ThaneWulfgharn
Master Knight
Actually,check my new bug with the latest WB version I posted as last post on page 190!Awful lol!
That's because global variables are slots.Vornne said:All slots certainly do start as 0, the same as global variables
I'm also stuck on getting noble relations working. I have made all the lords and ladies for my kingdom, but they remain all unrelated, and their ages don't show up like the lords and ladies from other factions.
Are slots of what, if it is a sensible question?cmpxchg8b said:That's because global variables are slots.Vornne said:All slots certainly do start as 0, the same as global variables
Of nothing specifically.Rongar said:Are slots of what, if it is a sensible question?cmpxchg8b said:That's because global variables are slots.Vornne said:All slots certainly do start as 0, the same as global variables
If p_main_party is the first party, it will set slot 325 for the first troop.Rongar said:And another slots related question.
What's happen when there is inconsistence between a command and an object, i.e.
(troop_set_slot,"p_main_party",325),
Then I tried it worked like a new slot's stack was created. But does it really so, or does it cause a memory corruption?
Because troop_set_slot receives argument as integer and knows nothing about its origin...cmpxchg8b said:If p_main_party is the first party, it will set slot 325 for the first troop.
I tried re-importing and it had no effect.Somebody said:Try the 3d art thread instead. You probably made the material translucent or made that submesh hidden, so re-import the model in a new project.
Bad design? Integers in most languages have either been automatically assigned to 0 or to whatever was in that chunk of memory.SPD_Phoenix said:If that is the case, it was a bad design. Empty/unassigned placeholder should be null, not zero. I thought that the module system defined some values to be read as integer from the slots, so null and negative are set to zero. Anyway, I don't use uninitilized slots, so I get away with a lot of bug.
Depends on the amount of cross-referencing between files. Native differentiates between materials, textures, and meshes - but most mods don't have that amount of stuff, so you should put each set of items, for some troop or faction (sharing a set of textures) into one file.mastercheff said:I was thinking several little ones would load faster then one big file or am i wrong?
thx for the help
Well i stuffed all meshes,materials and textures which belong to the item, into one brf(so i have for every item one brf with text,mesh and materials).Somebody said:Depends on the amount of cross-referencing between files. Native differentiates between materials, textures, and meshes - but most mods don't have that amount of stuff, so you should put each set of items, for some troop or faction (sharing a set of textures) into one file.
How pathfinding works is hard coded, as is the exact functionality of aggressiveness/courage scores (as well as things like 'banditness') on whether parties will approach one another or run away. I can't really think of anything else that isn't scripted, though...at least not off the top.Ikaguia said:I know I could check it myself, but I want to know... is all the AI in the map on module_scripts simple_triggers and triggers? or there are some hardcoded AI?
You can hijack the mission_cam on key press.Specialist said:Is there a way to restrict the "Shift" zoom function to a certain item?
I want to make the zoom only work while using a sniper or scoped gun.
(0, 0, 0,
[(key_is_down, key_left_mouse_button),], ##add item checks for not sniper rifles...or for them and make it zoom more
[(mission_set_cam_mode, 1),
#set the appropriate camera position)
]),
(0, 0, 0,
[(neg|key_is_down, key_left_mouse_button)], ##other checks, what have you
[(mission_cam_set_mode, 0) #return to normal camera
]) ,