Modding Q&A [For Quick Questions and Answers]

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Vornne said:
DOMA_ said:
But, the problem is the tuple : '(agent_set_scripted_destination, ":cur_agent", pos1, 1),'  seems not work. And neither  '(agent_set_scripted_destination, ":cur_agent", pos1, 0),' does.
At least part of your problem is running that operation on the client - that sort of thing (affecting what other players see) must be run on the server. Besides that, the operation might need some extra things done for it to work: I think it's mainly used in native single player for tutorial scenes and other peaceful things, and it might be overridden by the multiplayer battle AI; I would start by searching for it in the native code, then try copy how it is used, changing gradually to the way you want to use it, so the problem is more obvious.


I've seen the system(horse call) in cRPG..! Anyway, many thx!
 
Okay, how would I set up a different flag mesh?
For the Halo AS Mod, I am working on creating a Red and a Blue flag mesh, but I need to know how to replace the Native Flags with the custom ones.

Another question, how do I make it so that when you pick up the flag, you can't equip a weapon until the flag is dropped (by pressing G)?

My first question is top priority, but my second would be a nice feature. :smile:
 
Caba`drin said:
FrisianDude said:
Is it possible to give a certain lord a different army than his peers in the same faction? A certain lord with only cavalry would be nice for certain factions, for one.
Certainly. You'd need to edit script_cf_reinforce_party. Then either have a special party template set up, or otherwise add troops.

FrisianDude said:
Also, would giving a lord guarantee_ranged make him join his archers?
Quite possibly.
Thanks for the first, and I'll probably have to try for the second. :razz:

Another one though, back to the 2048x2048; I believe The Peloponnesian War mod had an issue with those in some way? Or did I misremember>
 
what's wrong with this?
Code:
("conquer_party",
	   [(assign, reg1, 0),
		(try_for_range, ":party", 0, 100),
			(store_random_in_range, ":party", centers_begin, centers_end),
			(neg|party_slot_eq, ":party", slot_town_lord, "trp_player"),
			(assign, reg1, ":party"),
		(try_end),
		(neq, reg1, 0),
		(str_store_party_name, s1, reg1),
		(store_faction_of_party, s1, reg1),],"{!}Conquest random party ({s1}).",
       [(call_script, "script_give_center_to_lord", reg1, "trp_player", 5),]#5x normal reinforcements
       ),
It compiles fine but in the game:
Code:
Illegal lvalue in statement; Opcode 2204; LINE NO: 8:
at mnu_new_cheats item mno_conquer_party condition
at mnu_new_cheats item mno_conquer_party condition

yes I have edited script_give_center_to_lord but the error is in the condition.
 
Counting the lines, the error is with the store_faction_of_party line.
And the error is because you are trying to store to a string, not a variable. That will create an integer, which you will then need to store the name of the faction to a string.
 
Hi, i started to learn "Scening" and i tried to put one more ladder on the siege of Sargoth. This is how it looks:

print005.jpg

It looks fine, huh. But the AI isn't using it, i realized that there are things called AI meshes, but i don't know how to work these things. Any tips on how to make the AI use it too ?
 
You already have the keywords ready for a successful use of the search function.
If you'd had used it you might have stumbled upon this link: http://forums.taleworlds.com/index.php/topic,61126.0.html
 
I am having trouble with the new scene props I am installing.

I have collision meshes and all the textures in place.  I don't know what to do next because it currently crashes the game in the load screen.
 
Oh... thanks rsrs Ritter Dummbatz, now they're climbing the ladder. I will try to do it with all the towns, but I realized one thing, i was using the native module and in cities with ports, i can take a boat, surely you already know this, but if there is a boat in the normal code... why there isn't sea battles? Taleworlds will implement on later versions ?
 
They removed them. I think they had boats in mount & blade. You can enable the cheat mode to access them but there are no sea battles.
Btw. there are mods that have new scenes like calradian towns with two ladders already worked in. Don't know the name if it's custom settlements itself.
There is also code available to have sea traveling enabled and probably seabattles as well.
 
Well i'll attack again some other time.  Say...I have a small scripting thing I need to fix. I am trying to get two agents I have spawn to attack me after a dialogue.

Any idea how I should attack that? I could get a single agent to attack but not both.
 
Specialist said:
Okay, how would I set up a different flag mesh?
For the Halo AS Mod, I am working on creating a Red and a Blue flag mesh, but I need to know how to replace the Native Flags with the custom ones.

Another question, how do I make it so that when you pick up the flag, you can't equip a weapon until the flag is dropped (by pressing G)?

My first question is top priority, but my second would be a nice feature. :smile:
 
Lueii said:
Well i'll attack again some other time.  Say...I have a small scripting thing I need to fix. I am trying to get two agents I have spawn to attack me after a dialogue.

Any idea how I should attack that? I could get a single agent to attack but not both.
Set their team to an enemy team of the players using (agent_set_team). Most likely the player is on team 0, so set them on team 1 and make sure you can use (team_set_relation, <team_no>, <team_no_2>, <value>), # -1 for enemy, 1 for friend, 0 for neutral. (Get the player's team to make sure.) Be sure to set (agent_set_is_alarmed, ":agent", 1), as well.

You can also use (agent_add_relation_with_agent, <agent_id>, <agent_id>, <value>), #-1 = enemy, 0 = neutral (no friendly fire at all), 1 = ally
if necessary.
 
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