Modding Q&A [For Quick Questions and Answers]

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For tournaments, which place does the player spawn at?

And if it is random, how can I grab the player's spawn from the code during set_items_for_tournament?
 
I have a quick question guys. Is there a limitation of Warband that would prevent a multiplayer "co-op" mode? I took a 2 year break from warband modding..


Basically:
- User picks his armor as normal on multiplayer
- User picks his warriors (bots)
- In battle user can give orders to his warriors as in single player battle
 
izaktj said:
I have a quick question guys. Is there a limitation of Warband that would prevent a multiplayer "co-op" mode? I took a 2 year break from warband modding..


Basically:
- User picks his armor as normal on multiplayer
- User picks his warriors (bots)
- In battle user can give orders to his warriors as in single player battle

If only we could get a coop campaign map mode (like single player, just with 2 or more players), good god me and my friend would waste too many hours if that was possible
 
Code:
play_bink_file                = 3025 #(play_bink_file, <path_from_module_directory>, [<duration_in_ms>]),
"<path_from_module_directory>" - your path needs to be relative to the module folder, not to modules folder.


Code:
(play_bink_video, "@bink_files/first_video_to_scenario.bik"),
 
Vrishnak92 said:
dragos said:
Pilgrim said:
Noob question. Under which file do I edit which lord owns which castle ?

Module_scripts.py

Helpful, now to figure out where to add towns and such lol

Code:
(call_script, "script_give_center_to_faction_aux", "p_town_1", "fac_kingdom_4"),

Code:
(call_script, "script_give_center_to_lord", "p_town_1",  "trp_kingdom_4_lord", 0),
 
Ikaguia said:
You can qlready kind of do it in native, just can't select troops
What do you mean?
I don't mind even hardcoding it at the beginning, creating the "menu" to choose troops shouldn't be that hard.
I guess what I'm wondering is, how do you assign bots to a player in MultiPlayer mode?

I think I'll start with a single player invasion-like mode/quick battle.
Any pointers to creating a "custom battle"? Like when someone made the battle of thermopylae mod.

 
I'm trying to take city and lord of tavernkeeper who I talked.
But I can't take both. I can take only one. Other misses.

Code:
(troop_get_slot, "$city_of_tavernkeeper", "$g_talk_troop", slot_troop_cur_center),

Code:
(party_get_slot, "$lord_of_city_of_tavernkeeper", "$current_town", slot_town_lord),

I couldn't understand the problem.  :???:
 
Tüfekçi Başı said:
I'm trying to take city and lord of tavernkeeper who I talked.
If you are talking to a tavernkeeper, you are likely already in a town, so just use $current_town
aigle_360 said:
I 'm wondering if it is possible to  get the amount of a specific agent in a party for instance p_main_party?
agent_get_troop_id, then party_count_members/companions/prisoners_of_type
 
Yes I know.

1) My hero goes a random city tavern. He talks a special dialog. This dialog takes town's party (p_town_x) and town's lord (trp_y).

2)After,  hero goes p_town_x. Talks its people. There will be a new dialog with trp_y if he talks more than 20 people.
 
izaktj said:
Ikaguia said:
You can qlready kind of do it in native, just can't select troops
What do you mean?
I don't mind even hardcoding it at the beginning, creating the "menu" to choose troops shouldn't be that hard.
I guess what I'm wondering is, how do you assign bots to a player in MultiPlayer mode?
there`s a script I think, called sth like multiplayer_find_commander
 
dragos said:
Vrishnak92 said:
dragos said:
Pilgrim said:
Noob question. Under which file do I edit which lord owns which castle ?

Module_scripts.py

Helpful, now to figure out where to add towns and such lol

Code:
(call_script, "script_give_center_to_faction_aux", "p_town_1", "fac_kingdom_4"),

Code:
(call_script, "script_give_center_to_lord", "p_town_1",  "trp_kingdom_4_lord", 0),

Those are the scripts for assigning ownership dude, not ADDING towns.  To clarify, i mean adding brand new towns, castles, villages, bandit lairs etc, to the map itself, while i still needed those scripts, thats only part of what i need. so much coding to go through
 
Hi again,
I added the ships look like patrols but ships spawn at land not sea look like.
mb97.jpg

mb98.jpg

Changes in module systems look like:
module_scrips create_kingdom_party_if_below_limit
(eq, ":party_type", spt_ship),
        (try_begin),
          (eq, ":num_towns", 0),
          (assign, ":party_count_limit", 1),
        (else_try),
          (eq, ":num_towns", 1),
          (assign, ":party_count_limit", 4),
        (else_try),
          (eq, ":num_towns", 2),
          (assign, ":party_count_limit", 7),
        (else_try),
          (assign, ":party_count_limit", 12),
        (try_end),
module_scrips cf_create_kingdom_party
(else_try),
        (eq, ":party_type", spt_ship),
        (assign, ":party_template", "pt_ships"),
and
(eq, ":party_type", spt_ship),
##          (party_add_template, ":result", ":reinforcements_a"),
          (party_add_template, ":result", ":reinforcements_c"),
  (party_add_template, ":result", ":reinforcements_a"),
  (party_add_template, ":result", ":reinforcements_b"),
  (party_add_template, ":result", ":reinforcements_a"),
        (else_try),
party_templates
  ("ships","Scouts",icon_ship|pf_is_ship|carries_goods(1)|pf_show_faction,0,fac_commoners,soldier_personality,[]),
module_trisggers Kingdom Parties
(try_begin),
      (store_random_in_range, ":random_no", 0, 100),
      (lt, ":random_no", 10),
        (call_script, "script_create_kingdom_party_if_below_limit", ":cur_kingdom", spt_ship),
      (try_end),
How can I solved this problem??
 
@frozenpainter Take a look at that tutorial TR http://forums.taleworlds.com/index.php?topic=233395.0 | EN http://forums.taleworlds.com/index.php/topic,136095.msg3275277.html#msg3275277

Edit: And this codes may be useful for what you want

Code:
        (assign, "$g_player_icon_state", pis_ship),
        (party_set_flags, "p_main_party", pf_is_ship, 1),
        (party_get_position, pos1, "p_main_party"),
        (map_get_water_position_around_position, pos2, pos1, 6),
        (party_set_position, "p_main_party", pos2),
        (assign, "$g_main_ship_party", -1),
        (change_screen_return),
 
More noob questions!

1. How do I make renown greater factor in increasing your character's party size?
- Same with leadership
2. How do I make it so fiefs / villages are siegable no matter what (Doesn't require negative faction relation)
 
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