Specialist
Master Knight

Wait....
Armor wise or facewise?
Armor wise or facewise?



Kodashi 说:I take it that multiplayer troop item selections are done here:
slot_player_selected_item_indices_begin = 2
slot_player_selected_item_indices_end = 11
?

Caba`drin 说:Kodashi 说:I take it that multiplayer troop item selections are done here:
slot_player_selected_item_indices_begin = 2
slot_player_selected_item_indices_end = 11
?
Yes, the *_set_slot or * _get_slot etc operations refer to arrayed variables that are called slots.
These should not be confused with the equipment slots ek_* that identify where items go on a troop/agent/player.
(This arrayed variable type of slot is explained in the syntax thread you've been pointed to that is in my sig.)
It should reload all of the .txt files. It did prior to 1.142 at least and the devs noted they changed things with its function. Are you using 1.142?Crazy-Q 说:What exactly does Ctrl+M reload? It didn't reload my menus.txt file, since the most recent changes I made were not reflected. (For certain.)

Caba`drin 说:It should reload all of the .txt files. It did prior to 1.142 at least and the devs noted they changed things with its function. Are you using 1.142?Crazy-Q 说:What exactly does Ctrl+M reload? It didn't reload my menus.txt file, since the most recent changes I made were not reflected. (For certain.)
I've made changes to menus, scripts, mission templates, dialogs, and presentations that were always successfully reloaded with Ctrl-M before. I've not tried with 1.142 though.

"Visit the Clergy",
[
(modify_visitors_at_site, "scn_chalcedonian"),
(reset_visitors),
(set_visitor, 0, "trp_player"),
(set_visitor, 30, "trp_chalcedonian"),
(set_jump_mission, "mt_visit_priest"),
(jump_to_scene, "scn_chalcedonian"),
(change_screen_mission),
]),
It only works before the scene loads, in ti_[before|after]_mission_start. The only way I know of to clear the collision object is to make it destroyable and destroy it - you could try using prop_instance_receive_damage, but I think it was designed in a strange way, needing to be called on client and server to stay in sync (or something) and not calling ti_on_scene_prop_hit or ti_on_scene_prop_destroy, so I haven't tried using it.Patta 说:Does "replace_prop_instance" work in Multiplayer? Atm I use "prop_instance_set_visibility", what seems to work, and then i move it away. But that does not clear the collision it seems, so i need to find something to make the prop have no collision any more...

You can't do this: pos3 is simply a fancy name for 3 (as you can see in header_common.py), so this will just send the instance id, 3, and 200 to the server (which is useless because the position registers are not syncronised). To send positions to the server you need to extract the various numbers converted to fixed point and send them separately, which means loss of precision and packed or multiple messages.DOMA_ 说:(multiplayer_send_3_int_to_server, multiplayer_event_prop_instance_animating, ":instance_no", pos3, 200),
