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bjorne.

Sergeant Knight
Well. I wondered. Where do I found those commands that is displayed when for example press "3".

You know when you press the 3 button it will say Charge!!!.. Where do I find those scripts... I looked in the module_strings but I couldn't find anything similarly to it.
 
You can rename them by including a customized language file with your mod. Just copy the csv files into the language folder or see my mod as an example.
 
foxyman said:
bjorne. said:
but if it is like that. How should I then apply voices to the commands?
Use triggers to catch game_key_clicked.

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:
foxyman said:
bjorne. said:
but if it is like that. How should I then apply voices to the commands?
Use triggers to catch game_key_clicked.

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?

I said game_key, which is based on the game configuration for the sole function. Check out header_triggers.py for all game keys and you'll see.
 
bjorne. said:
Oh  :oops:

Well okey, so it binds to the config ones :grin:

You can piggy back on key commands I believe.  Should still run, but if not you can do something like this:

[(ti_inventory_key_pressed, 0, 0, [(set_trigger_result,1)],[]), ##Allow you to see your inventory.  Change result to 0 to have no effect.

So in the condition for the key press (or in the consequences) use the set_trigger_result to one meaning the trigger does what it's supposed to.  But make sure to check the game key, not the regular key press.
 
aah :grin: I think I understand.

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?
 
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 ?
Yep thanks!

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?
Still nothing?
 
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:
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.
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  :roll:)
 
bjorne. said:
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.
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  :roll:)

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...
 
jik said:
bjorne. said:
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.
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  :roll:)

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...

If you mean in the text files this is what I came up with...

This is how the text is for the normal Jousting Lance.
Code:
 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

This is how it is when I removed the Lance Thrust on Horseback animaiton flag
Code:
 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

This is when I re-placed the Lance Thrust on Horseback animaiton flag and removed the Lance Thrust animation flag
Code:
 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



134217728

I could not see any logical connection between them. But I made a few calculations and look at this..

I took the number that was different from the other numbers. (20132684:cool:
and  subtracted that with the numbers that was different from the text lines from when I removed the  Lance Thrust on Horseback animaiton flag (67109120). And What I got was 134217728. Wich is extremely close to the that was from the text lines from when I removed the Lance Thrust animation flag(134217984)...

naah just kidding I got nothing of it...

But the animation numbers where in the actions.txt
lancer_ride_1 257  1
  0.800000 anim_human 10210 10250 268435473 0 0.0 0.0 0.0 0.0


and if you ment the module system. This is what I got..

Code:
]
["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],

Code:
]
itcf_thrust_onehanded_lance_horseback

jik said:
Well, where do you use the jump_to_scene operation?  I would use the vistior operation right before that.
Do you mean the module_menus?
 
That would usually be where it would be, but it could have been in a dialog or a script.  Rule of thumb for me  is to set up the "actors" prior to entering the scene.  So if I want 4  trp_fighters to be on entry point 5 when the scene scn_start_now starts I would use:

(set_visitors,5,"trp_fighter",4),
(jump_to_scene,"scn_start_now"),

Now doing this means that you are dealing with generic troops (such as your men in your party) you would have to manually check if they die in the battle and remove them from your party.
 
Well if you don't look at the actuall part where the entrypoints and all that are showed.
THIS ONE!

Code:
      ("custom_battle_scenario_1",[], "Skirmish 1",
       [
           (assign, "$g_custom_battle_scenario", 0),
           (jump_to_menu, "mnu_custom_battle_2"),

Could you not enter your script there?

Like this?
Code:
      ("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"),
 
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