What is that black area?
Scene code look like:
I used grpund paint for delete black area, its working but when I enter the scene again return to old black area.
frozenpainter said:What is that black area?
Scene code look like:
I used grpund paint for delete black area, its working but when I enter the scene again return to old black area.
I never tried to break the limit, so no idea hehe. This is a example from VC:snouz said:Can somebody tell me the number of sounds one can put in a line in module_sounds.py?
("draw_sword",sf_priority_4, ["draw_sword_02.flac","draw_sword_03.flac"]),
Is there a maximum?
("metal_hit_high_armor_high_damage",sf_priority_5|sf_vol_9, ["metal_high_high_01.wav","metal_high_high_02.wav","metal_high_high_03.wav","metal_high_high_04.wav","metal_high_high_05.wav","metal_high_high_06.wav","metal_high_high_07.wav","metal_high_high_08.wav","metal_high_high_09.wav","metal_high_high_10.wav","metal_high_high_11.wav","metal_high_high_12.wav","metal_high_high_13.wav","metal_high_high_14.wav","metal_high_high_15.wav","metal_high_high_16.wav","metal_high_high_17.wav","metal_high_high_18.wav","metal_high_high_19.wav","metal_high_high_20.wav","metal_high_high_21.wav","metal_high_high_22.wav","metal_high_high_23.wav","metal_high_high_24.wav","metal_high_high_25.wav","metal_high_high_26.wav","metal_high_high_27.wav","metal_high_high_28.wav","metal_high_high_29.wav","metal_high_high_30.wav","metal_high_high_31.wav","metal_high_high_32.wav"]),
When I increase size x and y I meet this black area.snouz said:frozenpainter said:What is that black area?
Scene code look like:
I used grpund paint for delete black area, its working but when I enter the scene again return to old black area.
What happens when you play with size x and size y values?
Ivkolya said:But I don't know how to connect sound to certain order from player, and specifically to actions on the enemy's side, since I don't think bot-commander gives orders at all.
team_get_hold_fire_order = 1784 # (team_get_hold_fire_order, <destination>, <team_no>, <division>),
# Retrieves current status of hold fire order for specified team/division (see aordr_* constants in header_mission_templates.py for reference).
aordr_fire_at_will = 0
aordr_hold_your_fire = 1
ti_on_order_issued = -71.0 # An agent has issued a tactical order
# trigger param 1 = order_code (see mordr_* constants in header_mission_templates.py)
# trigger param 2 = agent_id
mordr_hold = 0
mordr_follow = 1
mordr_charge = 2
mordr_mount = 3
mordr_dismount = 4
mordr_advance = 5
mordr_fall_back = 6
mordr_stand_closer = 7
mordr_spread_out = 8
mordr_use_blunt_weapons = 9
mordr_use_any_weapon = 10
mordr_stand_ground = 11
mordr_hold_fire = 12
mordr_fire_at_will = 13
mordr_retreat = 14
mordr_use_melee_weapons = 15
mordr_use_ranged_weapons= 16
mordr_fire_at_my_command= 17
mordr_all_fire_now = 18
mordr_left_fire_now = 19
mordr_middle_fire_now = 20
mordr_right_fire_now = 21
mordr_form_1_row = 22
mordr_form_2_row = 23
mordr_form_3_row = 24
mordr_form_4_row = 25
mordr_form_5_row = 26
I remember having the same problem. It's ground colour or whatever it was called. You can remove it by painting it white. But don't bother, because it'll show up again the next time you load the scene. I believe that you need to re-make the scene from scratch, without fiddling with the size values this time. The game doesn't like it when you fiddle with the size values.frozenpainter said:When I increase size x and y I meet this black area.
troycall said:Does anyone know how to edit the garrison sizes?
# Adds reinforcement to party according to its type and faction
# Called from several places, simple_triggers for centers, script_hire_men_to_kingdom_hero_party for hero parties
("cf_reinforce_party",
[
("game_start", 0, 0,
[(ti_on_presentation_load,
[
(assign, "$g_presentation_start_obj_1", -1),
# (assign, "$g_presentation_start_obj_2", -1),
# (assign, "$g_presentation_start_obj_alpha_1", -1),
# (assign, "$g_presentation_start_obj_alpha_2", -1),
]),
(ti_on_presentation_run,
[
(store_trigger_param_1, ":cur_time"),
(set_fixed_point_multiplier, 1000),
(presentation_set_duration, 1000000),
(try_begin),
(lt, "$g_presentation_start_obj_1", 0),
(create_mesh_overlay, "$g_presentation_start_obj_1", "mesh_pic_vyrn_fog"),
(overlay_set_alpha, "$g_presentation_start_obj_1", 0),
# (position_set_x, pos1, 512),
# (position_set_y, pos1, 512),
# (overlay_set_size, "$g_presentation_start_obj_1", pos1),
(position_set_x, pos1, 512),
(position_set_y, pos1, 512),
(overlay_set_position, "$g_presentation_start_obj_1", pos1),
(overlay_animate_to_alpha, "$g_presentation_start_obj_1", 1000, 0xFF),
(else_try),
(gt, ":cur_time", 0),
(overlay_get_position, pos25, "$g_presentation_start_obj_1"),
(position_move_x, pos25, 212),
(position_move_y, pos25, 212),
(overlay_animate_to_position, "$g_presentation_start_obj_1", 20, pos25),
(overlay_animate_to_alpha, "$g_presentation_start_obj_1", 500, 0xFF),
(try_end),
]),
]),
("pic_vyrn_fog", 0, "pic_vyrn_fog", 0, 0, 0, 0, 0, 0, 1, 1, 1),
(store_random_in_range, ":fac_1_c_king0", "trp_finn_noble_1", "trp_mazovian_town_recruit"), # Culture units
(store_random_in_range, ":fac_1_c_king1", "trp_finn_noble_1", "trp_mazovian_town_recruit"), # We want some troop variations, so we repeat the commands several times with different variables.
(store_random_in_range, ":fac_1_c_king2", "trp_finn_noble_1", "trp_mazovian_town_recruit"),
(store_random_in_range, ":fac_1_c_king3", "trp_finn_noble_1", "trp_mazovian_town_recruit"),
troycall said:I'm adding troops to party when player starts, now I'd like some variations with the troops rather than one variation.
(try_for_range, ":unused", 0, 100), # Change 100 to the army size, or a variable, etc
(store_random_in_range, ":troop", "trp_finn_noble_1", "trp_mazovian_town_recruit"), # it will choose between noble_1 and the one before town_recruit, NOT the town_recruit, remember its (max-1)
(party_add_members, ":party", ":troop", 1), # it won't add more troops if it goes over the limit, remember that...
(try_end),
That works great for the main player party, if I wish for it to apply to all parties in the game a range, for example all of the lords in fac_kingdom_1, what do I need to do for that?kalarhan said:troycall said:I'm adding troops to party when player starts, now I'd like some variations with the troops rather than one variation.
I doubt I understood it all, but it seems in short that you want a army of random composition. So a quick way to do that would be:
Code:(try_for_range, ":unused", 0, 100), # Change 100 to the army size, or a variable, etc (store_random_in_range, ":troop", "trp_finn_noble_1", "trp_mazovian_town_recruit"), # it will choose between noble_1 and the one before town_recruit, NOT the town_recruit, remember its (max-1) (party_add_members, ":party", ":troop", 1), # it won't add more troops if it goes over the limit, remember that... (try_end),
Native uses a system with multiple templates. If you don't want to use that, the above code is a alternative.
troycall said:I wish for it to apply to all parties in the game a range, for example all of the lords in fac_kingdom_1, what do I need to do for that?
#Weirwood Leaves
("weirwood_leaves", psf_billboard_2d | psf_always_emit, "weirwood_leaf",
1, 9, 0, 0.025, 4, 4, #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
(0, 1), (1, 1), #alpha keys
(0, 0.5), (1, 0.5), #red keys
(0, 0.5), (1, 0.5), #green keys
(0, 0.5), (1, 0.5), #blue keys
(0, 0.25), (1, 0.25), #scale keys
(10, 10, 5), #emit box size
(0, 0.01, -0.9), #emit velocity
0.02, #emit dir randomness
15, #rotation speed
0, #rotation damping
),
Show the operation's code that you use to call the particle system.Mandible said:Does anyone know if you can emit FEWER than 1 particle per second? I've got some falling leaves, but they are falling at a rate that seems a tad excessive.
If you want to apply it to a weapon type instead, you can set the aim-animation priority to a higher number (amf_priority_kick, or higher).Sherlock Holmes said:Does anyone know how I would make it so that upon aiming a certain weapon you can't move? Like in the Deluge. Thanks!
# (agent_set_speed_modifier, <agent_id>, <value>),
# Version 1.153+. Changes agent's speed. Value is in percentage, 100 is default, value can be between [0..1000]
kalarhan said:troycall said:I wish for it to apply to all parties in the game a range, for example all of the lords in fac_kingdom_1, what do I need to do for that?
1) You should step back and study the recruiting system used on Native. It is already random, with a weighted system that you can easily control
2) You need to be more specific. Is this a special event, only at game start, every time a lord gets a new army, every time a lord gets reinforcements, etc... each mechanism has its own place on the game code (triggers, etc) and in general they use the same recruiting script, which you could modify
A loop around all game parties, filtered by lord parties of XXX faction is easy to write. The question is: why and when you need that.