WFaS Coding add_missile alternative

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Yagababa

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I'm trying to add a blunderbuss to my WFAS mod using a shotgun script I found on the forge, but it looks like there's no add_missile in header_operations for the Fire and Sword module system...

Is that something I could add or is it hardcoded into the engine? If so, is there any workaround to have multiple projectiles per shot?
 
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WFaS runs on Warband engine version number 1.143, so there is no way to use operations added after 1.143.

Not really... the underlined part was true until 24 days ago when K700 added WFaS build to WSE2 (https://forums.taleworlds.com/index...cript-enhancer-2-v1-0-5-5.384882/post-9740892). Now, the only way to use operations added after 1.143 in WFaS is to run WSE2. All Warband features, operations, triggers, scripts, flags are available, along with all wse features. For modding don't forget to add whatever you need from warband headers to wfas module system, quoting K700.
WFaS runs on Warband engine version number 1.143, so there is no way to use operations added after 1.143.

Not really... the underlined part was true until 24 days ago when K700 added WFaS build to WSE2 (https://forums.taleworlds.com/index...cript-enhancer-2-v1-0-5-5.384882/post-9740892). Now, the only way to use operations added after 1.143 in WFaS is to run WSE2. All Warband features, operations, triggers, scripts, flags are available, along with all wse features. For modding don't forget to add whatever you need from warband headers to wfas module system, quoting K700.
 
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Yagababa

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WFaS runs on Warband engine version number 1.143, so there is no way to use operations added after 1.143.

Not really... the underlined part was true until 24 days ago when K700 added WFaS build to WSE2 (https://forums.taleworlds.com/index...cript-enhancer-2-v1-0-5-5.384882/post-9740892). Now, the only way to use operations added after 1.143 in WFaS is to run WSE2. All Warband features, operations, triggers, scripts, flags are available, along with all wse features. For modding don't forget to add whatever you need from warband headers to wfas module system, quoting K700.
Holy crap that's potentially groundbreaking for me--although I'm having trouble w/ the new shaders, they're causing some weird visual problems.

After checking out the readme, it seems like I need to rebuild the shaders, but I really have no idea what I'm doing. Is there a simple way to do this?

Edit: this seems like a very different problem so I'll start a different thread--thanks for telling me about the WSE WFaS build! This is game changing...
Also shoutout @K700!
 
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