Where did you guys found that trigger? ti_on_switch_to_map is not in header_triggers...
Somebody said:Don't use tf_allways_fall_dead. Personally I thought it was hilarious trying to keep companions alive in Expanded Gameplay with those flags.
The_dragon said:Where did you guys found that trigger? ti_on_switch_to_map is not in header_triggers...
Arch3r said:ti_on_switch_to_map may not be what you're looking for, I guess this trigger is used for presentations/character screen you access from the map, rather than after battle.
Arch3r said:Have you tried finding the game menu/presentation that loads after a battle, showing the casualties and allowing you to take prisoners? If you find where that's called, you can also call your script there, most likely.
The_dragon said:Where did you guys found that trigger? ti_on_switch_to_map is not in header_triggers...
produno said:@MitchellD
You could set a $global to 1 after the battle screen. Then set a trigger to run when it detects this then change it back to 0 once it has processed.
I'm sure someone will have a much more elegant way to accomplish this though.
Ra'Jiska said:Hey',
On the main campaign map, I'd be able to get the target position (destination) of a patrolling party.
Is it even possible, or is it completely random in function or a radius ? Thanks.
Wursti said:Does anyone know anything about a looting system for Multiplayer? Or could help me with that?
domipoppe said:Wursti said:Does anyone know anything about a looting system for Multiplayer? Or could help me with that?
What do you mean, there is no standard looting system. If you want one you have to script it.
agent_killed
-> Percentage of looting
-> Get random loot
-> give it to the player / players inventory
Of course it needs backend .php scripts if you want to create something like an "inventory".
(eq, "$cheat_mode", 1),
(assign, ":debug_menu_noted", 0),
(try_for_parties, ":party_no"),
(gt, ":party_no", "p_spawn_points_end"),
(party_stack_get_troop_id, ":commander", ":party_no", 0),
##diplomacy start+ chief
(is_between, ":commander", heroes_begin, heroes_end),
(this_or_next|troop_slot_eq, ":commander", slot_troop_occupation, slto_kingdom_hero),
##diplomacy end+
(is_between, ":commander", active_npcs_begin, active_npcs_end),
(troop_get_slot, ":commander_party", ":commander", slot_troop_leaded_party),
(neq, ":party_no", ":commander_party"),
(assign, reg4, ":party_no"),
(assign, reg5, ":commander_party"),
(str_store_troop_name, s3, ":commander"),
(display_message, "@{!}{s3} commander of party #{reg4} which is not his troop_leaded party {reg5}"),
##diplomacy start+ Make it clear what the error was chief
(try_begin),
(gt, reg4, 0),
(gt, reg5, 0),
(str_store_party_name, s3, reg4),
(str_store_party_name, s65, reg5),
(display_message, "@{!} Commanded party #{reg4} is {s3}, troop_leaded party #{reg5} is {s65}"),
(str_store_troop_name, s3, ":commander"),
(try_end),
##diplomacy end+
(str_store_string, s65, "str_party_with_commander_mismatch__check_log_for_details_"),
(try_begin),
(eq, ":debug_menu_noted", 0),
(call_script, "script_add_notification_menu", "mnu_debug_alert_from_s65", 0, 0),
(assign, ":debug_menu_noted", 1),
(try_end),
(try_end),
]),
(assign, "$qst_neko_party", reg0),
(quest_set_slot, "qst_mod_trouble", slot_quest_target_party, "$qst_neko_party"),