SP Tutorial Module System Flaming Skulls

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fisheye said:
You didn't do my fix. Check my post again.

Also, wouldn't it be much easier to make it explode either if it's "close enough" to an agent, OR if it hits the ground??

Well, my thinking was having it explode after a certain distance from the thrower insures the flame won't go beyond the thrown range of the skulls and acts sort of like the old fuse grenades (or cartoon-style bombs). Plus exploding a distance away means the player can setup the explosion for enemies to run into. It could be used tactically in places like the tunnels of the dungeon, or on the walls of a castle during a seige (even in a stairwell.

And which fix? the particle lifetime or the (assign, ":agent_slot",":agent"),?
 
OK, well I added the lines as your post showed, but I have not noticed any change in the ground explosion or the distance explosion. I used CamStudio to make this little video demonstration of what I mean by the distance explosion moving away from me....  Testing Of The Exploding Skulls

And here is the updated code:
      (0.005, 0, 0, [],[
(try_for_agents,":agent"),                                               
    (party_get_slot,":fire","p_fire_arrows",":agent"),
    (ge,":fire",0),
(assign, ":agent_slot",":agent"),
    (party_get_slot,":mad:","p_x_coordinate",":agent"),
    (party_get_slot,":y","p_y_coordinate",":agent"),
    (party_get_slot,":z","p_z_coordinate",":agent"),
    (party_get_slot,":mad:vel","p_x_velocity",":agent"),
    (party_get_slot,":yvel","p_y_velocity",":agent"),
    (party_get_slot,":zvel","p_z_velocity",":agent"),
    (val_add,":mad:",":mad:vel"),
    (val_add,":y",":yvel"),
    (val_add,":z",":zvel"),
    (position_set_x,pos1,":mad:"),
    (position_set_y,pos1,":y"),
    (position_set_z,pos1,":z"),
    (particle_system_burst, "psys_torch_fire", pos1, 15),
    (position_set_z_to_ground_level,pos1),
    (position_get_z,":zground",pos1),
(get_player_agent_no,":player_no"),
    (agent_get_look_position,pos3,":player_no"),
    (get_distance_between_positions,":skull_dist",pos1,pos3),
    (try_begin),
      (le,":z",":zground"),
        (particle_system_burst, "psys_massive_fire", pos1, 15),
        (particle_system_burst, "psys_war_smoke_tall", pos1, 15),
        (try_for_agents,":agent"),
      (neq,":agent",":player_no"),
      (neg|agent_is_ally,":agent"),
  (agent_is_alive,":agent"),
          (agent_get_look_position, pos2, ":agent"),
          (get_distance_between_positions,":dist",pos1,pos2),
          (lt,":dist",300),
          (agent_deliver_damage_to_agent,":player_no",":agent"),
        (end_try),
        (scene_prop_get_instance,":instance", "spr_explosion", 0),
        (position_copy_origin,pos2,pos1),
        (prop_instance_set_position,":instance",pos2),
        (position_move_z,pos2,1000),
        (prop_instance_animate_to_position,":instance",pos2,200),
(party_set_slot,"p_fire_arrows",":agent_slot",-1),
    (else_try),
(ge,":skull_dist", 2000),
        (particle_system_burst, "psys_massive_fire", pos1, 15),
        (particle_system_burst, "psys_war_smoke_tall", pos1, 15),
        (try_for_agents,":agent"),
      (neq,":agent",":player_no"),
      (neg|agent_is_ally,":agent"),
  (agent_is_alive,":agent"),
          (agent_get_look_position, pos2, ":agent"),
          (get_distance_between_positions,":dist",pos1,pos2),
          (lt,":dist",300),
          (agent_deliver_damage_to_agent,":player_no",":agent"),
        (end_try),
        (scene_prop_get_instance,":instance", "spr_explosion", 0),
        (position_copy_origin,pos2,pos1),
        (prop_instance_set_position,":instance",pos2),
        (position_move_z,pos2,1000),
        (prop_instance_animate_to_position,":instance",pos2,200),
(party_set_slot,"p_fire_arrows",":agent_slot",-1),
(else_try),
      (party_set_slot,"p_x_coordinate",":agent",":mad:"),
      (party_set_slot,"p_y_coordinate",":agent",":y"),
      (party_set_slot,"p_z_coordinate",":agent",":z"),
      (val_sub,":zvel",1),
      (party_set_slot,"p_z_velocity",":agent",":zvel"),
    (end_try),
(end_try),]),

I'm going to continue testing and modifying the code throughout the day, but perhaps you can see something I am overlooking or a better way to accomplish what I am trying to do?
 
Well, I tried moving that check to it's own try_begin/try_End, but it still acted the same way.
 
Hey Keedo if you used a different animation; you could use the flawed code you have there to make a controllable wind cyclone.  All you would need would be a different particle effect.
 
That's not a bad idea actually. Maybe as a magic item at first and later as part of the magic system (though that would be a lot more work).
 
OK, well I simplified my modification to the code. Though the distance explosion continues to move if I get within a certain distance to it. HOWEVER, I did some experimenting and tried going around it and then moving towards it and noticed that it's not actually moving away from me, it's continuing in the direction the skull was thrown. Here's my updated mission template trigger:
      (0.005, 0, 0, [],[
(try_for_agents,":agent"),                                               
    (party_get_slot,":fire","p_fire_arrows",":agent"),
    (ge,":fire",0),
(assign, ":agent_slot",":agent"),
    (party_get_slot,":mad:","p_x_coordinate",":agent"),
    (party_get_slot,":y","p_y_coordinate",":agent"),
    (party_get_slot,":z","p_z_coordinate",":agent"),
    (party_get_slot,":mad:vel","p_x_velocity",":agent"),
    (party_get_slot,":yvel","p_y_velocity",":agent"),
    (party_get_slot,":zvel","p_z_velocity",":agent"),
    (val_add,":mad:",":mad:vel"),
    (val_add,":y",":yvel"),
    (val_add,":z",":zvel"),
    (position_set_x,pos1,":mad:"),
    (position_set_y,pos1,":y"),
    (position_set_z,pos1,":z"),

    (particle_system_burst, "psys_torch_fire", pos1, 15),
    (position_set_z_to_ground_level,pos1),
    (position_get_z,":zground",pos1),
(get_player_agent_no,":player_no"),
    (agent_get_look_position,pos3,":player_no"),
    (get_distance_between_positions,":skull_dist",pos1,pos3),
    (try_begin),
  (ge,":skull_dist", 2000),
  (assign, ":z",":zground"),
(try_end),

    (try_begin),
      (le,":z",":zground"),
        (particle_system_burst, "psys_massive_fire", pos1, 15),
        (particle_system_burst, "psys_war_smoke_tall", pos1, 15),
        (try_for_agents,":agent"),
      (neq,":agent",":player_no"),
      (neg|agent_is_ally,":agent"),
  (agent_is_alive,":agent"),
          (agent_get_look_position, pos2, ":agent"),
          (get_distance_between_positions,":dist",pos1,pos2),
          (lt,":dist",300),
          (agent_deliver_damage_to_agent,":player_no",":agent"),
        (end_try),
        (scene_prop_get_instance,":instance", "spr_explosion", 0),
        (position_copy_origin,pos2,pos1),
        (prop_instance_set_position,":instance",pos2),
        (position_move_z,pos2,1000),
        (prop_instance_animate_to_position,":instance",pos2,200),
(party_set_slot,"p_fire_arrows",":agent_slot",-1),
(else_try),
      (party_set_slot,"p_x_coordinate",":agent",":mad:"),
      (party_set_slot,"p_y_coordinate",":agent",":y"),
      (party_set_slot,"p_z_coordinate",":agent",":z"),
      (val_sub,":zvel",1),
      (party_set_slot,"p_z_velocity",":agent",":zvel"),
    (end_try),
(end_try),]),
The red part is my modifications to trigger the explosion at a distance. I think the key to stopping the movement of the distance explosion lies within the blue part since those slots are all set in the item's on_weapon_atack trigger. All of that confuses me, but I think I'm getting closer to an answer.
 
There must be another trigger somewhere. It doesn't make sense that it continually damages agents after detonation.

Oh, I see one problem... I think you shouldn't use the ":agent" in two loops nested inside each other. Do you know anything about for loops in programming?

How many times does the below print "loop"?

for i = 1 to 10
  for i = 4 to 5
    print "loop"
  next
next

Answer: about 12, not 20.

 
There are two triggers in the mission template related to this. The first one is this:
Code:
      (ti_before_mission_start, 0, 0, [], [
         (try_for_range,":slot",0,500),
         (party_set_slot,"p_fire_arrows",":slot",-1),
      (end_try),]),

The second is the one is the one I've been modifying. Now, I took your suggestion, and renamed the second":agent" to ":agent2", like so:
      (0.005, 0, 0, [],[
(try_for_agents,":agent"),                                               
    (party_get_slot,":fire","p_fire_arrows",":agent"),
    (ge,":fire",0),
(assign, ":agent_slot",":agent"),
    (party_get_slot,":mad:","p_x_coordinate",":agent"),
    (party_get_slot,":y","p_y_coordinate",":agent"),
    (party_get_slot,":z","p_z_coordinate",":agent"),
    (party_get_slot,":mad:vel","p_x_velocity",":agent"),
    (party_get_slot,":yvel","p_y_velocity",":agent"),
    (party_get_slot,":zvel","p_z_velocity",":agent"),
    (val_add,":mad:",":mad:vel"),
    (val_add,":y",":yvel"),
    (val_add,":z",":zvel"),
    (position_set_x,pos1,":mad:"),
    (position_set_y,pos1,":y"),
    (position_set_z,pos1,":z"),
    (particle_system_burst, "psys_torch_fire", pos1, 15),
    (position_set_z_to_ground_level,pos1),
    (position_get_z,":zground",pos1),
(get_player_agent_no,":player_no"),
    (agent_get_look_position,pos3,":player_no"),
    (get_distance_between_positions,":skull_dist",pos1,pos3),
    (try_begin),
  (ge,":skull_dist", 2000),
  (assign, ":z",":zground"),
(try_end),
    (try_begin),
      (le,":z",":zground"),
        (particle_system_burst, "psys_massive_fire", pos1, 15),
        (particle_system_burst, "psys_war_smoke_tall", pos1, 15),
      (try_for_agents,":agent2"),
      (neq,":agent2",":player_no"),
      (neg|agent_is_ally,":agent2"),
  (agent_is_alive,":agent2"),
          (agent_get_look_position, pos2, ":agent2"),
          (get_distance_between_positions,":dist",pos1,pos2),
          (lt,":dist",300),
          (agent_deliver_damage_to_agent,":player_no",":agent2"),

        (end_try),
        (scene_prop_get_instance,":instance", "spr_explosion", 0),
        (position_copy_origin,pos2,pos1),
        (prop_instance_set_position,":instance",pos2),
        (position_move_z,pos2,1000),
        (prop_instance_animate_to_position,":instance",pos2,200),
(party_set_slot,"p_fire_arrows",":agent_slot",-1),
(else_try),
      (party_set_slot,"p_x_coordinate",":agent",":mad:"),
      (party_set_slot,"p_y_coordinate",":agent",":y"),
      (party_set_slot,"p_z_coordinate",":agent",":z"),
      (val_sub,":zvel",1),
      (party_set_slot,"p_z_velocity",":agent",":zvel"),
    (end_try),
(end_try),]),
Now, whether it hits the ground and explodes or explodes in the air, the explosion flame continues on in the direction fired. It no longer persists at the point of impact if it hit the ground.

The only other thing related to this in the mod is the on_weapon_attack trigger of the skulls:
Code:
(ti_on_weapon_attack, [
	  (try_for_range,reg5,1,500),
        (assign,":chosen",-1),
		(assign,":mindist",99999),
        (try_for_agents,":agent"),
           (agent_get_position,pos2,":agent"),
           (get_distance_between_positions,":dist",pos1,pos2),
           (lt,":dist",":mindist"),
           (assign,":mindist",":dist"),
           (assign,":chosen",":agent"),
        (end_try),
        (gt,":chosen",-1),
        (agent_get_look_position,pos1,":chosen"),
        (position_move_z,pos1,120),
        (position_get_x,":x",pos1),
        (position_get_y,":y",pos1),
        (position_get_z,":z",pos1),
        (party_set_slot,"p_x_coordinate",":chosen",":x"),
        (party_set_slot,"p_y_coordinate",":chosen",":y"),
        (party_set_slot,"p_z_coordinate",":chosen",":z"),
        (position_move_y,pos1,110),
        (position_get_x,":xnew",pos1),
        (position_get_y,":ynew",pos1),
        (position_get_z,":znew",pos1),
        (val_sub,":xnew",":x"),
        (val_sub,":ynew",":y"),
        (val_sub,":znew",":z"),
        (party_set_slot,"p_x_velocity",":chosen",":xnew"),
        (party_set_slot,"p_y_velocity",":chosen",":ynew"),
        (party_set_slot,"p_z_velocity",":chosen",":znew"),
        (party_set_slot,"p_fire_arrows",":chosen",1),
		(play_sound,"snd_pistol_shot"),
        (assign,reg5,1000),
      (end_try),
	 ],)

I like that it continually does damage when it persists at the point of explosion. I don't want that to change. It was never an overwhelming drag on the FPS since the first explosion usually disappears when a second explosion occurs (though occasionally there were two persistant instances at once). So now I have to figure out how to get it to stop the movement (but not the effect/damage after the explosion (whether it occurs in air or on the ground).
 
And here is the triggers for the various mission templates:
Code:
      (ti_before_mission_start, 0, 0, [], [
(try_for_range,":slot",0,500),
    (party_set_slot,"p_fire_arrows",":slot",-1),
(end_try),]),

      (0.005, 0, 0, [],[
(try_for_agents,":agent"),                                                 
    (party_get_slot,":fire","p_fire_arrows",":agent"),
    (ge,":fire",0),
    (party_get_slot,":x","p_x_coordinate",":agent"),
    (party_get_slot,":y","p_y_coordinate",":agent"),
    (party_get_slot,":z","p_z_coordinate",":agent"),
    (party_get_slot,":xvel","p_x_velocity",":agent"),
    (party_get_slot,":yvel","p_y_velocity",":agent"),
    (party_get_slot,":zvel","p_z_velocity",":agent"),
    (val_add,":x",":xvel"),
    (val_add,":y",":yvel"),
    (val_add,":z",":zvel"),
    (position_set_x,pos1,":x"),
    (position_set_y,pos1,":y"),
    (position_set_z,pos1,":z"),
    (particle_system_burst, "psys_torch_fire", pos1, 15),
    (position_set_z_to_ground_level,pos1),
    (position_get_z,":zground",pos1),
    (try_begin),
       (le,":z",":zground"),
        (get_player_agent_no,":player_no"),
        (particle_system_burst, "psys_massive_fire", pos1, 15),
        (particle_system_burst, "psys_war_smoke_tall", pos1, 15),
        (try_for_agents,":agent"),
	      (neq,":agent",":player_no"),
	      (neg|agent_is_ally,":agent"),
		  (agent_is_alive,":agent"),
          (agent_get_look_position, pos2, ":agent"),
          (get_distance_between_positions,":dist",pos1,pos2),
          (lt,":dist",300),
          (agent_deliver_damage_to_agent,":player_no",":agent"),
        (end_try),
        (scene_prop_get_instance,":instance", "spr_explosion", 0),
        (position_copy_origin,pos2,pos1),
        (prop_instance_set_position,":instance",pos2),
        (position_move_z,pos2,1000),
        (prop_instance_animate_to_position,":instance",pos2,200),
    (else_try),
       (party_set_slot,"p_x_coordinate",":agent",":x"),
       (party_set_slot,"p_y_coordinate",":agent",":y"),
       (party_set_slot,"p_z_coordinate",":agent",":z"),
       (val_sub,":zvel",1),
       (party_set_slot,"p_z_velocity",":agent",":zvel"),
    (end_try),
(end_try),]),

Im having problems implementing this code in this file...everytime I do I get "Attribute Error: Float object has no attribute to replace"

Is there perhaps another piece of the coding missing that I might need to add? or perhaps a certain spot this needs to be in?

Right now its almost at the very bottom of the file.

Thanks in advance for your help :smile:

EDIT: I'll paste the coding from the three files...but its almost exactly the same...the only difference is the first lines in the module_items.py file


module_items:
Code:
["connection_to_the_source","Airblast Weave", [("airblast_inv",0)], itp_unique|itp_type_thrown|itp_primary|itp_bonus_against_shield,itcf_throw_stone, 230 , weight(1.5)|difficulty(0)|spd_rtng(97) | shoot_speed(60) | thrust_damage(100 ,pierce)|max_ammo(250)|accuracy(99),imodbits_none,
 (ti_on_weapon_attack, [
	  (try_for_range,reg5,1,500),
         (assign,":chosen",-1),
		 (assign,":mindist",99999),
         (try_for_agents,":agent"),
             (agent_get_position,pos2,":agent"),
             (get_distance_between_positions,":dist",pos1,pos2),
             (lt,":dist",":mindist"),
             (assign,":mindist",":dist"),
             (assign,":chosen",":agent"),
         (end_try),
         (gt,":chosen",-1),
         (agent_get_look_position,pos1,":chosen"),
         (position_move_z,pos1,120),
         (position_get_x,":x",pos1),
         (position_get_y,":y",pos1),
         (position_get_z,":z",pos1),
         (party_set_slot,"p_x_coordinate",":chosen",":x"),
         (party_set_slot,"p_y_coordinate",":chosen",":y"),
         (party_set_slot,"p_z_coordinate",":chosen",":z"),
         (position_move_y,pos1,110),
         (position_get_x,":xnew",pos1),
         (position_get_y,":ynew",pos1),
         (position_get_z,":znew",pos1),
         (val_sub,":xnew",":x"),
         (val_sub,":ynew",":y"),
         (val_sub,":znew",":z"),
         (party_set_slot,"p_x_velocity",":chosen",":xnew"),
         (party_set_slot,"p_y_velocity",":chosen",":ynew"),
         (party_set_slot,"p_z_velocity",":chosen",":znew"),
         (party_set_slot,"p_fire_arrows",":chosen",1),
		 (play_sound,"snd_true_source"),
         (assign,reg5,1000),
      (end_try),
	],)],

module_mission_templates:
Code:
(ti_before_mission_start, 0, 0, [], [
    (try_for_range,":slot",0,500),
    (party_set_slot,"p_fire_arrows",":slot",-1),
 (end_try),]),

  (0.005, 0, 0, [],[
   (try_for_agents,":agent"),                                                 
    (party_get_slot,":fire","p_fire_arrows",":agent"),
    (ge,":fire",0),
    (party_get_slot,":x","p_x_coordinate",":agent"),
    (party_get_slot,":y","p_y_coordinate",":agent"),
    (party_get_slot,":z","p_z_coordinate",":agent"),
    (party_get_slot,":xvel","p_x_velocity",":agent"),
    (party_get_slot,":yvel","p_y_velocity",":agent"),
    (party_get_slot,":zvel","p_z_velocity",":agent"),
    (val_add,":x",":xvel"),
    (val_add,":y",":yvel"),
    (val_add,":z",":zvel"),
    (position_set_x,pos1,":x"),
    (position_set_y,pos1,":y"),
    (position_set_z,pos1,":z"),
    (particle_system_burst, "psys_torch_fire", pos1, 15),
    (position_set_z_to_ground_level,pos1),
    (position_get_z,":zground",pos1),
    (try_begin),
       (le,":z",":zground"),
        (get_player_agent_no,":player_no"),
        (particle_system_burst, "psys_massive_fire", pos1, 15),
        (particle_system_burst, "psys_war_smoke_tall", pos1, 15),
        (try_for_agents,":agent"),
	      (neq,":agent",":player_no"),
	      (neg|agent_is_ally,":agent"),
		  (agent_is_alive,":agent"),
          (agent_get_look_position, pos2, ":agent"),
          (get_distance_between_positions,":dist",pos1,pos2),
          (lt,":dist",300),
          (agent_deliver_damage_to_agent,":player_no",":agent"),
        (end_try),
        (scene_prop_get_instance,":instance", "spr_explosion", 0),
        (position_copy_origin,pos2,pos1),
        (prop_instance_set_position,":instance",pos2),
        (position_move_z,pos2,1000),
        (prop_instance_animate_to_position,":instance",pos2,200),
    (else_try),
       (party_set_slot,"p_x_coordinate",":agent",":x"),
       (party_set_slot,"p_y_coordinate",":agent",":y"),
       (party_set_slot,"p_z_coordinate",":agent",":z"),
       (val_sub,":zvel",1),
       (party_set_slot,"p_z_velocity",":agent",":zvel"),
    (end_try),
 (end_try),]),

module_parties:
Code:
[("fire_arrows"                  ,"You shouldn't be seeing me",    pf_disabled|pf_is_static, no_menu, pt_none, fac_commoners,0,ai_bhvr_hold,0,(0., 0),[(trp_looter,15,0)]),
  ("x_coordinate"                  ,"You shouldn't be seeing me",    pf_disabled|pf_is_static, no_menu, pt_none, fac_commoners,0,ai_bhvr_hold,0,(0., 0),[(trp_looter,15,0)]),
  ("y_coordinate"                  ,"You shouldn't be seeing me",    pf_disabled|pf_is_static, no_menu, pt_none, fac_commoners,0,ai_bhvr_hold,0,(0., 0),[(trp_looter,15,0)]),
  ("z_coordinate"                  ,"You shouldn't be seeing me",    pf_disabled|pf_is_static, no_menu, pt_none, fac_commoners,0,ai_bhvr_hold,0,(0., 0),[(trp_looter,15,0)]),
  ("x_velocity"                  ,"You shouldn't be seeing me",    pf_disabled|pf_is_static, no_menu, pt_none, fac_commoners,0,ai_bhvr_hold,0,(0., 0),[(trp_looter,15,0)]),
  ("y_velocity"                  ,"You shouldn't be seeing me",    pf_disabled|pf_is_static, no_menu, pt_none, fac_commoners,0,ai_bhvr_hold,0,(0., 0),[(trp_looter,15,0)]),
  ("z_velocity"                  ,"You shouldn't be seeing me",    pf_disabled|pf_is_static, no_menu, pt_none, fac_commoners,0,ai_bhvr_hold,0,(0., 0),[(trp_looter,15,0)]),/code]
 
You are missing a bracket before ti_on_weapon_attack:
["connection_to_the_source","Airblast Weave", [("airblast_inv",0)], itp_unique|itp_type_thrown|itp_primary|itp_bonus_against_shield,itcf_throw_stone, 230 , weight(1.5)|difficulty(0)|spd_rtng(97) | shoot_speed(60) | thrust_damage(100 ,pierce)|max_ammo(250)|accuracy(99),imodbits_none,
[(ti_on_weapon_attack, [
    (try_for_range,reg5,1,500),
 
I found my problem...it this line here
Code:
(scene_prop_get_instance,":instance", "spr_explosion", 0),

I don't have a scene prop named spr_explosion
I ran a find in files search using notepad++ and I did not get any additional entries of either spr_explosion or explosion

So this may be a noob question but how do I go about creating a scene prop? Or more specifically a scene prop that will work with this mod
Thanks in advance for your help  :grin:

McCoy!
 
Actually, now that I look at it again, you're missing two brackets (in red):
["connection_to_the_source","Airblast Weave", [("airblast_inv",0)], itp_unique|itp_type_thrown|itp_primary|itp_bonus_against_shield,itcf_throw_stone, 230 , weight(1.5)|difficulty(0)|spd_rtng(97) | shoot_speed(60) | thrust_damage(100 ,pierce)|max_ammo(250)|accuracy(99),imodbits_none,
[(ti_on_weapon_attack, [
    (try_for_range,reg5,1,500),
        (assign,":chosen",-1),
      (assign,":mindist",99999),
        (try_for_agents,":agent"),
            (agent_get_position,pos2,":agent"),
            (get_distance_between_positions,":dist",pos1,pos2),
            (lt,":dist",":mindist"),
            (assign,":mindist",":dist"),
            (assign,":chosen",":agent"),
        (end_try),
        (gt,":chosen",-1),
        (agent_get_look_position,pos1,":chosen"),
        (position_move_z,pos1,120),
        (position_get_x,":mad:",pos1),
        (position_get_y,":y",pos1),
        (position_get_z,":z",pos1),
        (party_set_slot,"p_x_coordinate",":chosen",":mad:"),
        (party_set_slot,"p_y_coordinate",":chosen",":y"),
        (party_set_slot,"p_z_coordinate",":chosen",":z"),
        (position_move_y,pos1,110),
        (position_get_x,":mad:new",pos1),
        (position_get_y,":ynew",pos1),
        (position_get_z,":znew",pos1),
        (val_sub,":mad:new",":mad:"),
        (val_sub,":ynew",":y"),
        (val_sub,":znew",":z"),
        (party_set_slot,"p_x_velocity",":chosen",":mad:new"),
        (party_set_slot,"p_y_velocity",":chosen",":ynew"),
        (party_set_slot,"p_z_velocity",":chosen",":znew"),
        (party_set_slot,"p_fire_arrows",":chosen",1),
      (play_sound,"snd_true_source"),
        (assign,reg5,1000),
      (end_try),
  ],)]],
 
Thanks for your help...once I added that first bracket you pointed out I was getting a syntax error so I knew I needed to add the one on the bottom.
I'll download the mod & add the mesh to my giant resource file (38000kb  :cool:) and add that line to scene props and let you know if its good to go :smile:

If I get it working I'll post a screen

Thanks again
 
I did all you told me to and it still isn't working (same error) however after much analyzing I'm pretty sure I've found the culprit(s)

Code:
         (position_get_x,":xnew",pos1),
         (position_get_y,":ynew",pos1),
         (position_get_z,":znew",pos1),
         (val_sub,":xnew",":x"),
         (val_sub,":ynew",":y"),
         (val_sub,":znew",":z"),
         (party_set_slot,"p_x_velocity",":chosen",":xnew"),
         (party_set_slot,"p_y_velocity",":chosen",":ynew"),
         (party_set_slot,"p_z_velocity",":chosen",":znew"),

More specifically I again ran a searh of my files using the following codes
Code:
":xnew"
":ynew"
":znew"
Those codes aren't used anywhere else in my source...so do I need to set them up in another file so that they can be referenced here?


Thanks for your continued help...and patience  :grin:
McCoy!

EDIT: Found some more unique coding...lol

Code:
Search "yvel" (2 hits in 1 files)
  Line 4488:     (party_get_slot,":yvel","p_y_velocity",":agent"),
  Line 4491:     (val_add,":y",":yvel"),

Search "zground" (2 hits in 1 files)
  Line 4498:     (position_get_z,":zground",pos1),
  Line 4500:        (le,":z",":zground"),

Search "zvel" (4 hits in 1 files)
  Line 4489:     (party_get_slot,":zvel","p_z_velocity",":agent"),
  Line 4492:     (val_add,":z",":zvel"),
  Line 4522:        (val_sub,":zvel",1),
  Line 4523:        (party_set_slot,"p_z_velocity",":agent",":zvel"),

or more clearly
Code:
zvel
yvel
zground
Perhaps some of these may need to be referenced in other files as well?!?
 
Keedo420 said:
And here is the triggers for the various mission templates:
Ok I've been stabbing around in the dark...but THIS has got to be my problem...as I simply pasted the code at the end of the file...Obviously I'm retarded and there are specific spots this coding must go.
@kedoo420...if I remember correctly you referenced a mod in which you found this coding in...I'll see if I can find that source code and run a few searches in it and find the places I need to put it.

Then again I could be WAY off base again...but whatever...I'll get it eventually  :mrgreen:
 
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