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.Ikaguia said:
(multiplayer_find_spawn_point, pos1, ":value", 1, 0),#1, 0 = examine_all_spawn_points, not_horseman
(multiplayer_find_spawn_point, ":entry_point", ":value", 1, 0),#1, 0 = examine_all_spawn_points, not_horseman
(entry_point_get_position, pos1, ":entry_point"),
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.Nord Champion said:
("multi_scene_1", "Ruins"),
("multi_scene_2", "Village"),
("multi_scene_3", "Hailes Castle"), #Castle 1
("multi_scene_4", "Ruined Fort"),
("multi_scene_5", "Scene 5"), #not ready yet
("multi_scene_6", "Scene 6"), #not ready yet
("multi_scene_7", "Field by the River"),
("multi_scene_8", "Rudkhan Castle"), #Castle 2
("multi_scene_9", "Snowy Village"),
("multi_scene_10", "Turin Castle"), #Castle 3
("multi_scene_11", "Nord Town"),
("multi_scene_12", "Port Assault"),
("multi_scene_13", "Brunwud Castle"), #Castle 4
("multi_scene_14", "Battle on Ice"),
("multi_scene_15", "Mahdaar Castle"), #Castle 5
("multi_scene_16", "Jameyyed Castle"), #Castle 6
("multi_scene_17", "The Arena"),
("multi_scene_18", "Forest Hideout"),
("multi_scene_19", "Canyon"),
("multi_scene_20", "Desert Town"),
("random_multi_plain_medium", "Random Plains (Medium)"),
("random_multi_plain_large", "Random Plains (Large)"),
("random_multi_steppe_medium", "Random Steppe (Medium)"),
("random_multi_steppe_large", "Random Steppe (Large)"),
("multi_scene_end", "multi_scene_end"),
Something like this should equip your lance on every agent upon spawn, provided they have it in their equipment:FantasyWarrior said:
(ti_on_agent_spawn, 0, 0, [],[
(store_trigger_param, ":agent", 1),
(assign, ":end", 4),
(try_for_range, ":cur_slot", 0, ":end"),
(agent_get_item_slot, ":cur_item", ":agent", ":cur_slot"),
(eq, ":cur_item", "itm_new_jousting_lancebluewhite"),
(agent_set_wielded_item, ":agent", ":cur_item"), # had ":cur_slot" instead of ":cur_item"
(assign, ":end", 0), # break
(try_end),
]),
Sleeping and possibly other animations where you're not supposed to move/rotate.Belendor said:
("inventory_window", 0, "inventory_window", 0, 0, 0, 0, 0, 0, 1, 0.75, 1),
There aren't that many changes and a few are singleplayer only (dialogs and game_menus)Vishnya said:
Primi said:
Lumos said: