Yes, you guessed right, your try_for_range loop is going for troops, not parties. For non-hero ones to use it, it would be better to replace it with try_for_parties. Like this:TheCaitularity 说:Now I'm trying to figure out how to make it work for non-hero parties, and I can't see what I need to make different. I'm sure it has something to do with that try_for_range, but I've got nothing beyond that.
Can anybody point me in the right direction?
(0, [
(try_for_parties, ":party"),
(party_is_active, ":party"),
(party_get_slot, ":type", ":party", slot_party_type),
(neq, ":type", spt_castle),
(neq, ":type", spt_village),
(neq, ":type", spt_town),
(neq, ":type", spt_bandit_lair),
# (party_get_current_terrain, ":terrain", ":party"),
(try_begin),
(call_script, "script_cf_is_party_on_water", ":party"),
(party_set_icon, ":party", "icon_ship"),
(else_try),
(party_get_icon, ":icon", ":party"),
(eq, ":icon", "icon_ship"),
(party_set_icon, ":party", "icon_flagbearer_a"),
(try_end),
(try_end),
]),
#Cait - non-lord parties turn into boats on rivers [cait_sailing] [04/06/19]
(0, [
(try_for_parties, ":party"),
(party_is_active, ":party"),
(party_get_template_id, ":type", ":party", slot_party_type),
(neq, ":type", spt_castle),
(neq, ":type", spt_village),
(neq, ":type", spt_town),
(neq, ":type", spt_bandit_lair),
(neq, ":party", -1),
(try_begin),
(call_script, "script_cf_is_party_on_water", ":party"),
(party_set_icon, ":party", "icon_ship"),
(else_try),
(eq, ":type", spt_cattle_herd),
(party_get_icon, ":icon", ":party"),
(eq, ":icon", "icon_ship"),
(party_set_icon, ":party", "icon_cattle"),
(else_try),
(eq, ":type", "pt_looters"),
(party_get_icon, ":icon", ":party"),
(eq, ":icon", "icon_ship"),
(party_set_icon, ":party", "icon_axeman"),
(else_try),
(eq, ":type", pt_manhunters),
(party_get_icon, ":icon", ":party"),
(eq, ":icon", "icon_ship"),
(party_set_icon, ":party", "icon_gray_knight"),
(else_try),
(eq, ":type", pt_village_farmers),
(party_get_icon, ":icon", ":party"),
(eq, ":icon", "icon_ship"),
(party_set_icon, ":party", "icon_peasant"),
(else_try),
(eq, ":type", pt_kingdom_caravan_party),
(party_get_icon, ":icon", ":party"),
(eq, ":icon", "icon_ship"),
(party_set_icon, ":party", "icon_mule"),
(else_try),
(eq, ":type", pt_sea_raiders),
(party_get_icon, ":icon", ":party"),
(eq, ":icon", "icon_ship"),
(party_set_icon, ":party", "icon_axeman"),
(try_end),
(try_end),
]),
["15_czekan_a","Pickaxe", [("15_czekan_a",0)], itp_type_one_handed_wpn|itp_unbalanced|itp_merchandise|itp_primary|itp_secondary|itp_next_item_as_melee, itc_scimitar|itcf_carry_sword_left_hip,
210 , weight(1.2)|difficulty(0)|spd_rtng(94) | weapon_length(84)|swing_damage(30 , pierce) | thrust_damage(16 , blunt),imodbits_sword_high ],
["15_czekan_a_alt","Pickaxe", [("15_czekan_a_alt",0)], itp_type_one_handed_wpn|itp_unbalanced|itp_merchandise|itp_primary|itp_secondary, itc_scimitar|itcf_carry_sword_left_hip,
210 , weight(1.2)|difficulty(0)|spd_rtng(94) | weapon_length(84)|swing_damage(27 , blunt) | thrust_damage(16 , blunt),imodbits_sword_high ],
Roudrac 说:Hello guys,
I am trying to give an alternative mode to a one-handed pickaxe. I would like the player to be able to press X in order to switch damage from pierce to blunt. I've managed to do that so far but I would like the weapon to visually rotate in the hand of the player when he switches damage types.
I have tried rotating the mesh by 180° in the openbrf but it still shows the same way for both melee modes. Any idea how I can fix this? Any help would be greatly appreciated
![]()
插入代码块:["15_czekan_a","Pickaxe", [("15_czekan_a",0)], itp_type_one_handed_wpn|itp_unbalanced|itp_merchandise|itp_primary|itp_secondary|itp_next_item_as_melee, itc_scimitar|itcf_carry_sword_left_hip, 210 , weight(1.2)|difficulty(0)|spd_rtng(94) | weapon_length(84)|swing_damage(30 , pierce) | thrust_damage(16 , blunt),imodbits_sword_high ], ["15_czekan_a_alt","Pickaxe", [("15_czekan_a_alt",0)], itp_type_one_handed_wpn|itp_unbalanced|itp_merchandise|itp_primary|itp_secondary, itc_scimitar|itcf_carry_sword_left_hip, 210 , weight(1.2)|difficulty(0)|spd_rtng(94) | weapon_length(84)|swing_damage(27 , blunt) | thrust_damage(16 , blunt),imodbits_sword_high ],
Thanks for your time.

Blubby 说:I am not sure if this type of question belongs here but I wanted to
ask where I could ask people who might be interested to work on
a mod with me.

kalarhan 说:Blubby 说:I am not sure if this type of question belongs here but I wanted to
ask where I could ask people who might be interested to work on
a mod with me.
the usual path is:
1) post on the guild https://forums.taleworlds.com/index.php/board,9.0.html. Create a thread to show off your mod (ideas, features, work already done, etc). Look some other threads for templates
2) describe what you want to do, what you can do, what you have done already, what you may need help with, etc, etc. Screenshots and videos help.
3) show the list of OSP stuff you will be using and why. There are plenty of stuff to use available from code to assets, which will reduce the ammount of work you need to do yourself. But you need to look for it, filter it out, and see which ones are useful for your case.
if you can show good progress and a cool idea your chances of attracting people are higher. But it is just a chance, best to not expect help at all for some time/ever.
if you havent done anything yet, etc, that is usually a big no for most people to consider joining in.
-> this thread is a good place to ask for specific things. A problem you have. Not about the entire mod. Little things.
You don't need to ask them anymore, only mention them in your credits^^Blubby 说:In regards to the OSP stuff how exactly does giving credit
work? Would I be able to simply use the stuff such as items,world maps,
scripts etc. and provide the name of the creator, or would I first have to
ask them for permission ?
Blubby 说:In regards to the OSP stuff how exactly does giving credit
work? Would I be able to simply use the stuff such as items,world maps,
scripts etc. and provide the name of the creator, or would I first have to
ask them for permission ?
party_get_template_id = 1609 # (party_get_template_id, <destination>, <party_id>),
# Retrieves what party template was used to create the party (if any). Commonly used to identify encountered party type.
#Updating 'lord party' icon in every frame
(0,
[
(try_for_parties, ":party_id"),
(party_slot_eq, ":party_id", slot_party_type, spt_kingdom_hero_party),
(party_is_active, ":party_id"),
(gt, ":party_id", 0),
(party_get_current_terrain, ":terrain_type", ":party_id"),
(party_get_icon, ":icon", ":party_id"),
(try_begin),
(this_or_next|eq, ":terrain_type", rt_water),
(eq, ":terrain_type", rt_river),
(assign, ":icon", "icon_ship"),
(else_try),
(assign, ":icon", "icon_gray_knight"), #assign default icon
(try_end),
#set icon
(party_set_icon, ":party_id", ":icon"),
(try_end),
]
),

markfamily 说:(gt,":cur_hours",2400,ti_once),# i have changed this so i hope it will spawn after 100 days and only once
gt = 32 # (gt, <value1>, <value2>),
# Checks that value1 > value2
# TRIGGER REPEAT FREQUENCY CONSTANTS
ti_once = 100000000.0
post the link to this OSP, as there are multiple versions, including one (IIRC) after VC release with new operations on it.gokiller 说:Trying to implement Motomataru formations,
# Trigger file: extended_battle_menu_F4
(0, 0, 0, [
(game_key_clicked, gk_order_4),
