That operation can only be used to limit speed, and only on non-player agents.Amman de Stazia said:there is an operation to set speed (in metres per second).... can't remember exactly, but its something logical, like agent_set_speed
That operation can only be used to limit speed, and only on non-player agents.Amman de Stazia said:there is an operation to set speed (in metres per second).... can't remember exactly, but its something logical, like agent_set_speed
(else_try),
(eq, ":event_type", multiplayer_event_presentation_server),
(store_script_param, ":presentation", 3),
(store_script_param, ":player_no", 4),
(try_begin),
(neq|multiplayer_is_dedicated_server),
(start_presentation, ":presentation"),
(try_end),
(multiplayer_send_int_to_player, ":player_no", multiplayer_event_presentation_player, ":presentation"),
1. Every object on the world map is a party. So you need to create a new party. If you want it to look different, you will need a new map icon. Map icons are declared in module_map_icons.py. If no existing map icon suits you, you will need to use another mesh. So you need either skills in 3D modelling for that, or you could browse through existing game meshes (in Warband/CommonRes folder) and try using them as map icons (you may need some trial&error with scaling factor).Zowi said:1.How can I make new object on the world map, I mean not castle, village or town. I mean mercenary camp, or small colony.
2. Is it possible to make faction X can go by the ocean, and faction Y cant go by the ocean?
Look at my signature
'Lav said:There are tons.
Honestly, use search sometimes.
Horses are items. You add them the same way you are adding all other items - by editing module_items.py and inserting new tuples (or copying and editing existing ones).ilovemyhedgehog said:Im try to find one but i can't find a complete one just parts of them.
Lav said:Horses are items. You add them the same way you are adding all other items - by editing module_items.py and inserting new tuples (or copying and editing existing ones).ilovemyhedgehog said:Im try to find one but i can't find a complete one just parts of them.
Yes. Also change the internal name (the first string), it must be unique. The rest (horse displayed name and stats) can be left as is, though it's a nice touch to edit that stuff as well.ilovemyhedgehog said:so i just copy an existing horses code and change its name to what the name of my mesh is?
I may be wrong as I never dealt with MP aspect of Warband modding, but I think it's better to have the same item settings for client and server. Instead of giving item different properties on server and client, find the code which displays the item to the player, and place your hack there.Zbyh said:Hello guys!
I added new weapon to Multiplayer game, but I want it to be (client side) visible ONLY on my server.
Of course leaving it visible on other servers won't give me anything except confusion - it won't work there anyway.
So is there any way to do this ?
Something like:
Thanks in advance !(try_begin),
(eq, current_server_name, "my server"),
(item_set_slot, "itm_new_sword", slot_item_multiplayer_item_class, multi_item_class_type_sword),
(try_end),
The thing is, in MP to see/take new item you added, you need to add it to server AND to client. Client sided item list isn't generated, based on server settings. It's purely client side. So if you add new item only on server, it won't give you anything at all, because without client side modification you won't see this item.Lav said:I may be wrong as I never dealt with MP aspect of Warband modding, but I think it's better to have the same item settings for client and server. Instead of giving item different properties on server and client, find the code which displays the item to the player, and place your hack there.Zbyh said:Hello guys!
I added new weapon to Multiplayer game, but I want it to be (client side) visible ONLY on my server.
Of course leaving it visible on other servers won't give me anything except confusion - it won't work there anyway.
So is there any way to do this ?
Something like:
Thanks in advance !(try_begin),
(eq, current_server_name, "my server"),
(item_set_slot, "itm_new_sword", slot_item_multiplayer_item_class, multi_item_class_type_sword),
(try_end),
would it cause a problem if my mesh has the same name as my brf file?Lumos said:load_mod_resource = <BRF file's name>
Not the mesh name.
My question: How do I assign a time limit to a quest?
slot_quest_expiration_daysLumos said:My question: How do I assign a time limit to a quest?
Erm... Have you tried giving your mod a different name? So the client running your mod cannot connect to servers running a different mod?Zbyh said:The thing is, in MP to see/take new item you added, you need to add it to server AND to client. Client sided item list isn't generated, based on server settings. It's purely client side. So if you add new item only on server, it won't give you anything at all, because without client side modification you won't see this item.
To be able to use this item, I need to modify client side files as well as server side.
But when I modify client side files, I'll see this new item in every MP server. It won't work there (only client side modification), but i'll see it.
I want to avoid this somehow, by client side activating item only on some specific server.