Modding Q&A [For Quick Questions and Answers]

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Working troy fire balls

inspiration

images


IT al works just one little problem i aint got no model for it anybody who has an idea better than using a FACKING BOX please pm me its very important to get a good model for this


anybody an idea for a model?
 
HyperCharge said:
Is there any tutorial that teaches how to make multiplayer events and what is the client side and server side ?

not sure about tutorials, but a good source of reference is NW module system, as its mostly MP only (so no SP stuff on your way)
 
Hi all,

In TLD, we added a black blood particle system for our orcs/uruks. However, it doesnt seem to work in game. Anything extra we should be doing?

Code:
 ( "orc", skf_use_morph_key_20,
    "orc_body", "orc_calf_l", "o_handL",
    "orc_head", orc_face_keys,
    ["orc_ears01","orc_ears02","orc_ears03","orc_ears04", "orc_hair01","orc_hair02","orc_hair03","orc_hair04","orc_hair05","orc_hair06","orc_hair07","orc_hair08","orc_hair09","orc_hair10","orc_hair11"], #man_hair_meshes ,"man_hair_y5","man_hair_y8",
    [], #beard meshes ,
    ["orc_hair_ears"], #hair textures
    ["orc_hair_ears"], #beard_materials
    [("face_orc_a",0xffffffff,["orc_hair_ears"],[0xffffffff]),
     ("face_orc_b",0xffffffff,["orc_hair_ears"],[0xffffffff]),
     ("face_orc_c",0xffffffff,["orc_hair_ears"],[0xffffffff]),     
     ], #man_face_textures,
    [(voice_die,"snd_orc_die"),(voice_hit,"snd_orc_hit"),(voice_grunt,"snd_orc_grunt"),(voice_grunt_long,"snd_orc_grunt_long"),(voice_yell,"snd_orc_yell"),(voice_victory,"snd_orc_victory")], #voice sounds
    "skel_orc", 1.0,
    psys_game_blood_black,psys_game_blood_black_2,
    [[1.7, comp_greater_than, (1.0,face_width), (1.0,temple_width)], #constraints: ex: 1.7 > (face_width + temple_width)
     [0.3, comp_less_than, (1.0,face_width), (1.0,temple_width)],
     [1.7, comp_greater_than, (1.0,face_width), (1.0,face_depth)],
     [0.3, comp_less_than, (1.0,eyebrow_height), (1.0,eyebrow_position)],
     [1.7, comp_greater_than, (1.0,eyebrow_height), (1.0,eyebrow_position)],
     [-0.7, comp_less_than, (1.0,nose_size), (-1.0,nose_shape)],
     [0.7, comp_greater_than, (1.0,nose_size), (-1.0,nose_shape)],
     [2.7, comp_greater_than, (1.0,chin_size), (1.0,mouth_nose_distance), (1.0,nose_height), (-1.0,face_width)],
     ]
  ),

Code:
   ("game_blood_black", psf_billboard_3d |psf_randomize_size|psf_randomize_rotation,  "prt_mesh_blood_black_1",
     500, 0.65, 3, 0.5, 0, 0,        #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (0.0, 0.7), (0.7, 0.7),          #alpha keys
     (0.1, 0.7), (1, 0.7),      #red keys
     (0.1, 0.7), (1, 0.7),       #green keys
     (0.1, 0.7), (1, 0.7),      #blue keys
     (0.0, 0.015),   (1, 0.018),  #scale keys
     (0, 0.05, 0),               #emit box size
     (0, 1.0, 0.3),                #emit velocity
     0.9,                       #emit dir randomness
     0,                         #rotation speed
     0,                         #rotation damping
    ),
    ("game_blood_black_2", psf_billboard_3d | psf_randomize_size|psf_randomize_rotation ,  "prt_mesh_blood_black_3",
     2000, 0.6, 3, 0.3, 0, 0,        #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (0.0, 0.25), (0.7, 0.1),        #alpha keys
     (0.1, 0.7), (1, 0.7),      #red keys
     (0.1, 0.7), (1, 0.7),       #green keys
     (0.1, 0.7), (1, 0.7),      #blue keys
     (0.0, 0.15),   (1, 0.35),    #scale keys
     (0.01, 0.2, 0.01),             #emit box size
     (0.2, 0.3, 0),                 #emit velocity
     0.3,                         #emit dir randomness
     150,                       #rotation speed
     0,                       #rotation damping
     ),

Also, should the particly system mesh be added in module_meshes?
 
You don't need to add it to module_meshes, just make sure the mesh is added to Openbrf and called "prt_mesh_blood_black_3". With 'prt_' in the name as well.

------


Does anyone know how to get around the maximum of 4 lights per scene?
 
Quintillius, As i know there is no maximum amount of light on the scene. But 5 and 10 lights per scene differs not very much visually.

Theoretically you can use torches,fires and lamps for your scene to increase the lighting.
list of lighting props
 
Quintillius said:
You don't need to add it to module_meshes, just make sure the mesh is added to Openbrf and called "prt_mesh_blood_black_3". With 'prt_' in the name as well.

Yea, we do have that in openbrf.. still hasnt worked :sad:

Minor issue.. but would love to have it work



Unrelated question:

I have the below Mission Template, and it works well, except for the fact that the moment I enter the scene with my troops, i get the "You have won the battle. Press tab to leave" message appearing, even though it is not actually done yet :sad: Can anyone tell me what's wrong? Thanks

Code:
 (
    "village_attack_bandits",mtf_battle_mode|mtf_synch_inventory,charge,
    "You lead your men to battle.",
    [
      (0,mtef_team_0|mtef_use_exact_number,af_override_horse, aif_start_alarmed, 50,[]),(1,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (2,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),(3,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (4,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),(5,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (6,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),(7,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (8,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),(9,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (10,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[itm_practice_staff]),(11,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[itm_practice_staff]),
      (12,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),(13,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (14,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),(15,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),

      (16,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),(17,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (18,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),(19,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (20,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),(21,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (22,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),(23,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (24,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),(25,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (26,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),(27,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (28,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),(29,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (30,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),(31,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
  ],
   tld_common_wb_muddy_water + tld_common_battle_scripts +[
  
  (1, 60, ti_once, 
  [
    (store_mission_timer_a,reg(1)),
    (ge,reg(1),10),
    (all_enemies_defeated,1),
    (set_mission_result,1),
    (display_message,"str_msg_battle_won"),
    (assign,"$battle_won",1),
    (assign, "$g_battle_result", 1),
    (call_script, "script_music_set_situation_with_culture", mtf_sit_victorious),
  ],
  [
    (finish_mission, 1),
  ]),
  
  common_inventory_not_available, 
  common_music_situation_update,
  common_battle_check_friendly_kills,
  common_battle_check_victory_condition,
  common_battle_victory_display,

  (ti_tab_pressed,0,0,[],
  [
    (try_begin),
      (eq, "$battle_won", 1),
      (call_script, "script_count_mission_casualties_from_agents"),
      (finish_mission),
        (else_try),
          (eq, "$battle_won", 0),
          (display_message,"str_can_not_retreat"),
      (else_try),
       (main_hero_fallen),
              (assign, "$pin_player_fallen", 1),
               (str_store_string, s5, "str_retreat"),
              (call_script, "script_simulate_retreat", 10, 20, 1),
              (assign, "$g_battle_result", -1),
              (set_mission_result, -1),
              (call_script, "script_count_mission_casualties_from_agents"),
              (finish_mission, 0),
        (try_end)]),

      common_battle_inventory,      
      common_battle_order_panel,
      common_battle_order_panel_tick,
      
    ],
  ),
 
Khamukkamu said:
Unrelated question:

I have the below Mission Template, and it works well, except for the fact that the moment I enter the scene with my troops, i get the "You have won the battle. Press tab to leave" message appearing, even though it is not actually done yet :sad: Can anyone tell me what's wrong? Thanks

First check the victory trigger and your spawned teams. Are you adding the villagers on the correct team and EPs?

This trigger:
Code:
 (1, 60, ti_once, 
  [
    (store_mission_timer_a,reg(1)),
    (ge,reg(1),10),
    (all_enemies_defeated,1),
    (set_mission_result,1),
    (display_message,"str_msg_battle_won"),
    (assign,"$battle_won",1),
    (assign, "$g_battle_result", 1),
    (call_script, "script_music_set_situation_with_culture", mtf_sit_victorious),
  ],
  [
    (finish_mission, 1),
  ]),



@ContTrabiyou this is usually a sign of bad syntax.
Edit: double posting https://forums.taleworlds.com/index.php/topic,352943.0.html
 
Can we add more tracks to one "track" ?

("ambushed_by_neutral", "ambushed_by_neutral.ogg", mtf_sit_ambushed|mtf_sit_siege, mtf_sit_fight|mtf_module_track|mtf_sit_multiplayer_fight),

To

("ambushed_by_neutral", "ambushed_by_neutral.ogg", "ambushed_by_neutral_2.ogg", mtf_sit_ambushed|mtf_sit_siege, mtf_sit_fight|mtf_module_track|mtf_sit_multiplayer_fight),
 
kalarhan said:
Khamukkamu said:
Unrelated question:

I have the below Mission Template, and it works well, except for the fact that the moment I enter the scene with my troops, i get the "You have won the battle. Press tab to leave" message appearing, even though it is not actually done yet :sad: Can anyone tell me what's wrong? Thanks

First check the victory trigger and your spawned teams. Are you adding the villagers on the correct team and EPs?

This trigger:
Code:
 (1, 60, ti_once, 
  [
    (store_mission_timer_a,reg(1)),
    (ge,reg(1),10),
    (all_enemies_defeated,1),
    (set_mission_result,1),
    (display_message,"str_msg_battle_won"),
    (assign,"$battle_won",1),
    (assign, "$g_battle_result", 1),
    (call_script, "script_music_set_situation_with_culture", mtf_sit_victorious),
  ],
  [
    (finish_mission, 1),
  ]),

Yes, villagers (spawned using (set_visitors)) are in entry 10, 11, both are team 0; Bandits in entry 18, team 1
 
Khamukkamu said:
Yes, villagers (spawned using (set_visitors)) are in entry 10, 11, both are team 0; Bandits in entry 18, team 1

did you add a debug message on the all_enemies_defeated operation? Is this the trigger that is indeed thinking the battle is won after 1 sec? Or do you have another trigger doing the same logic ?

I haven't used the mtf_synch_inventory flag, so not sure how it is working with the engine 1.168. You could do a quick test without it.

Main thingy is: make sure you have 2 teams, they are enemies, and they have agents on each. A logging trigger can do that.



ContTrabiyuo said:
sorry for that but i'm trying to solve this problem for 2 weeks.
Avoid doing a double post, in special when they are done 10min from each other. At the very least add a link to your thread next time.



HyperCharge said:
Can we add more tracks to one "track" ?
Nope, but you can use your script logic to handle multiple files/music
 
Somebody said:
You're probably overwriting some register being used to toggle that string's visibility.

Hmm alright, I know some programming. What register is it most likely? I don't know much about the module system, but I want to learn more.
 
I figured it out. I didn't have my lords listed between [HEROES BEGIN] and [HEROES END] in my troops.py. fixed my issue with diologues as well! :grin:

EDIT: Well I'm wondering now, why does it say the lords of my new faction are the sons of random sarranid lords? Also I tried raiding the a village, and I should be an enemy of the faction now. However, noone in the faction even reacts to me. So much to learn!
 
Might have been asked before but I am really don't want to read through over 1500 pages of replies...

There has to be a way I just can't find where. I want to add more troop types to participate in tournaments. Other than the usual stuff you see in the tournaments. I don't want a mod I just want to make small changes to allow stuff like Sarranid Mamlukes and stuff like that to take part in the tournaments.

Any tips where to look?

Thanks in advance
 
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