Banner Map Icon can't show up in WFaS

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Here are my banner defined code:

Code:
  ("map_flag_kingdom_a",0,"map_flag_kingdom_a", banner_scale,0),
  ("map_flag_kingdom_b",0,"map_flag_kingdom_b", banner_scale,0),
  ("map_flag_kingdom_c",0,"map_flag_kingdom_c", banner_scale,0),
  ("map_flag_kingdom_d",0,"map_flag_kingdom_d", banner_scale,0),
  ("map_flag_kingdom_e",0,"map_flag_kingdom_e", banner_scale,0),
  ("map_flag_kingdom_f",0,"map_flag_kingdom_f", banner_scale,0),
  ("map_flag_kingdom_g",0,"map_flag_kingdom_eng", banner_scale,0),
  ("map_flag_kingdom_h",0,"map_flag_kingdom_safavid", banner_scale,0),
  ("map_flag_kingdom_i",0,"map_flag_kingdom_hre", banner_scale,0),
  ("map_flag_kingdom_j",0,"map_flag_kingdom_france", banner_scale,0),
  ("map_flag_kingdom_k",0,"map_flag_kingdom_spain", banner_scale,0),
  ("map_flag_kingdom_l",0,"map_flag_kingdom_ulsus", banner_scale,0),
  ("map_flag_kingdom_m",0,"map_flag_kingdom_virigis", banner_scale,0),

I used a standard banner pack in WFaS mod, it works fine at the beginning, but after I add some new factions, it works not well.

After I restore the default banner, it still can't show up.
 
Solution
Here are my banner defined code:

Code:
  ("map_flag_kingdom_a",0,"map_flag_kingdom_a", banner_scale,0),
  ("map_flag_kingdom_b",0,"map_flag_kingdom_b", banner_scale,0),
  ("map_flag_kingdom_c",0,"map_flag_kingdom_c", banner_scale,0),
  ("map_flag_kingdom_d",0,"map_flag_kingdom_d", banner_scale,0),
  ("map_flag_kingdom_e",0,"map_flag_kingdom_e", banner_scale,0),
  ("map_flag_kingdom_f",0,"map_flag_kingdom_f", banner_scale,0),
  ("map_flag_kingdom_g",0,"map_flag_kingdom_eng", banner_scale,0),
  ("map_flag_kingdom_h",0,"map_flag_kingdom_safavid", banner_scale,0),
  ("map_flag_kingdom_i",0,"map_flag_kingdom_hre", banner_scale,0),
  ("map_flag_kingdom_j",0,"map_flag_kingdom_france", banner_scale,0)...
Here are my banner defined code:

Code:
  ("map_flag_kingdom_a",0,"map_flag_kingdom_a", banner_scale,0),
  ("map_flag_kingdom_b",0,"map_flag_kingdom_b", banner_scale,0),
  ("map_flag_kingdom_c",0,"map_flag_kingdom_c", banner_scale,0),
  ("map_flag_kingdom_d",0,"map_flag_kingdom_d", banner_scale,0),
  ("map_flag_kingdom_e",0,"map_flag_kingdom_e", banner_scale,0),
  ("map_flag_kingdom_f",0,"map_flag_kingdom_f", banner_scale,0),
  ("map_flag_kingdom_g",0,"map_flag_kingdom_eng", banner_scale,0),
  ("map_flag_kingdom_h",0,"map_flag_kingdom_safavid", banner_scale,0),
  ("map_flag_kingdom_i",0,"map_flag_kingdom_hre", banner_scale,0),
  ("map_flag_kingdom_j",0,"map_flag_kingdom_france", banner_scale,0),
  ("map_flag_kingdom_k",0,"map_flag_kingdom_spain", banner_scale,0),
  ("map_flag_kingdom_l",0,"map_flag_kingdom_ulsus", banner_scale,0),
  ("map_flag_kingdom_m",0,"map_flag_kingdom_virigis", banner_scale,0),

I used a standard banner pack in WFaS mod, it works fine at the beginning, but after I add some new factions, it works not well.

After I restore the default banner, it still can't show up.
WFaS is coded to fly the banners of individual Lords over towns and castles on the world map. In script_game_start you will find this block of code allocating banners to towns/castles:
Code:
(try_begin),
        (this_or_next|party_slot_eq, ":center_no", slot_party_type, spt_town),
   (party_slot_eq, ":center_no", slot_party_type, spt_castle),
#normal_banner_begin
        (troop_get_slot, ":cur_banner", ":lord_troop_id", slot_troop_banner_scene_prop),
        (gt, ":cur_banner", 0),
        (val_sub, ":cur_banner", banner_scene_props_begin),
        (val_add, ":cur_banner", banner_map_icons_begin),
        (party_set_banner_icon, ":center_no", ":cur_banner"),
# custom_banner_begin
#        (troop_get_slot, ":flag_icon", ":lord_troop_id", slot_troop_custom_banner_map_flag_type),
#        (ge, ":flag_icon", 0),
#        (val_add, ":flag_icon", custom_banner_map_icons_begin),
#        (party_set_banner_icon, ":center_no", ":flag_icon"),
    (try_end),
These are set further up in game start. Look for:
Code:
(assign, ":cur_banner_index", banner_scene_props_begin), 
   (troop_set_slot, "trp_knight_2_20", slot_troop_banner_scene_prop, ":cur_banner_index"),
#etc.
(troop_set_slot, "trp_kingdom_1_lord", slot_troop_banner_scene_prop, ":cur_banner_index"),
      (store_add, ":cur_banner_index", 113, banner_scene_props_begin),
#etc.
It is annoying getting the sequences aligned.
 
Upvote 0
Solution
WFaS is coded to fly the banners of individual Lords over towns and castles on the world map. In script_game_start you will find this block of code allocating banners to towns/castles:
Code:
(try_begin),
        (this_or_next|party_slot_eq, ":center_no", slot_party_type, spt_town),
   (party_slot_eq, ":center_no", slot_party_type, spt_castle),
#normal_banner_begin
        (troop_get_slot, ":cur_banner", ":lord_troop_id", slot_troop_banner_scene_prop),
        (gt, ":cur_banner", 0),
        (val_sub, ":cur_banner", banner_scene_props_begin),
        (val_add, ":cur_banner", banner_map_icons_begin),
        (party_set_banner_icon, ":center_no", ":cur_banner"),
# custom_banner_begin
#        (troop_get_slot, ":flag_icon", ":lord_troop_id", slot_troop_custom_banner_map_flag_type),
#        (ge, ":flag_icon", 0),
#        (val_add, ":flag_icon", custom_banner_map_icons_begin),
#        (party_set_banner_icon, ":center_no", ":flag_icon"),
    (try_end),
These are set further up in game start. Look for:
Code:
(assign, ":cur_banner_index", banner_scene_props_begin),
   (troop_set_slot, "trp_knight_2_20", slot_troop_banner_scene_prop, ":cur_banner_index"),
#etc.
(troop_set_slot, "trp_kingdom_1_lord", slot_troop_banner_scene_prop, ":cur_banner_index"),
      (store_add, ":cur_banner_index", 113, banner_scene_props_begin),
#etc.
It is annoying getting the sequences aligned.
Thanks!
 
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