Maluxorath said:have control over ally lord's troops in battle?
see script "agent_reassign_team"
Maluxorath said:have control over ally lord's troops in battle?
modmerger_start version=201 type=2
invalid syntax
zidozido said:does anyone have a template for family relations code ?
#The first thing - family structure
#lords 1 to 8 are patriarchs with one live-at-home son and one daughter. They come from one of six possible ancestors, thus making it likely that there will be two sets of siblings
#lords 9 to 12 are unmarried landowners with sisters
#lords 13 to 20 are sons who still live in their fathers' houses
#For the sake of simplicity, we can assume that all male aristocrats in prior generations either married commoners or procured their brides from the Old Country, thus discounting intermarriage
Concretically ?I use modmergered source of pbod 096.3 beta ,i have written it in modmerger option active mod list and compile,all are good .But in game when i press take the field game became very slow(motion) when i changed the battle phase option to "Lastest" the motion became faster but it very slow yet.What should i do?Maybe there is and code with "time" and i may to set proper speed in battle?kalarhan said:KnightV said:I have installed pbod to my own mod but when i start a battle the speed of battle it is very very very very very veryyyyyyyyyy slow
"speed of battle" could mean a few things. If you are talking slow motion (not simple walking speed) then disable EDIT MODE on game launcher and try again, as the only operation for slow motion requires it.
If that was not a issue you will need to be more clear on your description and then start to track down what is causing the issue.
Fire_and_Blood said:OPCODE ERROR in simple_trigger_57. Is there an easy way to figure out, which simple_trigger that is?
count to 58. My 10 years old nephew already knows how to count to 99.
joking aside you can use a few methods:
1) use Python console, import your file, and navigate the array
2) use the .txt file and find the trigger from there (easier to count)
3) add a comment on each trigger with the position number (#0, #1, #2, #3, ...)
4) use proper indentation on the entire file (see VC process_line_correction.py), then it is a easy way to search the code (just use a IDE and hide the code/content of each trigger, and a macro to go down 58 search of "])," or use a expression for the trigger header.
Maluxorath said:WHY? It works just fine in OpenBRF so why doesn't it work in-game? I'm so frustrated...
kalarhan said:A common mistake is the wrong order on your module.ini entry. You need to add the assets in the order: texture -> material -> mesh.
("town_3","Veluca", icon_town_rhodok_veluca|pf_town, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-57.4, -44.5),[], 80),
(party_set_name, "Big Apple", ":p_town_3"),
(party_set_icon, ":p_town_3", icon_village_a),
(party_set_position, ":p_town_3", pos2),
(party_set_flags, ":p_town_3", pf_village),
Fire_and_Blood said:Will the information from the original line be lost forever, or is there a way to access that information, after it has been changed?
(party_set_name, "Big Apple", ":p_town_3"),
Fire_and_Blood said:Basically, I want to use the town in game, while also using it's original information as a base for new towns. (same for other settlements)
("snowy_village", "Snowy Village", icon_village_snow_a|pf_village, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(152.3, 53.5),[], 170),
(spawn_around_party, ":nearby_town", "pt_snowy_village"),
Fire_and_Blood said:village_range
########################################################
## PARTY SLOTS #############################
########################################################
slot_party_type = 0 #spt_caravan, spt_town, spt_castle
#slot_party_type values
##spt_caravan = 1
spt_castle = 2
spt_town = 3
spt_village = 4
Fire_and_Blood said:Yes, that was the idea, to get the new village between villages_begin and villages_end, which doesn't seem possible, by spawning the village from party_templates
dlwnsdn4 said:first of all im using window 7 and directx 11 version.. and when i run mount and blade, an error message occured.."need lastest directx version" is it mean i should upgrade to 12 version?(and im using cwe osp items .. i guess this is the reason..)
and second..i have no idea why unit's armor is black? and why land texture is using other texture? (natvie version is 1.172 and my mod version is 1.153... is there a problem cuz of game version?
Khamukkamu said:is there an operation that commands an agent to go in "charge mode"?
agent_set_is_alarmed = 1807 # (agent_set_is_alarmed, <agent_id>, <value>),
# Sets agent's status as alarmed (value = 1) or peaceful (value = 0).
kalarhan said:dlwnsdn4 said:first of all im using window 7 and directx 11 version.. and when i run mount and blade, an error message occured.."need lastest directx version" is it mean i should upgrade to 12 version?(and im using cwe osp items .. i guess this is the reason..)
and second..i have no idea why unit's armor is black? and why land texture is using other texture? (natvie version is 1.172 and my mod version is 1.153... is there a problem cuz of game version?
Are you the modder or are you playing a old mod? If the latter you should check the board/thread of whatever mod you are playing.
Game only uses DX7 and DX9. Open the game launcher (where you choose a module to play), open settings/configure, video, and check which option you are using (should be DX9 unless the mod requires DX7).
It is likely that you will have issues playing a old mod (based on 1.153 engine) like in-game errors.