

    Code:
    (ti_on_agent_spawn, 0, 0, [],
    [
            (store_trigger_param_1, ":agent_no"),
            (agent_is_non_player, ":agent_no"),
            (agent_is_human, ":agent_no"),
            (agent_is_alive, ":agent_no"),
            (agent_get_troop_id, ":troop", ":agent_no"),
            #first get items
            (assign, ":head", -1),
            (assign, ":body", -1),
            (assign, ":shoes", -1),
            (assign, ":weapon_melee", -1),
            (assign, ":weapon_ranged", -1),
            (assign, ":ammo", -1),
            (try_begin),
                (this_or_next|is_between,":troop", tropas_ch1_ini,tropas_ch1_fin),#chile 1
                (this_or_next|is_between,":troop", tropas_andes1_ini,tropas_andes1_fin),#Andes 1
                (this_or_next|is_between,":troop", tropas_pu1_ini,tropas_pu1_fin),#provincias unidas 1
                (is_between,":troop", tropas_lf1_ini,tropas_lf1_fin),# liga federal 1
                (troop_set_name, ":troop", "@Patriot Cobin Boy"),
                (store_random_in_range, ":r", 0, 2),
                (try_begin),# head stuff
                    (eq, ":r", 0),
                    (assign, ":head", "itm_cubrecabeza5"),
                (else_try),
                    (eq, ":r", 1),
                    (assign, ":head", "itm_cubrecabeza6"),
                (try_end),
                (store_random_in_range, ":r", 0, 2),
                (try_begin),#body stuff
                    (eq, ":r", 0),
                    (assign, ":body", "itm_paisano8"),
                (else_try),
                    (eq, ":r", 1),
                    (assign, ":body", "itm_paisano9"),
                (try_end),
                (store_random_in_range, ":r", 0, 1),
                (try_begin),# boot stuff
                    (eq, ":r", 0),
                    (assign, ":shoes", "itm_chalas"),
                (try_end),
                (store_random_in_range, ":r", 0, 2),
                (try_begin),#weapons
                    (eq, ":r", 0),
                    (assign, ":weapon_melee", "itm_butchering_knife"),
                (else_try),
                    (eq, ":r", 1),
                    (assign, ":weapon_melee", "itm_butchering_knife"),
                    (assign, ":weapon_ranged", "itm_throwing_knives"),
                (try_end),
            (else_try),
            .
            .
            .
            # royalist troops ########################################
            (else_try),
                  (this_or_next|is_between, ":troop",tropas_vp1_ini,tropas_vp1_fin),#1
                  (is_between, ":troop",tropas_ap1_ini,tropas_ap1_fin),# 1
                  (troop_set_name, ":troop", "@Royal Cobin Boy"),
                (store_random_in_range, ":r", 0, 2),
                (try_begin),# head stuff
                    (eq, ":r", 0),
                    (assign, ":head", "itm_cubrecabeza5"),
                (else_try),
                    (eq, ":r", 1),
                    (assign, ":head", "itm_cubrecabeza6"),
                (try_end),
                (store_random_in_range, ":r", 0, 2),
                (try_begin),#body stuff
                    (eq, ":r", 0),
                    (assign, ":body", "itm_paisano6"),
                (else_try),
                    (eq, ":r", 1),
                    (assign, ":body", "itm_paisano7"),
                (try_end),
                (store_random_in_range, ":r", 0, 1),
                (try_begin),# boot stuff
                    (eq, ":r", 0),
                    (assign, ":shoes", "itm_chalas"),
                (try_end),
                (store_random_in_range, ":r", 0, 2),
                (try_begin),#weapons
                    (eq, ":r", 0),
                    (assign, ":weapon_melee", "itm_butchering_knife"),
                (else_try),
                    (eq, ":r", 1),
                    (assign, ":weapon_melee", "itm_butchering_knife"),
                    (assign, ":weapon_ranged", "itm_throwing_knives"),
                (try_end),
            (else_try),
            .
            .
            .
            (try_end),
        (try_for_range, ":item_slot", ek_item_0, ek_gloves),
            (try_begin),
                (eq, ":item_slot", ek_item_0),
                (gt, ":weapon_melee", -1),
                (agent_get_item_slot, ":cur_item",":agent_no", ":item_slot"),
                (try_begin),
                    (gt, ":cur_item", -1),
                    (agent_unequip_item, ":agent_no", ":cur_item"),
                (try_end),
                (agent_equip_item, ":agent_no",":weapon_melee",":item_slot", 0),
            (else_try),
                (eq, ":item_slot", ek_item_1),
                (gt, ":weapon_ranged", -1),
                (agent_get_item_slot, ":cur_item",":agent_no", ":item_slot"),
                (try_begin),
                    (gt, ":cur_item", -1),
                    (agent_unequip_item, ":agent_no", ":cur_item"),
                (try_end),
                (agent_equip_item, ":agent_no",":weapon_ranged",":item_slot", 0),
            (else_try),
                (eq, ":item_slot", ek_item_2),
                (gt, ":ammo", -1),
                (agent_get_item_slot, ":cur_item",":agent_no", ":item_slot"),
                (try_begin),
                    (gt, ":cur_item", -1),
                    (agent_unequip_item, ":agent_no", ":cur_item"),
                (try_end),
                (agent_equip_item, ":agent_no",":ammo",":item_slot", 0),
            (else_try),
                (eq, ":item_slot", ek_item_3),
                (agent_get_item_slot, ":cur_item",":agent_no", ":item_slot"),
                (gt, ":cur_item", -1),
                (agent_unequip_item, ":agent_no", ":cur_item"),
            (else_try),
                (eq, ":item_slot", ek_head),
                (gt, ":head", -1),
                (agent_get_item_slot, ":cur_item",":agent_no", ":item_slot"),
                (try_begin),
                    (gt, ":cur_item", -1),
                    (agent_unequip_item, ":agent_no", ":cur_item"),
                (try_end),
                (agent_equip_item, ":agent_no",":head",":item_slot", 0),
            (else_try),
                (eq, ":item_slot", ek_body),
                (gt, ":body", -1),
                (agent_get_item_slot, ":cur_item",":agent_no", ":item_slot"),
                (try_begin),
                    (gt, ":cur_item", -1),
                    (agent_unequip_item, ":agent_no", ":cur_item"),
                (try_end),
                (agent_equip_item, ":agent_no",":body",":item_slot", 0),
            (else_try),
                (eq, ":item_slot", ek_foot),
                (gt, ":shoes", -1),
                (agent_get_item_slot, ":cur_item",":agent_no", ":item_slot"),
                (try_begin),
                    (gt, ":cur_item", -1),
                    (agent_unequip_item, ":agent_no", ":cur_item"),
                (try_end),
                (agent_equip_item, ":agent_no",":shoes",":item_slot", 0),
            (try_end),
        (try_end),
        ]),

    After that, I added a trigger in simple_trigger to change the names of the troops again after leaving the battle, because they don't come back automatically....
    I did this troop by troop, starting with the first faction, corresponding to Chile....

    Code:
     (ti_on_switch_to_map,
       [
    (try_for_range, ":troop", soldiers_begin, soldiers_end),
    
        (party_get_current_terrain, ":terrain", "p_main_party"),
        (this_or_next|neq,":terrain",0),
        (neq,":terrain",8),
    #### CHILE ###########################
       (try_begin),
         (eq, ":troop","trp_swadian_recruit"),
         (troop_set_name, ":troop", "@Chilean recruit"),
         (else_try),
         (eq, ":troop","trp_swadian_militia"),
         (troop_set_name, ":troop", "@Chilean Militia"),
         (else_try),
         .
         .
         .
      (try_end),
    (try_end),
    ]),
  8. Mauromagno Patriota

    Change soldiers into sailors (single)

    That's better than nothing. An alternative approach would perhaps be to give them a malus if they go with regular infantry to a naval battle. Then you could have some regular navy parties with sailors and marines.
    yes, it was good and fulfills the purpose
  9. Mauromagno Patriota

    Change soldiers into sailors (single)

    Have you been able to solve this?
    yes, i solved it, but in another way... a friend of discord made me a trigger to put in the mission ship_battle changing the uniforms of the troops and the troop names... they look like marines but in reality they are not, if I select 1, the infantry is selected, if I select 2, the archer is selected etc...
    it stayed this way
    https://www.moddb.com/mods/independence-of-chile/news/sailors
  10. Mauromagno Patriota

    Change soldiers into sailors (single)

    Hello everyone, I have a problem with a code, actually, the code works, but only half ... (a friend of Discord made me the code) I want to convert land soldiers to sailors for naval battles, I have this code that converts them, but in the troop orders panel, the replaced soldiers appear as dead...
  11. Mauromagno Patriota

    set condition to limit movement of scene prop (singleplayer)

    Would still be nice if you would tell us the solution :wink:
    The instance trigger that moved the cannon backwards, I had it in mission_tempalte, I changed it to scene_prop, in the trigger of the cannon shot .... before everything worked fine, but the distance did not match, that's why it can be seen in my post a -5 and a 2 in the other trigger ... when moving it to scene_prop, I put 5 and in mission template -5 (in the trigger to press the key_up key),
    I don't know if it is understood :razz:
  12. Mauromagno Patriota

    SCRIPT WARNING: DIVISION BY ZERO

    I got that error, when I was assigning villages to the Forts (castles), when one of the Forts had no village, the error appeared, then I assigned a village to it and the error no longer appeared.
  13. Mauromagno Patriota

    set condition to limit movement of scene prop (singleplayer)

    a friend on Discord helped me fix it, the credits go to him (Butters)
  14. Mauromagno Patriota

    Fix bots in a battle scene (anim_stand_staff) Singleplayer

    Also agent_set_look_target_position works only short amount of time. You can exploit it to fix look position. Create a storage for agents in some troop then each frame use agent_set_look_target_position on agents. For example:
    Python:
      (0,0,0,[],[
        (troop_get_slot, ":num", "trp_storage", 0),
        (val_add, ":num", 1),
        (try_for_range, ":slot", 1, ":num"),
          (troop_get_slot, ":agent", "trp_storage", ":slot"),
          (agent_get_slot, ":x", ":agent", slot_agent_look_x),
          (agent_get_slot, ":y", ":agent", slot_agent_look_y),
          (agent_get_slot, ":z", ":agent", slot_agent_look_z),
          (init_position, pos1),
          (position_set_x, pos1, ":x"),
          (position_set_y, pos1, ":y"),
          (position_set_z, pos1, ":z"),
          (agent_set_look_target_position, ":agent", pos1),
        (try_end),
      ]),

    This is just an example. You need to store agents and look position slots.

    p.s. It's not very efficient but I don't know any better way.
    Well, thanks, I'll see if there are any problems as time goes by, but I don't think since the scene is a scheduled battle, it is the re-enactment of a historical event and in the mission, there are all the orders to the friendly troops and enemies, every few seconds the infantry attacks, then cavalry, then riflemen and hunters, it lasts no more than 3 minutes and the cannons finish firing, when the riflemen attack ..., but thank you very much for your help :smile:
  15. Mauromagno Patriota

    Fix bots in a battle scene (anim_stand_staff) Singleplayer

    Setting agent_set_speed_limit to 0 can fix agent on one place.
    well, I added that command, along with the others agent_set_scripted_destination_no_attack and agent_set_look_target_position and it worked perfect, even without the stand_staf animation and the bots stay in place, facing forward and in a firm position, they only turn around, when there is an enemy by behind, but then, they look back to the front ...
    Thanks very much buddy....
    So the resulting trigger is the following:

    Code:
    (ti_on_agent_spawn, 0, 0, [],
    [
             (store_trigger_param_1, ":agent_no"),
             (agent_get_troop_id, ":troop_no", ":agent_no"),
         (try_begin),
                (eq, ":troop_no", "trp_artillero1"),
                (agent_set_speed_limit, ":agent_no", 0),
                   (entry_point_get_position, pos2, 45),
                (agent_set_scripted_destination_no_attack, ":agent_no", pos2),
                   (agent_set_look_target_position, ":agent_no", pos2),
            (else_try),
                (eq, ":troop_no", "trp_artillero2"),
                (agent_set_speed_limit, ":agent_no", 0),
                   (entry_point_get_position, pos2, 46),
                (agent_set_scripted_destination_no_attack, ":agent_no", pos2),
                   (agent_set_look_target_position, ":agent_no", pos2),
            (else_try),
                (eq, ":troop_no", "trp_artillero3"),
                (agent_set_speed_limit, ":agent_no", 0),
                   (entry_point_get_position, pos2, 47),
                (agent_set_scripted_destination_no_attack, ":agent_no", pos2),
                   (agent_set_look_target_position, ":agent_no", pos2),
            (else_try),
                (eq, ":troop_no", "trp_artillero4"),
                (agent_set_speed_limit, ":agent_no", 0),
                   (entry_point_get_position, pos2, 48),
                (agent_set_scripted_destination_no_attack, ":agent_no", pos2),
                   (agent_set_look_target_position, ":agent_no", pos2),
            (else_try),
                (eq, ":troop_no", "trp_artillero5"),
                (agent_set_speed_limit, ":agent_no", 0),
                   (entry_point_get_position, pos2, 49),
                (agent_set_scripted_destination_no_attack, ":agent_no", pos2),
                   (agent_set_look_target_position, ":agent_no", pos2),
            (else_try),
                (eq, ":troop_no", "trp_artillero6"),
                (agent_set_speed_limit, ":agent_no", 0),
                   (entry_point_get_position, pos2, 50),
                (agent_set_scripted_destination_no_attack, ":agent_no", pos2),
                   (agent_set_look_target_position, ":agent_no", pos2),
        (try_end),
    ]),
  16. Mauromagno Patriota

    Fix bots in a battle scene (anim_stand_staff) Singleplayer

    Setting agent_set_speed_limit to 0 can fix agent on one place.
    I'll try
  17. Mauromagno Patriota

    Fix bots in a battle scene (anim_stand_staff) Singleplayer

    Hi everyone, I wanted to put some cannons to a scene of my new historical battles, just as decoration, in addition to that, some gunner soldiers on each side of them and fix them in stand_staff position. I have tried many things, but they do not work very well, other people have helped me, but I...
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