Modding Q&A [For Quick Questions and Answers]

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1)
It uses the operation "agent_set_scripted_destination" to control the bandits, until you are close enough to let them charge.
Yes, twice
Code:
      (ti_on_agent_spawn, 0, 0, [],
        [
          (store_trigger_param_1, ":agent_no"),
          (agent_is_human, ":agent_no"),
          (assign, "$relative_of_merchant_is_found", 0),

          (try_begin),
            (agent_is_human, ":agent_no"),
            (agent_is_alive, ":agent_no"),
            (agent_get_team, ":agent_team", ":agent_no"),
            (eq, ":agent_team", 1),

            (agent_get_position, pos4, ":agent_no"),
            (agent_set_scripted_destination, ":agent_no", pos4, 1),
          (try_end),

          (try_begin),
            (agent_get_troop_id, ":troop_no", ":agent_no"),
            (is_between, ":troop_no", "trp_relative_of_merchant", "trp_relative_of_merchants_end"),
            (agent_set_team, ":agent_no", 7),
            (team_set_relation, 0, 7, 0),
          (try_end),
      ]),

      (0, 0, 0,
        [
          (party_get_template_id, ":template", "$g_encountered_party"),
          (eq, ":template", "pt_looter_lair"),
          (check_quest_active, "qst_save_relative_of_merchant"),
          (eq, "$relative_of_merchant_is_found", 0),
        ],
        [
          (get_player_agent_no, ":player_agent"),
          (agent_get_position, pos0, ":player_agent"),

          (try_for_agents, ":agent_no"),
            (agent_get_troop_id, ":troop_no", ":agent_no"),
            (is_between, ":troop_no", "trp_relative_of_merchant", "trp_relative_of_merchants_end"),
            (agent_set_scripted_destination, ":agent_no", pos0),
            (agent_get_position, pos1, ":agent_no"),
            (get_distance_between_positions, ":dist", pos0, pos1),
            (le, ":dist", 200),
            #(assign, "$g_talk_troop", "trp_relative_of_merchant"),
            (start_mission_conversation, "trp_relative_of_merchant"),
          (try_end),
      ]),
Do I understand correctly that I should just increase the value of 200?

2) shows us your code
ok
Code:
  ("spawn_bandit_lairs",
    [

	 (party_template_set_slot, "pt_steppe_bandits", slot_party_template_lair_type, "pt_steppe_bandit_lair"),
	 (party_template_set_slot, "pt_river_pirates", slot_party_template_lair_type, "pt_river_pirates_lair"),###Ushkuiniky
	 (party_template_set_slot, "pt_mountain_bandits", slot_party_template_lair_type, "pt_mountain_bandit_lair"),
	 (party_template_set_slot, "pt_forest_bandits", slot_party_template_lair_type, "pt_forest_bandit_lair"),###Likhie Lyudi
###Van_added
	 (party_template_set_slot, "pt_poland_knightrobber", slot_party_template_lair_type, "pt_poland_knightrobber_lair"),
	 (party_template_set_slot, "pt_robber_knights_teuton", slot_party_template_lair_type, "pt_robber_knights_teuton_lair"),


	 (party_template_set_slot, "pt_sea_raiders", slot_party_template_lair_type, "pt_sea_raider_lair"),
	 # (party_template_set_slot, "pt_desert_bandits", slot_party_template_lair_type, "pt_desert_bandit_lair"),

	 (party_template_set_slot, "pt_steppe_bandits", slot_party_template_lair_spawnpoint, "p_steppe_bandit_spawn_point_1"),
	 (party_template_set_slot, "pt_river_pirates", slot_party_template_lair_spawnpoint, "p_river_pirates_spawn_point_1"),
	 (party_template_set_slot, "pt_mountain_bandits", slot_party_template_lair_spawnpoint, "p_mountain_bandit_spawn_point"),
	 (party_template_set_slot, "pt_forest_bandits", slot_party_template_lair_spawnpoint, "p_forest_bandit_spawn_point_1"),
###Van_added

	 (party_template_set_slot, "pt_poland_knightrobber", slot_party_template_lair_spawnpoint, "p_pol_knightrobbers_spawn_point_1"),

	 (party_template_set_slot, "pt_robber_knights_teuton", slot_party_template_lair_spawnpoint, "p_robber_knights_teuton_spawn_point_1"),


	 (party_template_set_slot, "pt_sea_raiders", slot_party_template_lair_spawnpoint, "p_sea_raider_spawn_point_1"),
	 # (party_template_set_slot, "pt_desert_bandits", slot_party_template_lair_spawnpoint, "p_desert_bandit_spawn_point"),


	(try_for_range, ":bandit_template", "pt_steppe_bandits", "pt_deserters"),
# GNK temporary addition
		(this_or_next|eq, ":bandit_template", "pt_steppe_bandits"),
		(this_or_next|eq, ":bandit_template", "pt_mountain_bandits"),
		(this_or_next|eq, ":bandit_template", "pt_river_pirates"),
		(this_or_next|eq, ":bandit_template", "pt_forest_bandits"),
###Van_added
		(this_or_next|eq, ":bandit_template", "pt_poland_knightrobber"),
		(this_or_next|eq, ":bandit_template", "pt_robber_knights_teuton"),

		(eq, ":bandit_template", "pt_sea_raiders"),
# end GNK temporary addition



		(party_template_get_slot, ":bandit_lair_template", ":bandit_template", slot_party_template_lair_type),
		(party_template_get_slot, ":bandit_lair_template_spawnpoint", ":bandit_template", slot_party_template_lair_spawnpoint),

		(try_begin),
			(eq, ":bandit_template", "pt_steppe_bandits"),
			(store_add, ":max_spawn_point_no", ":bandit_lair_template_spawnpoint", num_steppe_bandit_spawn_points),
		(else_try),
			(eq, ":bandit_template", "pt_mountain_bandits"),
			(store_add, ":max_spawn_point_no", ":bandit_lair_template_spawnpoint", num_mountain_bandit_spawn_points),
		(else_try),
			(eq, ":bandit_template", "pt_river_pirates"),
			(store_add, ":max_spawn_point_no", ":bandit_lair_template_spawnpoint", num_river_pirates_spawn_points),
		(else_try),
			(eq, ":bandit_template", "pt_forest_bandits"),
			(store_add, ":max_spawn_point_no", ":bandit_lair_template_spawnpoint", num_forest_bandit_spawn_points),
###Van_added
		(else_try),
			(eq, ":bandit_template", "pt_poland_knightrobber"),
			(store_add, ":max_spawn_point_no", ":bandit_lair_template_spawnpoint", num_pol_knightrobbers_spawn_points),
		(else_try),
			(eq, ":bandit_template", "pt_robber_knights_teuton"),
			(store_add, ":max_spawn_point_no", ":bandit_lair_template_spawnpoint", num_teu_knightrobbers_spawn_points),
###Van_end

		(else_try),
			(eq, ":bandit_template", "pt_sea_raiders"),
			(store_add, ":max_spawn_point_no", ":bandit_lair_template_spawnpoint", num_sea_raider_spawn_points),
		(try_end),

		# (assign, reg1, ":max_spawn_point_no"),
		# (display_message, "@{!}DEBUG : max_spawn_point_no: {reg1}"),

		(try_for_range, ":bandit_lair_spawn_point", ":bandit_lair_template_spawnpoint", ":max_spawn_point_no"),
			(store_sub, ":cur_slot", ":bandit_lair_spawn_point", ":bandit_lair_template_spawnpoint"),
			(val_add, ":cur_slot", 4),
			(party_template_get_slot, ":bandit_lair_party_slot_no", ":bandit_template", ":cur_slot"),#slot_party_template_lair_party + max_spawn_point_no

			# (assign, reg1, ":bandit_lair_party_slot_no"),
			# (display_message, "@{!}DEBUG : bandit_lair_party_slot_no: {reg1}"),

	


			(le, ":bandit_lair_party_slot_no", 1),

			(set_spawn_radius, 4), # do not change the radius otherwise the sea rider's lair coast position code may be broken, GNK

			(spawn_around_party, ":bandit_lair_spawn_point", ":bandit_lair_template"),# (spawn_around_party,<party_id>,<party_template_id>)
			(assign, ":new_camp", reg0),

			(party_set_slot, ":new_camp", slot_party_type, spt_bandit_lair),
			(party_set_slot, ":new_camp", slot_bandit_lair_spawn_point_no, ":bandit_lair_spawn_point"),

			(str_store_party_name, s4, ":new_camp"),

			(party_get_position, pos4, ":new_camp"),
			#(party_set_flags, ":new_camp", pf_icon_mask, 1),

			(party_get_current_terrain, ":new_camp_terrain", ":new_camp"),
			(position_get_z, ":elevation", pos4),

			(assign, ":center_too_close", 0),
			(try_for_range, ":center", centers_begin, centers_end),
				(eq, ":center_too_close", 0),
				(store_distance_to_party_from_party, ":distance", ":new_camp", ":center"),
				(lt, ":distance", 3),
				(assign, ":center_too_close", 1),
			(try_end),

			(try_begin),
				(eq, ":center_too_close", 1),
				(party_is_active, ":new_camp"),
				(remove_party, ":new_camp"),
				(party_template_set_slot, ":bandit_template", ":cur_slot", 0),# slot_party_template_lair_party
				# (display_message, "@{!}DEBUG : !!! too close, no lair !!!"),
			(else_try),
				(eq, ":bandit_template", "pt_sea_raiders"),
				(this_or_next|eq, ":new_camp_terrain", 3),
				(this_or_next|eq, ":new_camp_terrain", 4),
				(eq, ":new_camp_terrain", 5),
				(assign, ":continue", 0),
				(try_begin),
					(eq, ":continue", 0),
					(map_get_water_position_around_position, pos5, pos4, 1),
					(assign, ":continue", 1),
				(try_end),
				(try_begin),
					(eq, ":continue", 0),
					(map_get_water_position_around_position, pos5, pos4, 2),
					(assign, ":continue", 2),
				(try_end),
				(try_begin),
					(eq, ":continue", 0),
					(map_get_water_position_around_position, pos5, pos4, 3),
					(assign, ":continue", 3),
				(try_end),
				(try_begin),
					(eq, ":continue", 0),
					(map_get_water_position_around_position, pos5, pos4, 4),
					(assign, ":continue", 4),
				(try_end),
				(try_begin),
					(eq, ":continue", 0),
					(map_get_water_position_around_position, pos5, pos4, 5),
					(assign, ":continue", 5),
				(try_end),
				(try_begin),
					(gt, ":continue", 1),
					(map_get_land_position_around_position, pos6, pos5, 1),
					(party_set_position, ":new_camp", pos6),
				(try_end),
				(party_template_set_slot, ":bandit_template", ":cur_slot", ":new_camp"),# slot_party_template_lair_party
				(party_set_slot, ":new_camp", slot_bandit_lair_spawn_point_slot_no, ":cur_slot"),
				(party_set_flags, ":new_camp", pf_disabled, 1),
				# (display_message, "@{!}DEBUG : !!! sea raiders lair spawned !!!"),
			(else_try),
				(eq, ":bandit_template", "pt_river_pirates"),
				(this_or_next|eq, ":new_camp_terrain", 2),
				(this_or_next|eq, ":new_camp_terrain", 3),
				(this_or_next|eq, ":new_camp_terrain", 4),
				(eq, ":new_camp_terrain", 5),
				(assign, ":continue", 0),
				(try_begin),
					(eq, ":continue", 0),
					(map_get_water_position_around_position, pos5, pos4, 1),
					(assign, ":continue", 1),
					# (position_get_x, reg2, pos5),
					# (position_get_y, reg3, pos5),
					# (position_get_z, reg4, pos5),
					# (display_message, "@ water position (1): x{reg2}, y{reg3}, z{reg4}"),
				(try_end),
				(try_begin),
					(eq, ":continue", 0),
					(map_get_water_position_around_position, pos5, pos4, 2),
					(assign, ":continue", 2),
					# (position_get_x, reg2, pos5),
					# (position_get_y, reg3, pos5),
					# (position_get_z, reg4, pos5),
					# (display_message, "@ water position (2): x{reg2}, y{reg3}, z{reg4}"),
				(try_end),
				(try_begin),
					(eq, ":continue", 0),
					(map_get_water_position_around_position, pos5, pos4, 3),
					(assign, ":continue", 3),
					# (position_get_x, reg2, pos5),
					# (position_get_y, reg3, pos5),
					# (position_get_z, reg4, pos5),
					# (display_message, "@ water position (3): x{reg2}, y{reg3}, z{reg4}"),
				(try_end),
				(try_begin),
					(eq, ":continue", 0),
					(map_get_water_position_around_position, pos5, pos4, 4),
					(assign, ":continue", 4),
					# (position_get_x, reg2, pos5),
					# (position_get_y, reg3, pos5),
					# (position_get_z, reg4, pos5),
					# (display_message, "@ water position (4): x{reg2}, y{reg3}, z{reg4}"),
				(try_end),
				(try_begin),
					(eq, ":continue", 0),
					(map_get_water_position_around_position, pos5, pos4, 5),
					(assign, ":continue", 5),
					# (position_get_x, reg2, pos5),
					# (position_get_y, reg3, pos5),
					# (position_get_z, reg4, pos5),
					# (display_message, "@ water position (5): x{reg2}, y{reg3}, z{reg4}"),
				(try_end),
				(try_begin),
					(gt, ":continue", 0),
					(map_get_land_position_around_position, pos6, pos5, 1),
					# (position_get_x, reg2, pos6),
					# (position_get_y, reg3, pos6),
					# (position_get_z, reg4, pos6),
					# (display_message, "@ land position: x{reg2}, y{reg3}, z{reg4}"),
					(party_set_position, ":new_camp", pos6),
				(try_end),
				(party_template_set_slot, ":bandit_template", ":cur_slot", ":new_camp"),# slot_party_template_lair_party
				(party_set_slot, ":new_camp", slot_bandit_lair_spawn_point_slot_no, ":cur_slot"),
				(party_set_flags, ":new_camp", pf_disabled, 1),
				# (display_message, "@{!}DEBUG : !!! river pirates lair spawned !!!"),
			(else_try),
				(eq, ":bandit_template", "pt_mountain_bandits"),
				(eq, ":new_camp_terrain", 3),
				(gt, ":elevation", 250),
				(party_template_set_slot, ":bandit_template", ":cur_slot", ":new_camp"),# slot_party_template_lair_party
				(party_set_slot, ":new_camp", slot_bandit_lair_spawn_point_slot_no, ":cur_slot"),
				(party_set_flags, ":new_camp", pf_disabled, 1),
				# (display_message, "@{!}DEBUG : !!! mountain bandits lair spawned !!!"),
			# (else_try),
				# (eq, ":bandit_template", "pt_desert_bandits"),
				# (eq, ":new_camp_terrain", 5),
				# (gt, ":lair_y", -9000),
				# (gt, ":elevation", 125),
				# (party_template_set_slot, ":bandit_template", ":cur_slot", ":new_camp"),# slot_party_template_lair_party
				# (party_set_slot, ":new_camp", slot_bandit_lair_spawn_point_slot_no, ":cur_slot"),
				# (party_set_flags, ":new_camp", pf_disabled, 1),
			(else_try),
				(eq, ":bandit_template", "pt_steppe_bandits"),
				(this_or_next|eq, ":new_camp_terrain", 2),
				(this_or_next|eq, ":new_camp_terrain", 3),
				(this_or_next|eq, ":new_camp_terrain", 4),
				(eq, ":new_camp_terrain", 10),
				# (this_or_next|eq, ":new_camp_terrain", 10),
				# (gt, ":elevation", 200),
				(party_template_set_slot, ":bandit_template", ":cur_slot", ":new_camp"),# slot_party_template_lair_party
				(party_set_slot, ":new_camp", slot_bandit_lair_spawn_point_slot_no, ":cur_slot"),
				# (party_set_flags, ":new_camp", pf_disabled, 1),
				# (display_message, "@{!}DEBUG : !!! steppe bandits lair spawned !!!"),
			(else_try),
				(eq, ":bandit_template", "pt_forest_bandits"),
				(eq, ":new_camp_terrain", 11),
				(party_template_set_slot, ":bandit_template", ":cur_slot", ":new_camp"),# slot_party_template_lair_party
				(party_set_slot, ":new_camp", slot_bandit_lair_spawn_point_slot_no, ":cur_slot"),
				(party_set_flags, ":new_camp", pf_disabled, 1),
				# (display_message, "@{!}DEBUG : !!! forest bandits lair spawned !!!"),

###Van_added

			(else_try),
				(eq, ":bandit_template", "pt_poland_knightrobber"),
#				(eq, ":new_camp_terrain", 11),
				(this_or_next|eq, ":new_camp_terrain", 2),
				(this_or_next|eq, ":new_camp_terrain", 3),
				(this_or_next|eq, ":new_camp_terrain", 4),
				(eq, ":new_camp_terrain", 5),

				(party_template_set_slot, ":bandit_template", ":cur_slot", ":new_camp"),# slot_party_template_lair_party
				(party_set_slot, ":new_camp", slot_bandit_lair_spawn_point_slot_no, ":cur_slot"),
				(party_set_flags, ":new_camp", pf_disabled, 1),
				# (display_message, "@{!}DEBUG : !!! Knight-Robbers lair spawned !!!"),

			(else_try),
				(eq, ":bandit_template", "pt_robber_knights_teuton"),
#				(eq, ":new_camp_terrain", 11),
				(this_or_next|eq, ":new_camp_terrain", 2),
				(this_or_next|eq, ":new_camp_terrain", 3),
				(this_or_next|eq, ":new_camp_terrain", 4),
				(eq, ":new_camp_terrain", 5),

				(party_template_set_slot, ":bandit_template", ":cur_slot", ":new_camp"),# slot_party_template_lair_party
				(party_set_slot, ":new_camp", slot_bandit_lair_spawn_point_slot_no, ":cur_slot"),
				(party_set_flags, ":new_camp", pf_disabled, 1),
				# (display_message, "@{!}DEBUG : !!! Raubritteren lair spawned !!!"),



###Van_out
			(else_try),
				(party_is_active, ":new_camp"),
				(str_store_party_name, s4, ":new_camp"),
				(remove_party, ":new_camp"),
				(party_template_set_slot, ":bandit_template", ":cur_slot", 0),# slot_party_template_lair_party
				# (display_message, "@{!}DEBUG : !!! bad type, no lair !!!"),
			(try_end),
		(try_end),
	(try_end),
     ]),

There is also a call to this script from module_simple_triggers
Code:
  (7 * 24,
   [
       (call_script, "script_spawn_bandit_lairs"),
    ]),
In case of victory and destruction of the lair of bandits in module_mission_templates:
Code:
            (party_set_slot, "$g_encountered_party", slot_party_ai_substate, 2),
 
Vankod said:
Do I understand correctly that I should just increase the value of 200?

nope.

Answer this:

1) what is that operation for?
2) why there is code for a quest in the middle there?
3) when does the bandits get a order to charge? And how does that work?
4) do you want to remove those rules all together?
5) what will happen to that quest?

Figure out those questions, then you can change the design of this scene and how the bandits AI is controlled.
 
1) what is that operation for?
# Forces the agent to travel to specified position and stay there until new behavior is set or scripted mode cleared. First optional parameter determines whether the position Z coordinate will be automatically set to ground level (value = 1) or not (value = 0). Second optional parameter added in 1.165 patch, set it to 1 to save resources. :smile:

2) why there is code for a quest in the middle there?
This trigger obviously works when the quest is active
3) when does the bandits get a order to charge? And how does that work?
I do not know for sure. Perhaps the first trigger:
          (try_begin),
            (agent_is_human, ":agent_no"),
            (agent_is_alive, ":agent_no"),
            (agent_get_team, ":agent_team", ":agent_no"),
            (eq, ":agent_team", 1),

            (agent_get_position, pos4, ":agent_no"),
            (agent_set_scripted_destination, ":agent_no", pos4, 1),
          (try_end),
4) do you want to remove those rules all together?
No, I don't
5) what will happen to that quest?
It must remain
Obviously I have to create a new trigger, but question number 3 is a difficulty for me :???:

2) What about the second question? What is at least approximately a sequence of commands should be used to make the wait for the new spawn on the global map a certain time? It is desirable with a random sample, for example, from 1 day to a week, from one week to two ..
 
i just noticed for some mods with large maps and many parties they will make the map icons small why ?
is it to improve performance ?
thanks
 
Vankod said:
3) when does the bandits get a order to charge? And how does that work?
I do not know for sure. Perhaps the first trigger:
          (try_begin),
            (agent_is_human, ":agent_no"),
            (agent_is_alive, ":agent_no"),
            (agent_get_team, ":agent_team", ":agent_no"),
            (eq, ":agent_team", 1),

            (agent_get_position, pos4, ":agent_no"),
            (agent_set_scripted_destination, ":agent_no", pos4, 1),
          (try_end),

I was not expecting you to answer the questions here (it was a exercise to help you figure out how things work). But on the comment above:

set_scripted_destination -> it tells the agent to go to a spot (place), as you can see on Lav's module system
Code:
agent_set_scripted_destination           = 1730  # (agent_set_scripted_destination, <agent_id>, <position>, [auto_set_z_to_ground_level], [no_rethink]),
                                                 # Forces the agent to travel to specified position and stay there until new behavior is set or scripted mode cleared. First optional parameter determines whether the position Z coordinate will be automatically set to ground level (value = 1) or not (value = 0). Second optional parameter added in 1.165 patch, set it to 1 to save resources.
a
stay there until new behavior is set or scripted mode cleared.

that is why another trigger is using a operation to clear the scripted mode. Scripted mode, if you are not sure what that means, it a way to disable normal AI and use manual control (you go there and don't move until I tell you soldier). You can give new orders later (that is how walkers operate in scenes), or go back to normal AI (you do whatever you are suppose to do, don't ask me soldier).

see the trigger with this operation
Code:
 (get_distance_between_positions, ":distance", pos1, pos2),
                (le, ":distance", 1000),

                (agent_clear_scripted_mode, ":bandit_2_id"), 

your answer to (2) is only half right (or half wrong). It is a mess of a trigger, that does two things at the same time (change behaviour when doing a quest, and also change behaviour when not doing a quest)

 
Hello, all. I'm trying to create a new module, Freedom of Religion, using the Module System. Apparently it looks for files under Program Files- which I didn't know going in. Is there any way of pointing it to the game's actual directory (in this case C:/GOG Games/Mount & Blade)? Thank you for your help.
 
kalarhan,
Thank you so much! I think I understand you.

Now was the second question.
What is at least approximately a sequence of commands should be used to make the wait for the new spawn on the global map a certain time? It is desirable with a random sample, for example, from 1 day to a week, from one week to two ..
Maybe someone knows the answer? Or I did not provide enough code?
 
Thanks, Kalarhan. I'm going to try reinstalling M&B in Program Files, as the tutorial doesn't seem to mention it at all. Cheers!
 
kalarhan said:
Tigersong said:
Thanks, Kalarhan. I'm going to try reinstalling M&B in Program Files, as the tutorial doesn't seem to mention it at all. Cheers!

that is not necessary at all, you can install the game in any folder you want to.

When I ran the buildmodule.bat file, though, it said  it couldn't find files located in Program Files. Do I need to specify the exact location in module_info.py then?
 
I should add that I'm using Windows 10 so the Path variable is edited differently from previous versions. It looks straightforward enough... I looked at another tutorial and it seems 'tis wise to include the full path. Oops.
 
@Kalarhan

I've made a simple trigger to check the ships I have with script "print_party_ship_info_to_s0".

It is fine if I sell the 7 nameless and invisible ship and buy normal and visible ships from ports.

ZE4GbV.jpg

I think I can give the player ships at start game to a temp party to avoid this 7 ships.  :shifty:

Edit3: nevermind, I fixed the slot problem. There was 2 same slot number with ship_type slots. So I changed the slot numbers of ship_types and voila!!!


Also, this:

ERovXg.jpg

This is happening when I sail from port. It also spawns me in other corner of map instead of spawning near of the town I sailed from.

It says that the port isn't exist(which they aren't showing on map when I sailed.);

# script_switch_to_water_consequences
  # Component: Ships and sea (map)
  ("switch_to_water_consequences",
    [(party_set_slot, "p_main_party", slot_party_on_water, 1),
      (assign, "$g_player_icon_state", pis_ship),
      (party_set_flags, "p_main_party", pf_is_ship, 1),
     
      (try_for_range, ":cur_center", walled_centers_begin, walled_centers_end),
        (party_slot_eq, ":cur_center",slot_town_port, 1),
        (party_set_flags, ":cur_center", pf_no_label, 1),
        (store_faction_of_party, ":cur_faction", ":cur_center"),
        (party_get_slot, ":curr_port", ":cur_center", slot_party_port_party),
        (party_set_flags, ":curr_port", pf_no_label, 0),line no: 8
        (party_set_faction, ":curr_port", ":cur_faction"), line no: 9

      (try_end),

...code stuff...

But I've set these ports already in game_start script.  :facepalm:

edit: I've put the setting port parties to a trigger and gave it a display_log_message. I'll edit this message when I tested.

edit2:Test didn't work.

edit4: this port problem seems to be caused from map. I'll look at vc world map. Because in port block, it calls this;

Code:
(call_script, "script_get_next_water_position", 1),

Code:
# script_get_next_water_position
  # Component: Ships and sea (map)
  # Input: pos1
  # Output: pos2
  ("get_next_water_position",
    [(store_script_param, ":radius", 1),
      #(display_message, "@get_next_water_position"),
      (try_begin),
        (lt, ":radius", 100),
        (map_get_water_position_around_position, pos2, pos1, ":radius"),
      (else_try),
        (lt, ":radius", 100),
        (val_add, ":radius", 1),
        (call_script, "script_get_next_water_position", ":radius"),
      (else_try),
        (display_message, "@{!}Error: get_next_water_position"),
      (end_try),]),

perhaps this script is effected by a fixed point multiplier? or I didn't paint the map as VC done? I can't see any reason why these ports arent showing...
 
HarryPham123 said:
i have one question, how to make menu in town,castle,village change into vc menu  :???:

You need a full search of vc ms. Think about it; when you get to town menu? when you encountered it. It also needs a change of all the scenes in game. you need to place necessary entry points every single one of them. It is a massive system.
 
hello guys i had a 32 bit windows and i was playing mount and blade warband on it with no problems at all and i run it on max my windows had issues so i changed it with 64 bit one and opss the game loading is very very slow that i doesnt open amd if it did i cant play so what should i do also some programs on the computer i used to run it like blender says now that i need higher graphics card how is that even possible ?!!!! please help me someone will ask me why diid you post this in this thread the answer is because 1) i am am mod devolper and i cant access my mod to test it  2) i already asked twice in the forum i should ask in it and no replays and yes i reinstalled the game and lanched it like 10 times so please answer me and dont tell me to write in another forum because i did thanks !
 
HyperCharge said:
HarryPham123 said:
i have one question, how to make menu in town,castle,village change into vc menu  :???:

You need a full search of vc ms. Think about it; when you get to town menu? when you encountered it. It also needs a change of all the scenes in game. you need to place necessary entry points every single one of them. It is a massive system.

Hmm I see thanks for the answer  :grin:
 
HarryPham123 said:
i have one question, how to make menu in town,castle,village change into vc menu  :???:

if  you are talking about the scenic menu that VC uses: it is a presentation, with lots of setup and code to make it work. You can find some hints in the Q&A modding thread on the VC mod subforum, and the rest is up to you to study the code.  :arrow: https://forums.taleworlds.com/index.php/topic,347990.msg8476392.html#msg8476392

you don't need to handle the menu options the same way they did in VC, just remember as it is a custom presentation you are the one responsible for the X-Y position of each text.



zidozido said:
like blender says now that i need higher graphics card how is that even possible
as you updated your computer OS, you also need to install your graphics card (GPU) drivers and make sure it is enabled as the default on your PC. Notebooks and some PC have a onboard card (with the CPU) besides the dedicated card (like a GTX 970)
 
Code:
Exporting troops data
Exporting particle data...
Exporting scene props...
Exporting tableau materials data...
Exporting presentations...
Exporting party_template data...
Exporting parties
Exporting quest data...
Exporting info_page data...
Exporting scripts...
WARNING: Script can fail at operation #1. Use cf_ at the b
get_meeting_scene
WARNING: Script can fail at operation #38. Use cf_ at the
 get_meeting_scene
WARNING: Script can fail at operation #147. Use cf_ at the
: get_meeting_scene
WARNING: Script can fail at operation #184. Use cf_ at the
: get_meeting_scene
WARNING: Script can fail at operation #218. Use cf_ at the
: get_meeting_scene
WARNING: Script can fail at operation #237. Use cf_ at the
: get_meeting_scene
WARNING: Script can fail at operation #271. Use cf_ at the
: get_meeting_scene
WARNING: Script can fail at operation #290. Use cf_ at the
: get_meeting_scene
Exporting mission_template data...
WARNING: Usage of unassigned global variable: $gbattle_won
WARNING: Usage of unassigned global variable: $gbattle_won
WARNING: Usage of unassigned global variable: $gbattle_won
WARNING: Usage of unassigned global variable: $gbattle_won
Exporting game menus data...
exporting simple triggers...
exporting triggers...
exporting dialogs...
Checking global variable usages...
WARNING: Global variable never used: $gbattle_won
WARNING: Global variable never used: $gbattle_won
WARNING: Global variable never used: $gbattle_won
WARNING: Global variable never used: $gbattle_won
Exporting postfx_params...

______________________________

Script processing has ended.
Press any key to exit. . ./




please help me, taleworlds family))))
 
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