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Kublai Khan 说:
Hi all, I need to make the code for having the player and the lords be mortals like all other soldiers and substitute lord parties with parties only of soldiers but this will be tricky I guess, I need also to assign an AI to these parties, maybe is better to leave the lords immortals. :mrgreen:

so you want or you don't want to do it ?  :???:

making heroes killable is easy. Balance it and all the other features around it is the trick part. So decide if you want to do it, read tutorials to learn how to code MBScript, start your project and when you hit a wall (find a issue) you can post your code and ask for advice. Just remember to be specific.
 
Thee are codes
#Kortlcha begin
  (
  "city_menu",0,
  "You came to {s20} town. This town has {reg20} people, and has {reg21} tourists.",
  "none",
  [(party_get_slot, reg20, "$g_encountered_party", slot_city_population),
    (str_store_party_name, s20, "$g_encountered_party"),
    (party_get_slot, reg21, "$g_encountered_party", slot_city_tourists),
    ],
  [
    ("lordshall", [(troop_slot_eq, "trp_player", slot_player_town, "$g_encountered_party"),
                  ], "Go to your hall", []),
   
    ("building_things", [(troop_slot_eq, "trp_player", slot_player_town, "$g_encountered_party"),
    ], "Manage buildings", [(jump_to_menu, "mnu_manage_buildings")]),
    ("takethestreets", [], "Take the streets", []),
    ("leave", [], "Leave", [(leave_encounter),(change_screen_return)]),
    ]),
  (
  "manage_buildings",0,
  "Manage buildings.",
  "none",
  [],
  [
    ("build_new_buildings", [], "Build new buildings", [(jump_to_menu, "mnu_build_new_buildings")]),
    ("goback", [], "Go back", [(jump_to_menu, "mnu_city_menu")]),
    ]),

    (
    "build_new_buildings",0,
    "Choose a building to get information.",
    "none",
    [],
    [
    ("build_first_kuzucu", [(party_slot_eq, "$g_encountered_party", slot_city_num_kuzucu, 0)], "Build first sheep breeder", [(assign, "$insa_edilecek_bina", slot_city_1st_kuzucu),(assign, "$insa_1st_or_2nd", 1),(assign, reg24, 25),(assign, reg25, 0),(assign, reg26, 10),(assign, reg27, 50),(jump_to_menu, "mnu_build_building_last")]),
    ("build_second_kuzucu", [(party_slot_eq, "$g_encountered_party", slot_city_num_kuzucu, 1)], "Build second sheep breeder", [(assign, "$insa_edilecek_bina", slot_city_2nd_kuzucu),(assign, "$insa_1st_or_2nd", 2),(assign, reg24, 25),(assign, reg25, 0),(assign, reg26, 10),(assign, reg27, 50),(jump_to_menu, "mnu_build_building_last")]),
    ("build_first_inekci", [(party_slot_eq, "$g_encountered_party", slot_city_num_inekci, 0)], "Build first cow breeder", [(assign, "$insa_edilecek_bina", slot_city_1st_inekci),(assign, "$insa_1st_or_2nd", 1),(assign, reg24, 25),(assign, reg25, 0),(assign, reg26, 10),(assign, reg27, 50),(jump_to_menu, "mnu_build_building_last")]),
    ("build_second_inekci", [(party_slot_eq, "$g_encountered_party", slot_city_num_inekci, 1)], "Build second cow breeder", [(assign, "$insa_edilecek_bina", slot_city_2nd_inekci),(assign, "$insa_1st_or_2nd", 2),(assign, reg24, 25),(assign, reg25, 0),(assign, reg26, 10),(assign, reg27, 50),(jump_to_menu, "mnu_build_building_last")]),
    ("build_first_trader_center", [(party_slot_eq, "$g_encountered_party", slot_city_num_trader_center, 0)], "Build first trader center", [(assign, "$insa_edilecek_bina", slot_city_1st_trader_center),(assign, "$insa_1st_or_2nd", 1),(assign, reg24, 75),(assign, reg25, 15),(assign, reg26, 25),(assign, reg27, 25),(jump_to_menu, "mnu_build_building_last")]),
    ("build_second_trader_center", [(party_slot_eq, "$g_encountered_party", slot_city_num_trader_center, 1)], "Build second trader center", [(assign, "$insa_edilecek_bina", slot_city_2nd_trader_center),(assign, "$insa_1st_or_2nd", 2),(assign, reg24, 75),(assign, reg25, 15),(assign, reg26, 25),(assign, reg27, 25),(jump_to_menu, "mnu_build_building_last")]),
    ("build_first_blacksmith", [(party_slot_eq, "$g_encountered_party", slot_city_1st_blacksmith, 0)], "Build first blacksmith", [(assign, "$insa_edilecek_bina", slot_city_1st_blacksmith),(assign, "$insa_1st_or_2nd", 1),(assign, reg24, 40),(assign, reg25, 30),(assign, reg26, 25),(assign, reg27, 50),(jump_to_menu, "mnu_build_building_last")]),
    ("build_second_blackmith", [(party_slot_eq, "$g_encountered_party", slot_city_1st_blacksmith, 1)], "Build second blacksmith", [(assign, "$insa_edilecek_bina", slot_city_2nd_blacksmith),(assign, "$insa_1st_or_2nd", 2),(assign, reg24, 40),(assign, reg25, 30),(assign, reg26, 25),(assign, reg27, 50),(jump_to_menu, "mnu_build_building_last")]),
    ("build_first_cattle_ciftlestirici", [(party_slot_eq, "$g_encountered_party", slot_city_num_cattle_ciftlestirici, 0)], "Build first cattle breeder", [(assign, "$insa_edilecek_bina", slot_city_1st_cattle_ciftlestirici),(assign, "$insa_1st_or_2nd", 1),(assign, reg24, 25),(assign, reg25, 15),(asssign, reg26, 15),(assign, reg27, 85),(jump_to_menu, "mnu_build_building_last")]),
    ("build_second_cattle_ciftlestirici", [(party_slot_eq, "$g_encountered_party", slot_city_num_cattle_ciftlestirici, 1)], "Build second cattle breeder", [(assign, "$insa_edilecek_bina", slot_city_2nd_cattle_ciftlestirici),(assign, "$insa_1st_or_2nd", 2),(assign, reg24, 25),(assign, reg25, 15),(asssign, reg26, 15),(assign, reg27, 85),(jump_to_menu, "mnu_build_building_last")]),
    ("build_first_armorer", [(party_slot_eq, "$g_encountered_party", slot_city_num_armorer, 0)], "Build first armorer", [(assign, "$insa_edilecek_bina", slot_city_1st_armorer),(assign, "$insa_1st_or_2nd", 1),(assign, reg24, 60),(assign, reg25, 30),(assign, reg26, 45),(assign, reg27, 50),(jump_to_menu, "mnu_build_building_last")]),
    ("build_second_armorer", [(party_slot_eq, "$g_encountered_party", slot_city_num_armorer, 1)], "Build second armorer", [(assign, "$insa_edilecek_bina", slot_city_2nd_armorer),(assign, "$insa_1st_or_2nd", 2),(assign, reg24, 60),(assign, reg25, 30),(assign, reg26, 45),(assign, reg27, 50),(jump_to_menu, "mnu_build_building_last")]),
    ("build_first_horse_breeder", [(party_slot_eq, "$g_encountered_party", slot_city_num_horse_breeder, 0)], "Build first horse breeder", [(assign, "$insa_edilecek_bina", slot_city_1st_horse_breeder),(assign, "$insa_1st_or_2nd", 1),(assign, reg24, 30),(assign, reg25, 0),(asssign, reg26, 15),(assign, reg27, 45),(jump_to_menu, "mnu_build_building_last")]),
    ("build_second_horse_breeder", [(party_slot_eq, "$g_encountered_party", slot_city_num_horse_breeder, 1)], "Build second horse breeder", [(assign, "$insa_edilecek_bina", slot_city_2nd_horse_breeder),(assign, "$insa_1st_or_2nd", 2),(assign, reg24, 30),(assign, reg25, 0),(asssign, reg26, 15),(assign, reg27, 45),(jump_to_menu, "mnu_build_building_last")]),
    ("build_first_donkey_breeder", [(party_slot_eq, "$g_encountered_party", slot_city_num_donkey_breeder, 0)], "Build first donkey breeder", [(assign, "$insa_edilecek_bina", slot_city_1st_donkey_breeder),(assign, "$insa_1st_or_2nd", 1),(assign, reg24, 30),(assign, reg25, 0),(asssign, reg26, 10),(assign, reg27, 25),(jump_to_menu, "mnu_build_building_last")]),
    ("build_second_donket_breeder", [(party_slot_eq, "$g_encountered_party", slot_city_num_donkey_breeder, 1)], "Build second donkey breeder", [(assign, "$insa_edilecek_bina", slot_city_2nd_donkey_breeder),(assign, "$insa_1st_or_2nd", 2),(assign, reg24, 30),(assign, reg25, 0),(asssign, reg26, 10),(assign, reg27, 25),(jump_to_menu, "mnu_build_building_last")]),
    ("goback", [], "Go back", [(jump_to_menu, "mnu_manage_buildings")]),
    ]),

    (
    "build_building_last",0,
    "There is {reg23} {s23}. You need to {reg24} stones, {reg25} bronzes, {reg26} irons and {reg27} woods.",
    "none",
    [
    (str_clear, s23),
    (try_begin),
    (this_or_next|eq, "$insa_edilecek_bina", slot_city_1st_kuzucu),
      (eq, "$insa_edilecek_bina", slot_city_2nd_kuzucu),
    (str_store_string, s23, "@Sheep breeder"),
    (else_try),
    (this_or_next|eq, "$insa_edilecek_bina", slot_city_2nd_inekci),
      (eq, "$insa_edilecek_bina", slot_city_1st_inekci),
    (str_store_string, s23, "@Cow breeder"),
    (else_try),
    (this_or_next|eq, "$insa_edilecek_bina", slot_city_2nd_trader_center),
      (eq, "$insa_edilecek_bina", slot_city_1st_trader_center),
    (str_store_string, s23, "@Trader center"),
    (else_try),
    (this_or_next|eq, "$insa_edilecek_bina", slot_city_2nd_blacksmith),
      (eq, "$insa_edilecek_bina", slot_city_1st_blacksmith),
    (str_store_string, s23, "@Blacksmith"),
    (else_try),
    (this_or_next|eq, "$insa_edilecek_bina", slot_city_2nd_armorer),
      (eq, "$insa_edilecek_bina", slot_city_1st_armorer),
    (str_store_string, s23, "@Armorer"),
    (else_try),
    (this_or_next|eq, "$insa_edilecek_bina", slot_city_1st_horse_breeder),
      (eq, "$insa_edilecek_bina", slot_city_2nd_horse_breeder),
    (str_store_string, s23, "@Horse breeder"),
    (else_try),
    (this_or_next|eq, "$insa_edilecek_bina", slot_city_1st_donkey_breeder),
      (eq, "$insa_edilecek_bina", slot_city_2nd_donkey_breeder),
    (str_store_string, s23, "@Donkey breeder"),
    (else_try),
      (eq, "$insa_edilecek_bina", slot_city_2nd_cattle_ciftlestirici),
    (this_or_next|eq, "$insa_edilecek_bina", slot_city_1st_cattle_ciftlestirici),
    (str_store_string, s23, "@Cattle breeder"),
    (try_end),
    ], [
    ("buildthebuilding", [(party_get_slot, ":stone", "$g_encountered_party", slot_city_stone),
                          (party_get_slot, ":bronze", "$g_encountered_party", slot_city_bronze),
                          (party_get_slot, ":iron", "$g_encountered_party", slot_city_iron),
                          (party_get_slot, ":wood", "$g_encountered_party", slot_city_wood),
                          (ge, ":stone", reg24),
                          (ge, ":bronze", reg25),
                          (ge, ":iron", reg26),
                          (ge, ":wood", reg27),
                          ], "Build", [(try_begin),
                                        (store_current_hours, ":ch"),
                                        (assign, ":d", 50),
                                        (val_mul, ":d", 24),
                                        (store_add, ":saat", ":ch", ":d"),
                                        (assign, "$insa_edilecek_bina_time", ":saat"),
                                        (assign, "$insa_edilen_bina", "$insa_edilecek_bina"),
                                        (try_end),
                                        ]),
    ("go_back", [],"Go back", [(jump_to_menu, "mnu_build_new_buildings")]),
    ]),
Ms is giving syntax error:
How Can I solve this problem?
 
kalarhan 说:
Kublai Khan 说:
Hi all, I need to make the code for having the player and the lords be mortals like all other soldiers and substitute lord parties with parties only of soldiers but this will be tricky I guess, I need also to assign an AI to these parties, maybe is better to leave the lords immortals. :mrgreen:

so you want or you don't want to do it ?  :???:

making heroes killable is easy. Balance it and all the other features around it is the trick part. So decide if you want to do it, read tutorials to learn how to code MBScript, start your project and when you hit a wall (find a issue) you can post your code and ask for advice. Just remember to be specific.

I am tempted but I am evalutating all the possibles outcomes of this choice and I am actually undecided, the game will be far more random without the lords. :neutral:

Another thing that I hate is the truce of 30 days and the lords who change faction very often, I miss the devotedly loyal lords of the first M&B, I tried to erase the script where a king expel a lord out of the realm but now all the scripts who are bound to that script give me error even if the game runs fine but the log is annoying, the lords can spontaneously still leave a faction however.

 
Kublai Khan 说:
I am tempted but I am evalutating all the possibles outcomes

gameplay things like economy, diplomacy, faction AI, etc, are done on the modsys. That means you can change it to whatever you want. It doesn't mean it is a easy job for a new modder. You first need to understand how the game works (Native mechanics), how the MBScript coding works, and study the code for a mechanic to see how you can modify it to your needs.

Start with something small and clear and go from there. You will learn as you go. And when you have issues you can always ask in here. Just don't expect people to post tutorials if there isn't one in the tutorial subforum (10 easy steps to do this XXX thingy), and you will be fine.

Kublai Khan 说:
I tried to erase the script where a king expel a lord out of the realm but now all the scripts who are bound to that script give me error
1) you tried to do something before you understood how it worked
2) when you have script errors you need to post the script error (see rgl_log.txt and enable EDIT MODE)
3) baby steps (do small things, compile, test, rinse and repeat)
4) ask when in doubt

Cheers



Kortlcha 说:
How Can I solve this problem?

1) keep backups (a working copy) of your code
2) make small change, compile, see if it works
2.1) if it fails then compare what you recently changed, fix your mistakes, and compile again
3) test in the game to make sure it does what you want it to do (compilation alone is not enough)
4) make a new backup
5) do your next change

you can use tools like WinMerge to compare files (backup and current one), etc. You can also over time learn how to read and understand the compiler error messages.

For your current issue start by checking what the error message is clearly telling you to check. See that arrow "^" , pointing to a part of your code, on a specific file, on a specific line? Start with that and go from there
 
Kortlcha 说:
Thee are codes
#Kortlcha begin
  (
  "city_menu",0,
  "You came to {s20} town. This town has {reg20} people, and has {reg21} tourists.",
  "none",
  [(party_get_slot, reg20, "$g_encountered_party", slot_city_population),
    (str_store_party_name, s20, "$g_encountered_party"),
    (party_get_slot, reg21, "$g_encountered_party", slot_city_tourists),
    ],
  [
    ("lordshall", [(troop_slot_eq, "trp_player", slot_player_town, "$g_encountered_party"),
                  ], "Go to your hall", []),
   
    ("building_things", [(troop_slot_eq, "trp_player", slot_player_town, "$g_encountered_party"),
    ], "Manage buildings", [(jump_to_menu, "mnu_manage_buildings")]),
    ("takethestreets", [], "Take the streets", []),
    ("leave", [], "Leave", [(leave_encounter),(change_screen_return)]),
    ]),
  (
  "manage_buildings",0,
  "Manage buildings.",
  "none",
  [],
  [
    ("build_new_buildings", [], "Build new buildings", [(jump_to_menu, "mnu_build_new_buildings")]),
    ("goback", [], "Go back", [(jump_to_menu, "mnu_city_menu")]),
    ]),

    (
    "build_new_buildings",0,
    "Choose a building to get information.",
    "none",
    [],
    [
    ("build_first_kuzucu", [(party_slot_eq, "$g_encountered_party", slot_city_num_kuzucu, 0)], "Build first sheep breeder", [(assign, "$insa_edilecek_bina", slot_city_1st_kuzucu),(assign, "$insa_1st_or_2nd", 1),(assign, reg24, 25),(assign, reg25, 0),(assign, reg26, 10),(assign, reg27, 50),(jump_to_menu, "mnu_build_building_last")]),
    ("build_second_kuzucu", [(party_slot_eq, "$g_encountered_party", slot_city_num_kuzucu, 1)], "Build second sheep breeder", [(assign, "$insa_edilecek_bina", slot_city_2nd_kuzucu),(assign, "$insa_1st_or_2nd", 2),(assign, reg24, 25),(assign, reg25, 0),(assign, reg26, 10),(assign, reg27, 50),(jump_to_menu, "mnu_build_building_last")]),
    ("build_first_inekci", [(party_slot_eq, "$g_encountered_party", slot_city_num_inekci, 0)], "Build first cow breeder", [(assign, "$insa_edilecek_bina", slot_city_1st_inekci),(assign, "$insa_1st_or_2nd", 1),(assign, reg24, 25),(assign, reg25, 0),(assign, reg26, 10),(assign, reg27, 50),(jump_to_menu, "mnu_build_building_last")]),
    ("build_second_inekci", [(party_slot_eq, "$g_encountered_party", slot_city_num_inekci, 1)], "Build second cow breeder", [(assign, "$insa_edilecek_bina", slot_city_2nd_inekci),(assign, "$insa_1st_or_2nd", 2),(assign, reg24, 25),(assign, reg25, 0),(assign, reg26, 10),(assign, reg27, 50),(jump_to_menu, "mnu_build_building_last")]),
    ("build_first_trader_center", [(party_slot_eq, "$g_encountered_party", slot_city_num_trader_center, 0)], "Build first trader center", [(assign, "$insa_edilecek_bina", slot_city_1st_trader_center),(assign, "$insa_1st_or_2nd", 1),(assign, reg24, 75),(assign, reg25, 15),(assign, reg26, 25),(assign, reg27, 25),(jump_to_menu, "mnu_build_building_last")]),
    ("build_second_trader_center", [(party_slot_eq, "$g_encountered_party", slot_city_num_trader_center, 1)], "Build second trader center", [(assign, "$insa_edilecek_bina", slot_city_2nd_trader_center),(assign, "$insa_1st_or_2nd", 2),(assign, reg24, 75),(assign, reg25, 15),(assign, reg26, 25),(assign, reg27, 25),(jump_to_menu, "mnu_build_building_last")]),
    ("build_first_blacksmith", [(party_slot_eq, "$g_encountered_party", slot_city_1st_blacksmith, 0)], "Build first blacksmith", [(assign, "$insa_edilecek_bina", slot_city_1st_blacksmith),(assign, "$insa_1st_or_2nd", 1),(assign, reg24, 40),(assign, reg25, 30),(assign, reg26, 25),(assign, reg27, 50),(jump_to_menu, "mnu_build_building_last")]),
    ("build_second_blackmith", [(party_slot_eq, "$g_encountered_party", slot_city_1st_blacksmith, 1)], "Build second blacksmith", [(assign, "$insa_edilecek_bina", slot_city_2nd_blacksmith),(assign, "$insa_1st_or_2nd", 2),(assign, reg24, 40),(assign, reg25, 30),(assign, reg26, 25),(assign, reg27, 50),(jump_to_menu, "mnu_build_building_last")]),
    ("build_first_cattle_ciftlestirici", [(party_slot_eq, "$g_encountered_party", slot_city_num_cattle_ciftlestirici, 0)], "Build first cattle breeder", [(assign, "$insa_edilecek_bina", slot_city_1st_cattle_ciftlestirici),(assign, "$insa_1st_or_2nd", 1),(assign, reg24, 25),(assign, reg25, 15),(asssign, reg26, 15),(assign, reg27, 85),(jump_to_menu, "mnu_build_building_last")]),
    ("build_second_cattle_ciftlestirici", [(party_slot_eq, "$g_encountered_party", slot_city_num_cattle_ciftlestirici, 1)], "Build second cattle breeder", [(assign, "$insa_edilecek_bina", slot_city_2nd_cattle_ciftlestirici),(assign, "$insa_1st_or_2nd", 2),(assign, reg24, 25),(assign, reg25, 15),(asssign, reg26, 15),(assign, reg27, 85),(jump_to_menu, "mnu_build_building_last")]),
    ("build_first_armorer", [(party_slot_eq, "$g_encountered_party", slot_city_num_armorer, 0)], "Build first armorer", [(assign, "$insa_edilecek_bina", slot_city_1st_armorer),(assign, "$insa_1st_or_2nd", 1),(assign, reg24, 60),(assign, reg25, 30),(assign, reg26, 45),(assign, reg27, 50),(jump_to_menu, "mnu_build_building_last")]),
    ("build_second_armorer", [(party_slot_eq, "$g_encountered_party", slot_city_num_armorer, 1)], "Build second armorer", [(assign, "$insa_edilecek_bina", slot_city_2nd_armorer),(assign, "$insa_1st_or_2nd", 2),(assign, reg24, 60),(assign, reg25, 30),(assign, reg26, 45),(assign, reg27, 50),(jump_to_menu, "mnu_build_building_last")]),
    ("build_first_horse_breeder", [(party_slot_eq, "$g_encountered_party", slot_city_num_horse_breeder, 0)], "Build first horse breeder", [(assign, "$insa_edilecek_bina", slot_city_1st_horse_breeder),(assign, "$insa_1st_or_2nd", 1),(assign, reg24, 30),(assign, reg25, 0),(asssign, reg26, 15),(assign, reg27, 45),(jump_to_menu, "mnu_build_building_last")]),
    ("build_second_horse_breeder", [(party_slot_eq, "$g_encountered_party", slot_city_num_horse_breeder, 1)], "Build second horse breeder", [(assign, "$insa_edilecek_bina", slot_city_2nd_horse_breeder),(assign, "$insa_1st_or_2nd", 2),(assign, reg24, 30),(assign, reg25, 0),(asssign, reg26, 15),(assign, reg27, 45),(jump_to_menu, "mnu_build_building_last")]),
    ("build_first_donkey_breeder", [(party_slot_eq, "$g_encountered_party", slot_city_num_donkey_breeder, 0)], "Build first donkey breeder", [(assign, "$insa_edilecek_bina", slot_city_1st_donkey_breeder),(assign, "$insa_1st_or_2nd", 1),(assign, reg24, 30),(assign, reg25, 0),(asssign, reg26, 10),(assign, reg27, 25),(jump_to_menu, "mnu_build_building_last")]),
    ("build_second_donket_breeder", [(party_slot_eq, "$g_encountered_party", slot_city_num_donkey_breeder, 1)], "Build second donkey breeder", [(assign, "$insa_edilecek_bina", slot_city_2nd_donkey_breeder),(assign, "$insa_1st_or_2nd", 2),(assign, reg24, 30),(assign, reg25, 0),(asssign, reg26, 10),(assign, reg27, 25),(jump_to_menu, "mnu_build_building_last")]),
    ("goback", [], "Go back", [(jump_to_menu, "mnu_manage_buildings")]),
    ]),

    (
    "build_building_last",0,
    "There is {reg23} {s23}. You need to {reg24} stones, {reg25} bronzes, {reg26} irons and {reg27} woods.",
    "none",
    [
    (str_clear, s23),
    (try_begin),
    (this_or_next|eq, "$insa_edilecek_bina", slot_city_1st_kuzucu),
      (eq, "$insa_edilecek_bina", slot_city_2nd_kuzucu),
    (str_store_string, s23, "@Sheep breeder"),
    (else_try),
    (this_or_next|eq, "$insa_edilecek_bina", slot_city_2nd_inekci),
      (eq, "$insa_edilecek_bina", slot_city_1st_inekci),
    (str_store_string, s23, "@Cow breeder"),
    (else_try),
    (this_or_next|eq, "$insa_edilecek_bina", slot_city_2nd_trader_center),
      (eq, "$insa_edilecek_bina", slot_city_1st_trader_center),
    (str_store_string, s23, "@Trader center"),
    (else_try),
    (this_or_next|eq, "$insa_edilecek_bina", slot_city_2nd_blacksmith),
      (eq, "$insa_edilecek_bina", slot_city_1st_blacksmith),
    (str_store_string, s23, "@Blacksmith"),
    (else_try),
    (this_or_next|eq, "$insa_edilecek_bina", slot_city_2nd_armorer),
      (eq, "$insa_edilecek_bina", slot_city_1st_armorer),
    (str_store_string, s23, "@Armorer"),
    (else_try),
    (this_or_next|eq, "$insa_edilecek_bina", slot_city_1st_horse_breeder),
      (eq, "$insa_edilecek_bina", slot_city_2nd_horse_breeder),
    (str_store_string, s23, "@Horse breeder"),
    (else_try),
    (this_or_next|eq, "$insa_edilecek_bina", slot_city_1st_donkey_breeder),
      (eq, "$insa_edilecek_bina", slot_city_2nd_donkey_breeder),
    (str_store_string, s23, "@Donkey breeder"),
    (else_try),
      (eq, "$insa_edilecek_bina", slot_city_2nd_cattle_ciftlestirici),
    (this_or_next|eq, "$insa_edilecek_bina", slot_city_1st_cattle_ciftlestirici),
    (str_store_string, s23, "@Cattle breeder"),
    (try_end),
    ], [
    ("buildthebuilding", [(party_get_slot, ":stone", "$g_encountered_party", slot_city_stone),
                          (party_get_slot, ":bronze", "$g_encountered_party", slot_city_bronze),
                          (party_get_slot, ":iron", "$g_encountered_party", slot_city_iron),
                          (party_get_slot, ":wood", "$g_encountered_party", slot_city_wood),
                          (ge, ":stone", reg24),
                          (ge, ":bronze", reg25),
                          (ge, ":iron", reg26),
                          (ge, ":wood", reg27),
                          ], "Build", [(try_begin),
                                        (store_current_hours, ":ch"),
                                        (assign, ":d", 50),
                                        (val_mul, ":d", 24),
                                        (store_add, ":saat", ":ch", ":d"),
                                        (assign, "$insa_edilecek_bina_time", ":saat"),
                                        (assign, "$insa_edilen_bina", "$insa_edilecek_bina"),
                                        (try_end),
                                        ]),
    ("go_back", [],"Go back", [(jump_to_menu, "mnu_build_new_buildings")]),
    ]),
Ms is giving syntax error:
How Can I solve this problem?
 
I've been trying to get the following script to work, to get some NPCs in taverns sitting down (I know there are solutions involving items but I'd like to avoid that unless this completely fails):

插入代码块:
   ("spec_sit",
    [
           (store_current_scene, ":cur_scene"),
           (eq, ":cur_scene", "scn_town_mod_tavern"),
           (try_for_agents, ":cur_agent"),
               (scene_prop_get_num_instances, ":num_instances_of_scene_prop", "spr_chair_trunk_c"),
               (try_for_range, ":cur_prop_instance", 0, ":num_instances_of_scene_prop"),
                   (scene_prop_get_instance, ":prop_instance_id", "spr_chair_trunk_c", ":cur_prop_instance"),
                   (prop_instance_get_position, pos5, ":prop_instance_id"),
                   (agent_get_entry_no, ":entry_no", ":cur_agent"),
                   (entry_point_get_position, pos1, ":entry_no"),
                   (eq, pos1, pos5),
                   (agent_set_animation, ":cur_agent","anim_sitting", 0),
               (try_end),
           (try_end),
           ]),

The script is called simply on a default town visit in mission templates. I've checked the scene editor and made certain that certain entry points have the exact same co-ordinates as certain chairs, and yet the NPCs are always left standing on the chair (it's not a problem with the animation - I can make everyone sit down fine). I added a display_message after the second try (the props one) and they displayed too, so I think that narrows down the problem to something in the second try_for_range, but I can't see what's going wrong.
 
插入代码块:
(eq, pos1, pos5),
will never work, it's a numerical comparison (so you're asking if 1 == 5). You need to do a distance check instead. You also might want to disable the Native triggers that set the resting animation.
 
Somebody 说:
插入代码块:
(eq, pos1, pos5),
will never work, it's a numerical comparison (so you're asking if 1 == 5). You need to do a distance check instead.

I did and it worked fine, thank you! I still need to set the agent position down a bit, but that's an immense help. (I would have thought the comparison would be between the actual co-ordinates but that makes sense anyway).

Somebody 说:
You also might want to disable the Native triggers that set the resting animation.
I don't understand this though. What are these triggers and what do they do?
 
Look at your mission template, go through all the triggers and see what scripts they call. Chances are script_init_town_agent will be called and it will assign a resting animation and a randomized progress.
 
Vess 说:
I don't understand this though. What are these triggers and what do they do?
Maybe read basic tutorials m8.
https://forums.taleworlds.com/index.php/topic,142422.0.html
There is section about triggers. :cool:
 
Somebody 说:
插入代码块:
(eq, pos1, pos5),
will never work, it's a numerical comparison (so you're asking if 1 == 5). You need to do a distance check instead.
It's possible to check positions are the same. Just need to get the x & y values for it:
插入代码块:
(position_get_x, ":x_1", pos1),
(position_get_y, ":y_1", pos1),
(position_get_x, ":x_5", pos5),
(position_get_y, ":y_5", pos5),
(eq, ":x_1", ":x_5),
(eq, "y_1, "y_5"),
 
I'm having trouble with animations in OpenBRF. None of the pre-existing models have rigging that is appropriate for my model. For one, when the rigging is copied to my model, the chest might be fine, but the legs might be a horror show, and for another the shoulders might be deformed. I see that there's a vertex colour overlay, and I assume that the different colours correspond to different bones. Is there a way I can manually dictate which vertex is attached to which bone, rather than relying on a vaguely similar model for rigging? In this case, I've found a rig that's almost perfect, only the "belt" is just a bit too low and it creates a crease that I want to get rid of.

Alright, I'm trying rigging in Blender. Isn't going quite to plan - I may have goofed with the way I designed my model. Then again, I suppose it doesn't have to be perfect.
 
BeefBacon 说:
I'm having trouble with animations in OpenBRF. None of the pre-existing models have rigging that is appropriate for my model. For one, when the rigging is copied to my model, the chest might be fine, but the legs might be a horror show, and for another the shoulders might be deformed. I see that there's a vertex colour overlay, and I assume that the different colours correspond to different bones. Is there a way I can manually dictate which vertex is attached to which bone, rather than relying on a vaguely similar model for rigging? In this case, I've found a rig that's almost perfect, only the "belt" is just a bit too low and it creates a crease that I want to get rid of.

Alright, I'm trying rigging in Blender. Isn't going quite to plan - I may have goofed with the way I designed my model. Then again, I suppose it doesn't have to be perfect.

Try cutting your model in two, separating its chest & arms from its legs, and use different reference models to copy and paste the rigging. The reference Warband models from which you are trying to copy rigging may also be composite models - try using the OpenBRF command to split them into their sub-components.

For problem areas you could break these down into component parts and try using OpenBRF’s mount on bone command to rig them individually (remember to select the option for mesh in correct position as opposed to mesh at origin). The position of rigged parts can be tweaked using OpenBRF’s roto-translate-rescale tool for better alignment. If that leaves gaps, combine the meshes (OpenBRF command) of your test rig, export as a static mesh (in the no anim T position) and repair the obj file in blender. Reimport the repaired model and copy the rigging from your first test.

PS if you can’t find an appropriate reference component to copy rigging from, remember that you can always export the Warband model, cut it up, reimport its bits, combine meshes in OpenBRF and copy the rigging from the original. Then you have a rigged Warband reference model that OpenBRF can now split into rigged sub-components for selective copying to your components. 
 
Hi,
I added a presentatioon but it's being like below:
How can I solve this problem?
Codes are these:
插入代码块:
#Kortlcha begin
  ("worker_settings", mesh_load_window, 0, [
    (ti_on_presentation_load,
     [(set_fixed_point_multiplier, 1000),#create_text_overlay
      (party_get_slot, reg30, "$g_players_town", slot_city_number_free_workers),
      (party_get_slot, reg31, "$g_players_town", slot_city_stone_pick_users),
      (party_get_slot, reg32, "$g_players_town", slot_city_iron_pick_users),
      (create_text_overlay, "$g_empty_worker_amount", "@{reg30} workers has no job",tf_center_justify),
      (overlay_set_color, "$g_empty_worker_amount", 0x68eb4e),
      (position_set_x, pos1, 500),
      (position_set_y, pos1, 700),
      (overlay_set_position, "$g_empty_worker_amount", pos1),
      (position_set_x, pos1, 750),
      (position_set_y, pos1, 750),
      (overlay_set_size, "$g_empty_worker_amount", pos1),

      (create_text_overlay, "$g_stone_pick_worker_amount", "@{reg31} workers have stone pickaxe",tf_center_justify),
      (overlay_set_color, "$g_stone_pick_worker_amount", 0x68eb4e),
      (position_set_x, pos1, 800),
      (position_set_y, pos1, 500),
      (overlay_set_position, "$g_stone_pick_worker_amount", pos1),
      (position_set_x, pos1, 500),
      (position_set_y, pos1, 500),
      (overlay_set_size, "$g_stone_pick_worker_amount", pos1),

      (create_text_overlay, "$g_iron_pick_worker_amount", "@{reg32} workers have iron pickaxe",tf_center_justify),
      (overlay_set_color, "$g_iron_pick_worker_amount", 0x68eb4e),
      (position_set_x, pos1, 800),
      (position_set_y, pos1, 250),
      (overlay_set_position, "$g_iron_pick_worker_amount", pos1),
      (position_set_x, pos1, 500),
      (position_set_y, pos1, 500),
      (overlay_set_size, "$g_iron_pick_worker_amount", pos1),

      (create_game_button_overlay, "$exit_from_worker_prsnt", "@Done"),
      (overlay_set_color, "$exit_from_worker_prsnt", 0x68eb4e),
      (position_set_x, pos1, 800),
      (position_set_y, pos1, 50),
      (overlay_set_position, "$exit_from_worker_prsnt", pos1),
      (position_set_x, pos1, 500),
      (position_set_y, pos1, 500),
      (overlay_set_size, "$exit_from_worker_prsnt", pos1),

      (presentation_set_duration, 999999),
      ]),
    (ti_on_presentation_event_state_change,
     [
      (store_trigger_param_1, ":object"),
      (store_trigger_param_2, ":val"),
       (try_begin),
      (eq, ":object", "$exit_from_worker_prsnt"),
      (presentation_set_duration, 0),
      (try_end),
      ]),
    ]),
  #Kortlcha end
 
Hi there so I have some question how can I make the musket fire sound from the distance , like wfas or laigle. I have tried many way but no result
 
How can I check player is a lord/vassal in module_triggers?
(3.0, 0, 3.0, [(neq, "$freelancer_state", 1), #+freelancer chief #brytenwalda chief
(neq,"$g_camp_mode", 1),
(neq, "$g_town_visit_after_rest", 1),
(neq, "$g_empieza_asedio", 1),
(neq, "$g_player_icon_state", pis_ship),
(neq, "$g_player_is_captive", 1),(try_for_range, ":eek:yuncu_lord_oldu", npc_kingdoms_begin, npc_kingdoms_end),(store_troop_faction, ":eek:yuncu_lord_oldu", "trp_player"),(eq, "$players_kingdom", ":eek:yuncu_lord_oldu"),(try_end),], [(jump_to_menu, "mnu_lord_oldun"),(finish_mission)]),
I think this code check but not work, anyone has idea?
 
MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Breastplate_Pistolier_A2_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Breastplate_Pistolier_A2_NORMALMAP_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Breastplate_Pistolier_A2_SPECULAR_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/coat_of_plates_light.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/coat_of_plates_light_normal.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/coat_of_plates_light_specular.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/nord_pelt.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/nord_pelt_normalmap.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/tunica_peon2.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/tunica_peon3.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/tunica_peon4.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/tunica_peon5.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/almogavar1.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/almogavar1_normal.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/miliciano_ligero1.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/miliciano_ligero_normal.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/miliciano_ligero2.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/miliciano_ligero3.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/coat_of_plates_a.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/coat_of_plates_a_normalmap.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/coat_of_plates_a_specular.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Outfit_Empire_Shooter_BnW_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Outfit_Empire_Shooter_NORMALMAP_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Mittens_Empire_Shooters_A_BnW_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Mittens_Empire_Shooters_A_NORMALMAP_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Outfit_Empire_Shooter_RnB_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Jacket_Empire_Infantry_B_BnRnB_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Jacket_Empire_Infantry_B_NORMALMAP_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Jacket_Empire_Infantry_C_WnB_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Jacket_Empire_Infantry_C_NORMALMAP_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Mitten_Empire_Infantry_A_BnW_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Mittens_Empire_Infantry_A_NORMALMAP_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Mitten_Empire_Infantry_A_WnB_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Outfit_Empire_Crossbowman_BnW_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Outfit_Empire_Crossbowman_NORMALMAP_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Trousers_Empire_Infantry_A_WnB_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Trousers_Empire_Infantry_A_NORMALMAP_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Breastplate_Empire_Infantry_A_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Breastplate_Empire_Infantry_A_NORMALMAP_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/Armor_Breastplate_Empire_Infantry_A_SPECULAR_01.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/stark_archer.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/stark_archer_normal.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/tully_freyheavy.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/tully_freyheavy_normal.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/stark_novice.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/stark_novice_normal.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/armor11.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/armor11_n.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/armor11_s.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/arab_bandit_c.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/arab_bandit_c_normalmap.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/arab_bandit_c_specular.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/aemonds_armor.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/aemonds_armor_s.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/armor21.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/armor21_n.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/armor21_s.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/armor33.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/armor33_n.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/armor33_s.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/armor27.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/armor26_n.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/armor26_s.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/archer_hospitaller_armor_a.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/archer_hospitaller_armor_b.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/archer_tevton_armor_a.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/armor_infantry_hospitaller_a.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/armor_infantry_tevton_b.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/sergeant_hospitaller_armor_a.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/sergeant_hospitaller_armor_b.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/knight_armor_hospitaller_a.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/knight_armor_hospitaller_a_normalmap.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/knight_armor_hospitaller_a_specular.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/knight_armor_hospitaller_d_1.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/knight_armor_jerusalem_a.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/highlander_2.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/highlander_2_n.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/highlander_2_s.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/highlander_4.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/highlander_3_n.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/highlander_3_s.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/highlander_5.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/highlander_2_1.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/highlander_body_1.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/highlander_body_1_n.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/highlander_body_1_s.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/highlander_body_1_1.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/armor_baratheon.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/armor_baratheon_n.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/nord_coat_of_plates.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/nord_coat_of_plates_normalmap.dds (EDX-2147024882)
rgl_post_warning_line: Unable to open texture file Textures/nomad_armor_normalmap.dds (EDX-2147024882)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/brig_arms_black.dds (EDX-2147024882)
MEMORY ERROR!: InMemoryFileData: allocation failed!

rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/min_itm_armor_heraldic_a.dds (EDX-1)
rgl_post_warning_line: Unable to open texture file Modules/ACOK 5.0/Textures/min_itm_armor_heraldic_d.dds (EDX-2147024882)
MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!

MEMORY ERROR!: InMemoryFileData: allocation failed!


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