dragos
Somebody said:Just ask the mod creator for their blood particle effects and implement it into whatever mod you like.
His last seen is 2014.
Somebody said:Just ask the mod creator for their blood particle effects and implement it into whatever mod you like.
thankShaunRemo said:HungKnight here is a link to a fire arrow kit, but you will need WSE for it to work.
http://forums.taleworlds.com/index.php/topic,200331.0.html
And I'm not sure if you are asking but there is an torch item already in native that isn't used.
("get_meeting_scene",
[
(party_get_current_terrain, ":terrain_type", "p_main_party"),
(assign, ":scene_to_use", "scn_random_scene"),
(try_begin),
(eq, ":terrain_type", rt_steppe),
(assign, ":scene_to_use", "scn_meeting_scene_steppe"),
(else_try),
(eq, ":terrain_type", rt_plain),
(assign, ":scene_to_use", "scn_meeting_scene_plain"),
(else_try),
(eq, ":terrain_type", rt_snow),
(assign, ":scene_to_use", "scn_meeting_scene_snow"),
(else_try),
(eq, ":terrain_type", rt_desert),
(assign, ":scene_to_use", "scn_meeting_scene_desert"),
(else_try),
(eq, ":terrain_type", rt_steppe_forest),
(assign, ":scene_to_use", "scn_meeting_scene_steppe"),
(else_try),
(eq, ":terrain_type", rt_forest),
(assign, ":scene_to_use", "scn_meeting_scene_plain"),
(else_try),
(eq, ":terrain_type", rt_snow_forest),
(assign, ":scene_to_use", "scn_meeting_scene_snow"),
(else_try),
(eq, ":terrain_type", rt_desert_forest),
(assign, ":scene_to_use", "scn_meeting_scene_desert"),
(else_try),
(assign, ":scene_to_use", "scn_meeting_scene_sea"), #this one is the new scene I made
(else_try), #for bridges
(party_get_position,pos1,":terrain_type"),
(party_get_position,pos2,"p_bridge_1"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(eq, ":terrain_type", ":cur_distance"),
(assign, ":scene_to_use", "scn_meeting_scene_plain"),
(else_try),
(party_get_position,pos1,":terrain_type"),
(party_get_position,pos2,"p_bridge_2"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(eq, ":terrain_type", ":terrain_type"),
(assign, ":scene_to_use", "scn_meeting_scene_plain"),
(else_try),
(party_get_position,pos1,":terrain_type"),
(party_get_position,pos2,"p_bridge_3"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(eq, ":terrain_type", ":cur_distance"),
(assign, ":scene_to_use", "scn_meeting_scene_plain"),
(else_try),
(party_get_position,pos1,":terrain_type"),
(party_get_position,pos2,"p_bridge_4"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(eq, ":terrain_type", ":terrain_type"),
(assign, ":scene_to_use", "scn_meeting_scene_plain"),
(else_try),
(party_get_position,pos1,":terrain_type"),
(party_get_position,pos2,"p_bridge_5"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(eq, ":terrain_type", ":cur_distance"),
(assign, ":scene_to_use", "scn_meeting_scene_plain"),
(else_try),
(party_get_position,pos1,":terrain_type"),
(party_get_position,pos2,"p_bridge_6"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(eq, ":terrain_type", ":cur_distance"),
(assign, ":scene_to_use", "scn_meeting_scene_plain"),
(else_try),
(party_get_position,pos1,":terrain_type"),
(party_get_position,pos2,"p_bridge_7"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(eq, ":terrain_type", ":cur_distance"),
(assign, ":scene_to_use", "scn_meeting_scene_plain"),
(else_try),
(party_get_position,pos1,":terrain_type"),
(party_get_position,pos2,"p_bridge_8"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(eq, ":terrain_type", ":cur_distance"),
(assign, ":scene_to_use", "scn_meeting_scene_plain"),
(else_try),
(party_get_position,pos1,":terrain_type"),
(party_get_position,pos2,"p_bridge_9"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(eq, ":terrain_type", ":cur_distance"),
(assign, ":scene_to_use", "scn_meeting_scene_plain"),
(else_try),
(party_get_position,pos1,":terrain_type"),
(party_get_position,pos2,"p_bridge_10"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(eq, ":terrain_type", ":cur_distance"),
(assign, ":scene_to_use", "scn_meeting_scene_plain"),
(else_try),
(party_get_position,pos1,":terrain_type"),
(party_get_position,pos2,"p_bridge_11"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(eq, ":terrain_type", ":cur_distance"),
(assign, ":scene_to_use", "scn_meeting_scene_plain"),
(else_try),
(party_get_position,pos1,":terrain_type"),
(party_get_position,pos2,"p_bridge_12"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(eq, ":terrain_type", ":cur_distance"),
(assign, ":scene_to_use", "scn_meeting_scene_plain"),
(else_try),
(party_get_position,pos1,":terrain_type"),
(party_get_position,pos2,"p_bridge_13"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(eq, ":terrain_type", ":cur_distance"),
(assign, ":scene_to_use", "scn_meeting_scene_plain"),
(else_try),
(party_get_position,pos1,":terrain_type"),
(party_get_position,pos2,"p_bridge_14"),
(get_distance_between_positions,":cur_distance",pos1,pos2),
(lt,":cur_distance",100),
(eq, ":terrain_type", ":cur_distance"),
(assign, ":scene_to_use", "scn_meeting_scene_plain"),
(try_end),
]),
(eq, ":terrain_type", rt_ocean),
(assign, ":scene_to_use", "scn_meeting_scene_sea"),
jacobhinds said:You need to add
beforeCode:(eq, ":terrain_type", rt_ocean),
Otherwise the script won't roll over to the section on bridges because there aren't any conditions.Code:(assign, ":scene_to_use", "scn_meeting_scene_sea"),
The_dragon said:Replace rt_ocean with rt_water.
Just shove the map in a .brf and test it out. It's a 3D mesh anyway, so it should be almost ready for that.ShaunRemo said:I'm aware that the world map is in a map.txt instead of a brf hence the not knowing if this is achievable.
Arch3r said:vitali-attila said:Arch3r said:Are you sure you have entry point 0? You have to type it manually, as it creates entry point 1 as first entry point, by default.vitali-attila said:Well, I did that as well)
In the scene editor, you can select an entry point and see what number it has, and manually enter a new number. The scene editor also has a list with all the entry points that are on the scene. It should say there if there's an Entry Point 0.
Yes, I am sure. I saw the list). But I would like to know how much entry points there should be particularly in a Custom(quick) Battle and which 'No' stays for what spawning.
For quick battles? I believe it's 0 for the player, 1 for player army, 32 and/or 33 for the enemies.
Antonis said:Well, for Total Conversion mods, better start with factions, parties and settlements and then map. Then, all the other: Items, Troops, Grpahics, 2d art, interface and minor details. If you have written it all down, that will help you a lot. Good modding!
dragos said:Map -> Factions -> Parties -> Troops -> Items -> ... in my opinion.