OSP Kit SP MB Warband - Harbour & Ship Navigation (WIP)

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Intro:


ru-board: http://rusmnb.ru/index.php?topic=19608.0
Download: osp_seaway_v0.1_unfinished.zip

Features:
+ a port scene
+ ship rent and purchase
+ ship handling

Comman Line:
+ [LEFT_ALT] - open Command Line or set focus
+ [RIGHT_ALT] - close Command Line
+ 'help' - show all commands
+ 'sail on' - sail on (unmooring from the berth)
+ 'sail off' - sail off & stop
+ 'ahead' - move ahead
+ 'astern' - move astern
+ 'left' - move ahead & left
+ 'right' - move ahead & right
+ 'mooring' - mooring to the berth

 
:roll: according to logic, as scene-side part - yes
There is one big problem - small scene size for ship maneuvering.

scenes = [
  ("town_harbour",sf_generate,"none", "none", (0,0),(240,240),-0.5,"0x000000033a000980400258960000750d80002cb9000053a6",
    [],[], "outer_terrain_beach"),
]
How to increase?
 
how is the command line part done? I mean, how does the mod sys recognize what did you write, afaik there is no string_eq operations or sth similar, you'd need either to send info to a webserver or sth similar, or use WSE/1.161
 
No WSE. Only clear native code. All text commands have numeric representations . This allows you to add commands on your mother language also.
script_command_line_analyzer said:
...
(else_try),
            (this_or_next|eq, "$cmd_code", 1357), # test <=  command on English
            (eq, "$cmd_code", 1179), # тест <= Cyrillic command
            (display_message, "@Calling test script..."),
Comman Line code builder based on key_clicked-events.
commandLine_presentations.py said:
...
(else_try),
        (key_clicked, key_a), # 'a'=12
        (assign, "$char_code", 12),
        (call_script, "script_command_line_add_to_code_generator"),
(else_try),
        (key_clicked, key_b), # 'b'=13
        (assign, "$char_code", 13),
        (call_script, "script_command_line_add_to_code_generator"),
[OSP] Native Command Line
 
Oh, I see, very interesting way you did it. it's a shame that we have to recur to such long metheods to do such a simple thing as a string_eq, but I guess there must be a reason for TW not adding it...

veryt nice work as always, really enjoyed the concept of the "study mod", even tought I never used it
 
Wow. Amazing stuff. A combination of this with Fire_and_Blood's water travel system would be a dream come true. Keep up the good work!
 
still looking for the codes for the sea faring and sea trade for my mod till now. if possible i want a new updated tutorial  :neutral: some mods had it good when there were people who help them do their modsys when they started
 
Alundra said:
still looking for the codes for the sea faring and sea trade for my mod till now. if possible i want a new updated tutorial  :neutral: some mods had it good when there were people who help them do their modsys when they started

http://forums.taleworlds.com/index.php/topic,316581.0.html
http://forums.taleworlds.com/index.php/topic,163671.0.html
 
Alundra said:
still looking for the codes for the sea faring and sea trade for my mod till now. if possible i want a new updated tutorial  :neutral: some mods had it good when there were people who help them do their modsys when they started
Thanks for your attention. The project still in progress.. Fixed small scene restriction. Now we remake port scene and trying to add naval battle ability.
 
lazeras said:
Alundra said:
still looking for the codes for the sea faring and sea trade for my mod till now. if possible i want a new updated tutorial  :neutral: some mods had it good when there were people who help them do their modsys when they started

http://forums.taleworlds.com/index.php/topic,316581.0.html
http://forums.taleworlds.com/index.php/topic,163671.0.html

thank you very much!!
 
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