It's not multimesh, it's a simple helmet, and he just don't appear in game. it's transparent..
Was it saved as a Warband BRF when it should have been a regular, or vice versa?Sayd Ûthman said:Fixed my problem, i've put the helmet in a new brf and now it works... strange thing, no??
Yes.MadocComadrin said:Does ti_on_agent_hit work on clients?
(ti_on_agent_killed_or_wounded, 0, 0, [],[
(store_trigger_param_1, ":daid"),
(store_trigger_param_2, ":kaid"),
(display_message, "@Agent Hit"),
(ti_on_agent_hit, 0, 0, [], [
(store_trigger_param_1, ":haid"),
(store_trigger_param_2, ":daid"), #dealer
(store_trigger_param_3, ":damage"),
(assign, ":item", reg0),
(agent_get_player_id,":hpid",":haid"),
(agent_get_player_id,":dpid",":daid"),
(try_begin),
#(neg|multiplayer_is_server),
(display_message, "@Agent Hit!"),
# (ge, ":dpid", 0),
# (ge, ":hpid", 0),
(player_get_team_no, ":dTeam", ":dpid"),
(player_get_team_no, ":hTeam", ":hpid"),
#(neq, ":dpid", ":hpid"),
(eq, ":dTeam", ":hTeam"),
(display_message, "@Team Damage!"),
(player_get_slot,":td",":dpid",madmin_pslt_tw),
(val_add, ":td", ":damage"),
(player_set_slot,":dpid",madmin_pslt_tw, ":td"),
(try_end),
(try_begin),
(multiplayer_is_server),
(ge, ":dpid", 0),
(ge, ":hpid", 0),
(neq, ":dpid", ":hpid"),
(player_is_admin, ":dpid"),
(eq, ":item", "itm_bec_de_corbin_a"),
(particle_system_burst ,"psys_moon_beam_1", pos0, 60),
(str_store_player_username,s34,":hpid"),
(str_store_player_username,s35,":dpid"),
(server_add_message_to_log, "@{s35} struck {s34} with a banhammer."),
(display_message, "@{s35} raised his glorious banhammer and smashed it upon the head of {s34}."),
(ban_player, ":hpid", 1, ":dpid"),
(try_end),
(try_begin),
(multiplayer_is_server),
(ge, ":dpid", 0),
(ge, ":hpid", 0),
(player_get_team_no, ":dTeam", ":dpid"),
(player_get_team_no, ":hTeam", ":hpid"),
(neq, ":dpid", ":hpid"),
(eq, ":dTeam", ":hTeam"),
(player_get_slot,":td",":dpid",madmin_pslt_tw),
(val_add, ":td", ":damage"),
(player_set_slot,":dpid",madmin_pslt_tw, ":td"),
(try_end),
]),
No way, if you need to check it for arbitrary party in arbitrary situation.Lumos said:Is there a way to check if a party's destination (on the world map) requires passing through water
Check if standard battlefield position operations work on global map too (and direction-getting ones too). Some of them surely doLumos said:(How) can I check if a party on position is facing another position?
Could have a trigger with a distance-to-enemy check that forces a "hold fire" command until the enemy is within X range.FrisianDude said:Is it possible to make spearthrowers smart enough so they wait a bit until they actually have a good chance of hitting their targets?
Patta said:Any way to use "add_visitors_to_current_scene" in the following way:
Let a bot appear at the position of the player who pressed a key. For example i put it onto key "h", so when someone presses it, a bot spawns next to him. Spawning a bot in general is no problem, i made it that the bot is in the right team and so on (multiplayer) but i have a problem with making the bot spawn at the players position. I would like to use "add_visitors_to_current_scene" if posssible, i dont like "spawn_agent" very much.
(try_begin), #selecting helmets to display
(eq, ":item_classes_begin", multi_item_class_type_heads_begin),
(multiplayer_get_my_player, ":player_no"),
(player_get_slot, ":selected", ":player_no", slot_player_selected_item_indices_begin+8),
#check if hood is selected
#easiest to do is to lower item_classes_end to exclude head-covering multi_item_class_type_heavy_helm
(else_try),
(assign, ":selected", -1),
(try_end), #otherwise add individual checks below
(try_for_range, ":item_no", all_items_begin, all_items_end),
(item_get_slot, ":item_class", ":item_no", slot_item_multiplayer_item_class),
(is_between, ":item_class", ":item_classes_begin", ":item_classes_end"),
(this_or_next|eq, ":selected", -1), #hood not selected
#check for disallowed helmets here