kalarhan said:this has being done on a few mods, including this OSP: http://forums.taleworlds.com/index.php/topic,323422.0.html
How about instead of doing it over again, you start from that and include more features?
(and Viking Conquest RE is also adding this idea)
vitali-attila said:When I use troop_raise_attribute and troop_raise_skill, the attribute and skill points raise automatically as well. How can I get rid of this?
troop_raise_skill = 1521 # (troop_raise_skill, <troop_id>, <skill_id>, <value>),
# Increases troop skill by the specified value. Value can be negative. See header_skills.py for reference. When used on non-hero troop, will affect all instances of that troop.
check your operation. You have add_xp_to_troop and party_add_xp, they do different thingsI add some xp to him to do this. But when I added 300000 xp, only 30000 were added.
litdum said:But there were this animations i want to add in older versions as you said. Maybe they can be added again. Which module_system version should I search for this? or Do you know the codes?
----Is it realy impossible?
As I understood I need an animation like this to change for using papa's bow animations as mounted :rgcotl said:litdum said:But there were this animations i want to add in older versions as you said. Maybe they can be added again. Which module_system version should I search for this? or Do you know the codes?
----Is it realy impossible?
Well animation tags is hardcoded but self animations are not
the only animation with are hardcoded and require the same name (so far i touched) were the shield up down normal defence animations with are in skeletons.BRF
ordionarry you can change animation and change the frames of the animation
but you cant change the functionality of it
for example if you do new runing animation with wont move legs forward moving animation still go forward and no matter legs move or not
another example is slash right animation
no matter what direction your sword go defence from this animation is required to be used defend from right
some animations for weapons could be taken of for example if you dont have muskets in the mod there is 2 musket animations low thrust and up thrust so low one i use for sarisas while the hi one i use for the spear overhead attack
to set up animation to be used on one item or another you have to go items_header.py (well at least for the item animations)
and I need to assign it to bow items from items_header.py.["reload_crossbow_horseback", 0, amf_priority_reload|amf_use_weapon_speed|amf_play,
[1.6, "anim_human", combat+1800, combat+1877, arf_blend_in_8|arf_make_custom_sound, pack2f(0.27, 0.94)],
],
Actually Even If it is possible, I cannot find how to add these animations on my own. Because i do not know about "header" files much. Is there a good and clear tutorial about them?rgcotl said:well i seriosly dont know is ready_bow_horseback is taken totally out
it could be still hardcoded just newer used
maybe it is posibile to bring it back in the header animations.py
but i newer tested that ...
("horse_courser",sokf_invisible,"courser","0",[(ti_on_init_scene_prop,
[
(store_trigger_param_1, ":instance_no"),
(prop_instance_get_position, pos1, ":instance_no"),
(set_spawn_position, pos1),
(spawn_horse,"itm_courser")
])]),
("horse_hunter",sokf_invisible,"hunter","0",[(ti_on_init_scene_prop,
[
(store_trigger_param_1, ":instance_no"),
(prop_instance_get_position, pos1, ":instance_no"),
(set_spawn_position, pos1),
(spawn_horse,"itm_hunter")
])]),
jacobhinds said:Adding new faction slots or slots in general is fine, you just need to make sure the numbers aren't being used by other "similar" slots (faction, party/center, troop etc), which is why they're always in order to help prevent accidental overlap.
The troops assigned to those slots are only meaningful to the player when he recruits from villages. Other lords and garrisons use "party templates", and by putting noble troops in template C, they're excluded from garrisons and merchant caravans (which only use A and B).
Forgot that castle guards get their troop IDs from the tier slots. In that case, search the entire module system for slot_faction_tier_5_troop and make sure any guard scripts you come across read from tier 4 instead.
jacobhinds said:Town/village walkers are deliberately avoiding the AI mesh and actually walking to the edge of it as soon as they can. They often don't seem to be going anywhere in particular.
I've made a couple of minor edits to town walker code (allowing a custom troop to be part of the try_for_agents in the walker scripts) but I can't imagine why that would affect it so drastically. It's possible this happened much longer ago as I haven't checked town walkers recently.
Surely they're still attempting to avoid the mesh, but if there's no ground to walk on, because every little space has been covered by the AI mesh, then do they actually clip through the walls to avoid it?produno said:Into walls still.