How do I make it so that a mission trigger affects multiple agents instead of just one or all at the same time?
I believe not.Namakan 说:Does it matter in what order you place the "options" in module.ini?
Here's what the top of module_skins has to say on the subject:MadGuarang 说:In the module_skins there are some options to describe a race.
I try to make new race of aliens, but have some problems in understanding this passage:
("orc_face",0xffc0c8c8,["hair_blonde"],[0xffffffff,0xff171313, 0xff007080c]),
# Each skin record contains the following fields:
# 1) Skin id: used for referencing skins.
# 2) Skin flags. Not used yet. Should be 0.
# 3) Body mesh.
# 4) Calf mesh (left one).
# 5) Hand mesh (left one).
# 6) Head mesh.
# 7) Face keys (list)
# 8) List of hair meshes.
# 9) List of beard meshes.
# 10) List of hair textures.
# 11) List of beard textures.
# 12) List of face textures.
# 13) List of voices.
# 14) Skeleton name
# 15) Scale (doesn't fully work yet)
# 16) Blood particles 1 (do not add this if you wish to use the default particles)
# 17) Blood particles 2 (do not add this if you wish to use the default particles)
# 17) Face key constraints (do not add this if you do not wish to use it)
("skeleton", 0,
# "invalid_item", undead_face_keys,
"skeleton_fixed", "skeleton_fixed_calf_l", "barf_skeleton_handL",
"barf_skull", undead_face_keys,
[], #man_hair_meshes ,"man_hair_y5","man_hair_y8",
# ["man_hair_s","man_hair_m","man_hair_n","man_hair_o", "man_hair_y10", "man_hair_y12","man_hair_p","man_hair_r","man_hair_q","man_hair_v","man_hair_t","man_hair_y6","man_hair_y3","man_hair_y7","man_hair_y9","man_hair_y11","man_hair_u","man_hair_y","man_hair_y2","man_hair_y4"], #man_hair_meshes ,"man_hair_y5","man_hair_y8",
[], #beard meshes ,"beard_q"
# ["beard_e","beard_d","beard_k","beard_l","beard_i","beard_j","beard_z","beard_m","beard_n","beard_y","beard_p","beard_o", "beard_v", "beard_f", "beard_b", "beard_c","beard_t","beard_u","beard_r","beard_s","beard_a","beard_h","beard_g",], #beard meshes ,"beard_q"
["hair_blonde", "hair_red", "hair_brunette", "hair_black", "hair_white"], #hair textures
["beard_blonde","beard_red","beard_brunette","beard_black","beard_white"], #beard_materials
# [("eagle",0xffcbe0e0,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff502a19]),
[("barf_skull",0xffcbe0e0,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff502a19]),
# ("manface_young_2",0xffcbe0e0,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff502a19]),
# ("manface_midage",0xffdfefe1,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c]),
# ("manface_young",0xffd0e0e0,["hair_blonde"],[0xff83301a, 0xff502a19, 0xff19100c, 0xff0c0d19]),
# # ("manface_old",0xffd0d0d0,["hair_white","hair_brunette","hair_red","hair_blonde"],[0xffffcded, 0xffbbcded, 0xff99eebb]),
# ("manface_young_3",0xffdceded,["hair_blonde"],[0xff2f180e, 0xff171313, 0xff007080c]),
# ("manface_7",0xffc0c8c8,["hair_blonde"],[0xff171313, 0xff007080c]),
# ("manface_midage_2",0xfde4c8d8,["hair_blonde"],[0xff502a19, 0xff19100c, 0xff0c0d19]),
# ("manface_rugged",0xffb0aab5,["hair_blonde"],[0xff171313, 0xff007080c]),
# # ("manface_young_4",0xffe0e8e8,["hair_blonde"],[0xff2f180e, 0xff171313, 0xff007080c]),
# ("manface_asian1",0xffe3e8e1,["hair_blonde"],[0xff171313, 0xff007080c]),
# ("manface_asian2",0xffe3e8e1,["hair_blonde"],[0xff171313, 0xff007080c]),
# ("manface_asian3",0xffbbb6ae,["hair_blonde"],[0xff171313, 0xff007080c]),
# ("manface_mideast1",0xffaeb0a6,["hair_blonde"],[0xff171313, 0xff007080c]),
# ("manface_mideast2",0xffd0c8c1,["hair_blonde"],[0xff171313, 0xff007080c]),
# ("manface_mideast3",0xffe0e8e8,["hair_blonde"],[0xff171313, 0xff007080c]),
# ("manface_black1",0xff87655c,["hair_blonde"],[0xff171313, 0xff007080c]),
# ("manface_black2",0xff5a342d,["hair_blonde"],[0xff171313, 0xff007080c]),
# ("manface_black3",0xff634d3e,["hair_blonde"],[0xff171313, 0xff007080c]),
# ("manface_white1",0xffe0e8e8,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c]),
# ("manface_white2",0xffe0e8e8,["hair_blonde"],[0xffffffff, 0xffb04717, 0xff632e18, 0xff502a19, 0xff19100c, 0xff0c0d19]),
# ("manface_white3",0xffe0e8e8,["hair_blonde"],[0xff83301a, 0xff502a19, 0xff19100c, 0xff0c0d19]),
# ("manface_african",0xff807c8a,["hair_blonde"],[0xff120808, 0xff007080c]),
# ("manface_old_2",0xffd5d5c5,["hair_white"],[0xffffcded, 0xffbbcded, 0xff99eebb]),
], #man_face_textures,
[(voice_die,"snd_man_die"),(voice_hit,"snd_man_hit"),(voice_grunt,"snd_man_grunt"),(voice_grunt_long,"snd_man_grunt_long"),(voice_yell,"snd_man_yell"),(voice_stun,"snd_man_stun"),(voice_victory,"snd_man_victory")], #voice sounds
"skel_human", 1.0,
psys_game_blood,psys_game_blood_2,
[[1.6, comp_greater_than, (1.0,eye_to_eye_dist), (1.0,temple_width)], #constraints: ex: 1.7 > (face_width + temple_width)
[0.6, comp_less_than, (1.0,eye_to_eye_dist), (1.0,temple_width)],
[1.5, comp_greater_than, (1.0,face_ratio), (1.0,mouth_width)], # face ratio and mouth to nose distance
[0.6, comp_greater_than, (-1.0,nose_width), (1.0,mouth_width)], # nose height and mouth to nose distance
[-1.0, comp_less_than, (-1.0,nose_width), (1.0,mouth_width)], # nose height and mouth to nose distance
]
),
You can increase the speed of the animations by changing the relevant value in module_animations. That might or might not do what you want, experiment with it. (The top of module_animations will tell you which value is the duration of a specific animation sequence, if you don't already know it.)Deutch1 说:Hi, I was wondering if I could increase the speed of the animations to help improve blocking I tried just increasing the speed of the weapon but it isn't making it any harder
Are orders interfering? A forced command to use blunt weapons will force soldiers without blunt weapons to switch to unarmed.gdwitt 说:Sorry for the repeat, but I'll try once more:
<snippity snip>
You could try setting an agent slot for all agents you want your trigger to look at, and then use a try_for_agents and check against the slot value.CutContent 说:How do I make it so that a mission trigger affects multiple agents instead of just one or all at the same time?
You need to apply the bridge-terrain at the bridges position.anigman96 说:I am making a map in Thorgrim's map editor and I am having trouble placing bridges on rivers. When I place them above the water and try to cross them in game, the player icon just goes around the river and not across the bridge.

Traceback (most recent call last):
File "process_init.py", line 2, in <module>
from process_operations import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
process_operations.py", line 6, in <module>
from header_operations import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_operations.py", line 1626, in <module>
lhs_operations += [
NameError: name 'lhs_operations' is not defined
Traceback (most recent call last):
File "process_global_variables.py", line 5, in <module>
from module_triggers import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
module_triggers.py", line 2, in <module>
from header_operations import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_operations.py", line 1626, in <module>
lhs_operations += [
NameError: name 'lhs_operations' is not defined
Traceback (most recent call last):
File "process_strings.py", line 4, in <module>
from module_strings import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
module_strings.py", line 4506, in <module>
modmerge(var_set)
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
modmerger.py", line 297, in modmerge
modmerge__(modcomp_name,var_dict)
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
modmerger.py", line 237, in modmerge__
_temp = __import__( src_module_name ,{} , {}, [mergefn_name],-1)
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
pbod_strings.py", line 6, in <module>
from module_constants import keys_list, all_keys_list
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
module_constants.py", line 2260, in <module>
exec code
File "<string>", line 1, in <module>
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
freelancer_constants.py", line 32, in <module>
from header_operations import neq, eq
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_operations.py", line 1626, in <module>
lhs_operations += [
NameError: name 'lhs_operations' is not defined
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call last):
File "process_map_icons.py", line 3, in <module>
from module_map_icons import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
module_map_icons.py", line 2, in <module>
from module_constants import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
module_constants.py", line 2260, in <module>
exec code
File "<string>", line 1, in <module>
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
freelancer_constants.py", line 32, in <module>
from header_operations import neq, eq
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_operations.py", line 1626, in <module>
lhs_operations += [
NameError: name 'lhs_operations' is not defined
Exporting faction data...
Traceback (most recent call last):
File "process_items.py", line 4, in <module>
from module_items import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
module_items.py", line 1, in <module>
from module_constants import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
module_constants.py", line 2260, in <module>
exec code
File "<string>", line 1, in <module>
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
freelancer_constants.py", line 32, in <module>
from header_operations import neq, eq
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_operations.py", line 1626, in <module>
lhs_operations += [
NameError: name 'lhs_operations' is not defined
Traceback (most recent call last):
File "process_scenes.py", line 2, in <module>
from module_scenes import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
module_scenes.py", line 2, in <module>
from header_operations import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_operations.py", line 1626, in <module>
lhs_operations += [
NameError: name 'lhs_operations' is not defined
Exporting troops data
Exporting particle data...
Traceback (most recent call last):
File "process_scene_props.py", line 4, in <module>
from module_scene_props import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
module_scene_props.py", line 4, in <module>
from header_operations import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_operations.py", line 1626, in <module>
lhs_operations += [
NameError: name 'lhs_operations' is not defined
Traceback (most recent call last):
File "process_tableau_materials.py", line 5, in <module>
from module_tableau_materials import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
module_tableau_materials.py", line 3, in <module>
from header_mission_templates import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_mission_templates.py", line 8, in <module>
from header_operations import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_operations.py", line 1626, in <module>
lhs_operations += [
NameError: name 'lhs_operations' is not defined
Traceback (most recent call last):
File "process_presentations.py", line 4, in <module>
from module_presentations import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
module_presentations.py", line 3, in <module>
from header_mission_templates import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_mission_templates.py", line 8, in <module>
from header_operations import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_operations.py", line 1626, in <module>
lhs_operations += [
NameError: name 'lhs_operations' is not defined
Exporting party_template data...
Traceback (most recent call last):
File "process_parties.py", line 2, in <module>
from header_game_menus import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_game_menus.py", line 8, in <module>
from header_operations import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_operations.py", line 1626, in <module>
lhs_operations += [
NameError: name 'lhs_operations' is not defined
Exporting quest data...
Traceback (most recent call last):
File "process_info_pages.py", line 4, in <module>
from module_info_pages import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
module_info_pages.py", line 8, in <module>
from module_constants import DPLMC_DIPLOMACY_VERSION_STRING
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
module_constants.py", line 2260, in <module>
exec code
File "<string>", line 1, in <module>
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
freelancer_constants.py", line 32, in <module>
from header_operations import neq, eq
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_operations.py", line 1626, in <module>
lhs_operations += [
NameError: name 'lhs_operations' is not defined
Traceback (most recent call last):
File "process_scripts.py", line 4, in <module>
from module_scripts import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
module_scripts.py", line 3, in <module>
from header_operations import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_operations.py", line 1626, in <module>
lhs_operations += [
NameError: name 'lhs_operations' is not defined
Traceback (most recent call last):
File "process_mission_tmps.py", line 5, in <module>
from module_mission_templates import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
module_mission_templates.py", line 2, in <module>
from header_operations import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_operations.py", line 1626, in <module>
lhs_operations += [
NameError: name 'lhs_operations' is not defined
Traceback (most recent call last):
File "process_game_menus.py", line 5, in <module>
from module_game_menus import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
module_game_menus.py", line 1, in <module>
from header_game_menus import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_game_menus.py", line 8, in <module>
from header_operations import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_operations.py", line 1626, in <module>
lhs_operations += [
NameError: name 'lhs_operations' is not defined
Traceback (most recent call last):
File "process_simple_triggers.py", line 2, in <module>
from module_simple_triggers import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
module_simple_triggers.py", line 2, in <module>
from header_operations import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_operations.py", line 1626, in <module>
lhs_operations += [
NameError: name 'lhs_operations' is not defined
Traceback (most recent call last):
File "process_dialogs.py", line 5, in <module>
from module_triggers import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
module_triggers.py", line 2, in <module>
from header_operations import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_operations.py", line 1626, in <module>
lhs_operations += [
NameError: name 'lhs_operations' is not defined
Traceback (most recent call last):
File "process_global_variables_unused.py", line 3, in <module>
from process_operations import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
process_operations.py", line 6, in <module>
from header_operations import *
File "C:\Games\Mount&Blade Warband1153\Modules\NativeTEST\Module_system 1.153\
header_operations.py", line 1626, in <module>
lhs_operations += [
NameError: name 'lhs_operations' is not defined
Exporting postfx_params...
______________________________
Script processing has ended.
Press any key to exit. . .
(ti_on_item_dropped, 0, 0, [(multiplayer_is_server),],
[
(store_trigger_param_1,":agent_no"),
(store_trigger_param_2,":item"),
(agent_is_active,":agent_no"),
(agent_is_alive,":agent_no"),
(agent_is_human,":agent_no"),
(try_begin),
(eq,":item","itm_club"),
#(agent_unequip_item, ":agent_no", ":item"),
(agent_equip_item, ":agent_no", ":item"),
(replace_scene_items_with_scene_props, ":item", "spr_empty"), #Doesn't work?
(try_end),
])
ti_on_item_dropped = -54.0 #can only be used in module_mission_templates triggers
# Trigger Param 1: agent id
# Trigger Param 2: item id
# Trigger Param 3: scene prop id
The_dragon 说:@NordChampion snippet from header_triggers:
ti_on_item_dropped = -54.0 #can only be used in module_mission_templates triggers
# Trigger Param 1: agent id
# Trigger Param 2: item id
# Trigger Param 3: scene prop id
Use that to remove the scene item using replace_prop_instance operation.
"replace_prop_instance" only works on "ti_before_mission_start".The_dragon 说:Use that to remove the scene item using replace_prop_instance operation.
The engine allways tries to fill the first slots, so it assorts the items everytime you drop something... unless the dropped item was applied to the last filled slot.Nord Champion 说:When equipping the item, it doesn't put it back in the same slot that it was in before it was dropped, which I would really like it to be.
(set_camera_follow_party, <party_id>),
_Sebastian_ 说:"replace_prop_instance" only works on "ti_before_mission_start".The_dragon 说:Use that to remove the scene item using replace_prop_instance operation.
If you want to remove the dropped item, then use (scene_prop_set_prune_time, <scene_prop_id>, <value>),
The engine allways tries to fill the first slots, so it assorts the items everytime you drop something... unless the dropped item was applied to the last filled slot.Nord Champion 说:When equipping the item, it doesn't put it back in the same slot that it was in before it was dropped, which I would really like it to be.