Use triggers to catch game_key_clicked.bjorne. said:but if it is like that. How should I then apply voices to the commands?
foxyman said:Use triggers to catch game_key_clicked.bjorne. said:but if it is like that. How should I then apply voices to the commands?
bjorne. said:foxyman said:Use triggers to catch game_key_clicked.bjorne. said:but if it is like that. How should I then apply voices to the commands?
Ah So I basicly use the key to two different things.. But that would result in that if you change the controls the voices would be messed up.. or?
bjorne. said:Oh
Well okey, so it binds to the config ones
bjorne. said:but if it is like that. How should I then apply voices to the commands?
Yep thanks!Slawomir of Aaarrghh said:bjorne. said:but if it is like that. How should I then apply voices to the commands?
You mean something like this - http://forums.taleworlds.com/index.php/topic,8652.msg1519837.html#msg1519837 ?
Still nothing?bjorne. said:Well. Now once we are all gathered. I need to ask another question. So we don't need to waste another topic.
Where do I find the information about what Entry Point has what troops?
okey. But what file? where? show a example.. this is really confusing with all these letters. That's why the txt files is so much easier... (for cumputers )jik said:depends on how you define the troops entering the scene. You can manually place troops at each entry point with the operation:
(set_visitors,<entry_no>,<troop_id>,<number_of_troops>),
This must be called before entering the scene.
bjorne. said:okey. But what file? where? show a example.. this is really confusing with all these letters. That's why the txt files is so much easier... (for cumputers )jik said:depends on how you define the troops entering the scene. You can manually place troops at each entry point with the operation:
(set_visitors,<entry_no>,<troop_id>,<number_of_troops>),
This must be called before entering the scene.
jik said:bjorne. said:okey. But what file? where? show a example.. this is really confusing with all these letters. That's why the txt files is so much easier... (for cumputers )jik said:depends on how you define the troops entering the scene. You can manually place troops at each entry point with the operation:
(set_visitors,<entry_no>,<troop_id>,<number_of_troops>),
This must be called before entering the scene.
Well, where do you use the jump_to_scene operation? I would use the vistior operation right before that.
If you think reading numbers is easier than words, then I have a task for you. Find me the animation and flags for lance thrust on horse back.... I've still yet to figure that out...
itm_jousting_lance Jousting_Lance Jousting_Lance 1 joust_of_peace 0 138772484 201326848 158 8202 5.000000 100 0 0 0 0 0 61 0 218 0 529 0
0
itm_jousting_lance Jousting_Lance Jousting_Lance 1 joust_of_peace 0 138772484 67109120 158 8202 5.000000 100 0 0 0 0 0 61 0 218 0 529 0
0
itm_jousting_lance Jousting_Lance Jousting_Lance 1 joust_of_peace 0 138772484 134217984 158 8202 5.000000 100 0 0 0 0 0 61 0 218 0 529 0
0
]
["lancer_ride_1", acf_enforce_lowerbody | acf_synch_with_horse,
[0.8, "anim_human", horse_move+210, horse_move+250, arf_cyclic | arf_blend_in_16],
]
itcf_thrust_onehanded_lance_horseback
Do you mean the module_menus?jik said:Well, where do you use the jump_to_scene operation? I would use the vistior operation right before that.
("custom_battle_scenario_1",[], "Skirmish 1",
[
(assign, "$g_custom_battle_scenario", 0),
(jump_to_menu, "mnu_custom_battle_2"),
("custom_battle_scenario_1",[], "Skirmish 1",
[
(assign, "$g_custom_battle_scenario", 0),
(set_visitors,5,"trp_fighter",4),
(jump_to_menu, "mnu_custom_battle_2"),