Antonis said:Script error on opcode 1671, Invalid Party ID -1, Lino no. 10.
At mission template mst_lead_charge trigger no: 0 consequences.
(party_get_morale, ":cur_morale", ":agent_party"),
Antonis said:no doubt about it, but there shouldn't be an issue.
Antonis said:Yeah, I'll check. I suspect that it has sth to do with the 'spawned' horse, that makes it freak out.
agent_is_human = 1704 # (agent_is_human, <agent_id>),
# Checks that the agent is human (i.e. not horse).
kalarhan said:Antonis said:Yeah, I'll check. I suspect that it has sth to do with the 'spawned' horse, that makes it freak out.
if you are creating a horse then you can add a check for that.
on the trigger that is blowing upCode:agent_is_human = 1704 # (agent_is_human, <agent_id>), # Checks that the agent is human (i.e. not horse).
why are you spawning a horse tho? You can just move the soldier to a open team/division, order him to dismount, etc. Are you recreating them on dismount instead?
Antonis said:But that lousy script error is bugging me.
(agent_get_party_id, ":agent_party", ":agent_no"),
(party_get_morale, ":cur_morale", ":agent_party"),
(agent_get_party_id, ":agent_party", ":agent_no"),
(ge, ":agent_party", 0),
(party_get_morale, ":cur_morale", ":agent_party"),
(store_trigger_param_1, ":agent_no"),
# test if agent_no is NOT a horse HERE
gaham1 said:I'm having a problem where the helmets go off the side of the screen anyone know how to push them down a row?
Example:
Hm, I haven't had that problem yet, at my side there always spawned the same amout of bots at both sides. But you have also a huge amount of bots, so maybe try it again with only 50 for each side.gaham1 said:Thank you so much!
Another question I set the bots on each side to 100 but if there are 2 players on one side and only 1 player on the opposing side the first side only spawns with 50 where do I go to disable that balancing?
Antar36 said:the new skin is a woman, and the game treats her as a man
troop_get_type = 1506 # (troop_get_type, <destination>, <troop_id>),
# Returns troop current skin (i.e. gender).
(troop_get_type, ":is_female", ":recruitment_candidate"),
(str_store_string, s45, "str_he"),
(str_store_string, s47, "str_king"),
(try_begin),
(eq, ":is_female", 1),
(str_store_string, s45, "str_she"),
(str_store_string, s47, "str_queen"),
(troop_get_type, reg65, "$g_talk_troop"),
(try_begin),
(faction_slot_eq,"$g_talk_troop_faction",slot_faction_leader,"$g_talk_troop"),
(str_store_string,s64,"@{reg65?my Lady:my Lord}"), #bug fix
Antar36 said:I'm sorry, but I don't really understand what you mean. I am using floris module with Diplomacy modem.
yes they are examples from Native (the Warband game we play) that demonstrate how skins are used to determinate gender (first skin has ID=0 and game takes it as male, ...)Antar36 said:however, these lines of code are the system module, right?
on Native, file header_troops,Antar36 said:I could introduce the undead based on the instructions. For a woman's skin
#Troop flags
tf_male = 0
tf_female = 1
tf_undead = 2
changing .txt is a nightmare, not impossible, but harder than modsys at this point. You should do (5) first as the solution could be as simple as just add a male and female undead skins instead ...Antar36 said:I have a question if I can change conversaton txt files. and string, txt
that is why the Forge has tutorialsAntar36 said:I don't have experience with module.system, I don't even know what to look for