It's now in module_triggers.Lumos said:Foxyman, I have a question.
In 1.31, you used some witchery in script_game_start to set the default keys.
In 1.32, this is no longer there.
Could you tell me where it is now?
It's now in module_triggers.Lumos said:Foxyman, I have a question.
In 1.31, you used some witchery in script_game_start to set the default keys.
In 1.32, this is no longer there.
Could you tell me where it is now?
dunde said:Foxyman, I find 2 party spawning on mission templates :
but I search on all py files, but I can't find(set_spawn_radius, 5),
(spawn_around_party, main_party, "pt_none"),
(assign, formation_vector, reg0),
(disable_party, reg0),
(spawn_around_party, main_party, "pt_none"),
(assign, formation_temp_vector, reg0),
(disable_party, reg0),
(remove_party, formation_vector),
or
(remove_party, formation_temp_vector),
Do I miss something, or disable_party did clear both parties already?
dunde said:No, I never see them spawned. They're not spawned visualy, but I think we must remove them after the mission completed. I'm not sure about disable_party, do the operation make the party invisible on map only, or do clearing memory used for the party too. If it do memory clearing too, then there's no problem.
ChrisserTheGreat said:I don't understand that either... I need 68 renown? That doesn't really work because the ai has a huge advantage because it can use formations and i cant.
Lumos said:I planned to make it so you use only several keys, let's say:
- Two keys for "Select Next/Previous Formation"
- One key to switch formation types (Line, Phalanx, Wedge, Square)
- (Possibly) One key for "(De)Select All Formations"
Lumos said:Hey, Foxyman...
Lumos said:I planned to make it so you use only several keys, let's say:
- Two keys for "Select Next/Previous Formation"
- One key to switch formation types (Line, Phalanx, Wedge, Square)
- (Possibly) One key for "(De)Select All Formations"
Can this be doable? And all the other keys are disabled? (Of course, the normal M&B butons work for the formations, I mean "Charge", "Follow", "Hold", etc.)
And one button for the UI.
So, can it be done?
Amman de Stazia said:foxyman, I think this guy has missed something in the 'camp' menu....
I trialled this though: Added Chel's morale/cohesion script, and set the following triggers in your code:
when morale reaches status 'rout' trigger dismiss formation
when PLAYER only orders 'charge' trigger dismiss formation.
It's good. the player has to stop and marshal forces after any charge (release from discipline), the AI can be routed - although I want to find a way of removing 'routed' agents from the edge of the battlefield and setting up a 'deserter' style party with them....