Modding Q&A [For Quick Questions and Answers]

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Both things are possible.
The first is even easier than create companion that interact with others. You only need to add a troop (2 troops) with tf_hero flag and make a way to recruit it.

For the second one way is to to change
[anyone|plyr,"member_draft_troop", [], "I would like some Khergit tribesmen."
to
[anyone|plyr,"member_draft_troop", [(eq,$g_talk_troop,trp_npc1)], "I would like some Khergit tribesmen."
 
Hello guys!
I have little question about multiplayer coding.
Where are items which players picked up during previous round stored ? I want to clear them.
So let's say, someone has picked up shiny Great Sword - if he stay alive this round, he will respawn with this item during next round. I want to clear this item, so next round he will have just items from his selection, without items he picked up last round.
Can't find script which does this. Are there any additional slots for picked up items or something ? How this works ?
Operations slot_player_selected_item_indices_begin and slot_player_cur_selected_item_indices_begin seems to work only on items which player chosen on his Choose Equipement screen. Putting -1 there don't clear picked up items.
Thanks in advance for help !
 
Rongar said:
This
Code:
      (0, mtef_team_0|mtef_use_exact_number,af_override_horse, aif_start_alarmed, 7,[]),
      (1, mtef_visitor_source|mtef_team_0,  0, aif_start_alarmed,20,[]),
      (2, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
and this
Code:
(store_random_in_range, ":random_entry_point", 2, 11),
are inconsistent.
You have 3 entry but try  to use 10.


Not sure it causes problems. Maybe something else.


UPD

Code:
(set_jump_mission,"mt_lead_charge"), 
should be read
Code:
(set_jump_mission,"mt_wolf_den"), 
should not?
Would i make the next 7 entry points team 0s and 1s?
Also I should change both of the (add_visitors_to_current_scene, ":random_entry_point", ":bandit_troop", 1), to the same troop right?
(num_active_teams_le, 1), Should this be 2?
 
As I see you use a native scene and part of scripts from native mt_bandit_lair why don't just copy-paste entries from mt_bandit_lair?
Anyway here I think, all except zero should be team 1.

ilovemyhedgehog said:
Also I should change both of the (add_visitors_to_current_scene, ":random_entry_point", ":bandit_troop", 1), to the same troop right?
Correct.

ilovemyhedgehog said:
(num_active_teams_le, 1), Should this be 2?
Why? Nope. It should be 1.

btw this
Code:
[
			(assign, ":continue", 0),
			(store_mission_timer_a,":cur_time"),
			(ge, ":cur_time", 5),
			(this_or_next|main_hero_fallen),
			(num_active_teams_le, 1),
			(assign, ":continue", 1),          
			(eq, ":continue", 1),
       ],
can be shorten to
Code:
[
			(store_mission_timer_a,":cur_time"),
			(ge, ":cur_time", 5),
			(this_or_next|main_hero_fallen),
			(num_active_teams_le, 1),
       ],
 
Rongar said:
As I see you use a native scene and part of scripts from native mt_bandit_lair why don't just copy-paste entries from mt_bandit_lair?
Anyway here I think, all except zero should be team 1.

ilovemyhedgehog said:
Also I should change both of the (add_visitors_to_current_scene, ":random_entry_point", ":bandit_troop", 1), to the same troop right?
Correct.

ilovemyhedgehog said:
(num_active_teams_le, 1), Should this be 2?
Why? Nope. It should be 1.

btw this
Code:
[
			(assign, ":continue", 0),
			(store_mission_timer_a,":cur_time"),
			(ge, ":cur_time", 5),
			(this_or_next|main_hero_fallen),
			(num_active_teams_le, 1),
			(assign, ":continue", 1),          
			(eq, ":continue", 1),
       ],
can be shorten to
Code:
[
			(store_mission_timer_a,":cur_time"),
			(ge, ":cur_time", 5),
			(this_or_next|main_hero_fallen),
			(num_active_teams_le, 1),
       ],
So all except the override horse and the one after that should be team 1 right?

This code below confuses me.
(lt, "$bandits_spawned_extra", ":number_of_bandits_will_be_spawned_at_each_period"),
(val_add, "$bandits_spawned_extra", 1),
              (assign, ":bandit_troop", "trp_looter"),
(modify_visitors_at_site, "scn_lair_steppe_bandits"),
(store_random_in_range, ":random_entry_point", 2, 11),
(add_visitors_to_current_scene, ":random_entry_point", ":trp_looter", 1),
Why does it mention two troops here? I highlighed the line in red.
 
> Why does it mention two troops here? I highlighed the line in red.
Because in native bandits are diluted by looters. Forest (and tundra maybe) bandit lairs  become extremely difficult without looters.

>So all except the override horse and the one after that should be team 1 right?
I don't see the use of the second (that is entry 1), so it's irrelevant.


 
Rongar said:
> Why does it mention two troops here? I highlighed the line in red.
Because in native bandits are diluted by looters. Forest (and tundra maybe) bandit lairs  become extremely difficult without looters.

>So all except the override horse and the one after that should be team 1 right?
I don't see the use of the second (that is entry 1), so it's irrelevant.
Well you said i have 3 entrys but should have ten. what numbers do i put for the teams and where?
 
A few pages ago I posted you the whole code. There are all the entry points you need for the scene.

I am not sure why you changed it.



Code:
### the mission template

(
    "wolf_den",mtf_battle_mode,charge,
    "Approaching a wolf den",
    [
      (0, mtef_team_0|mtef_use_exact_number,af_override_horse, aif_start_alarmed, 7,[]),
      (1, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
      (2, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
      (3, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
      (4, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
      (5, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
      (6, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
      (7, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
      (8, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
      (9, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
      (10,mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
    ],
   ...
 
Code:
### the mission template

(
    "wolf_den",mtf_battle_mode,charge,
    "Approaching a wolf den",
    [
      (0, mtef_team_0|mtef_use_exact_number,af_override_horse, aif_start_alarmed, 7,[]),
      (1, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
      (2, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
      (3, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
      (4, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
      (5, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
      (6, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
      (7, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
      (8, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
      (9, mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
      (10,mtef_visitor_source|mtef_team_1,  0, aif_start_alarmed,20,[]),
     ],
     
     [

      (ti_before_mission_start, 0, 0, [],
       [      
          (team_set_relation, 0, 1, -1),
          (team_set_relation, 1, 0, -1),
      ]),

      common_battle_init_banner,    
      common_inventory_not_available,      
        
	(ti_tab_pressed, 0, 0,
	[
			(display_message, "str_cannot_leave_now"),
	], []),
     
	(1, 0, ti_once, [],
	[
		(assign, "$defender_reinforcement_stage", 0),
		(assign, "$bandits_spawned_extra", 0),
	]),	   
	   
	(30, 0, 0, 
	[
		(le, "$defender_reinforcement_stage", 1),
	],
	[          
		(store_character_level, ":player_level", "trp_player"),                   
		(store_add, ":number_of_bandits_will_be_spawned_at_each_period", 5, ":player_level"),
		(val_div, ":number_of_bandits_will_be_spawned_at_each_period", 3),

		(lt, "$bandits_spawned_extra", ":number_of_bandits_will_be_spawned_at_each_period"),
		(val_add, "$bandits_spawned_extra", 1),
		(assign, ":bandit_troop", "trp_wolf_troop"), 
		(modify_visitors_at_site, "scn_lair_steppe_bandits"),
		(store_random_in_range, ":random_entry_point", 2, 11),
		(add_visitors_to_current_scene, ":random_entry_point", ":bandit_troop", 1),
	]),	   	   

	(ti_on_agent_killed_or_wounded, 0, 0, [],
	[
        (store_trigger_param_1, ":dead_agent_no"),        
        (store_trigger_param_3, ":is_wounded"),

        (try_begin),
			(ge, ":dead_agent_no", 0),
			(neg|agent_is_human, ":dead_agent_no"), 				#no human means we have a killed wolf here
			(agent_get_troop_id, ":dead_agent_troop_id", ":dead_agent_no"),
			(str_store_troop_name, s6, ":dead_agent_troop_id"),
			
			(try_begin),
				(neg|agent_is_ally, ":dead_agent_no"),
				(party_add_members, "p_total_enemy_casualties", ":dead_agent_troop_id", 1), #addition_to_p_total_enemy_casualties   
				
				(try_begin),
					(eq, ":is_wounded", 1),
					(party_wound_members, "p_total_enemy_casualties", ":dead_agent_troop_id", 1), 
				(try_end),	
			
			(agent_get_rider, ":rider", ":dead_agent_no"), # remove invisible wolfriders
			(remove_agent, ":rider"),	
			(try_end),  
			
			(party_add_members, "p_temp_casualties", ":dead_agent_troop_id", 1), #addition_to_p_total_enemy_casualties 
			(eq, ":is_wounded", 1),
			(party_wound_members, "p_temp_casualties", ":dead_agent_troop_id", 1), 
        (try_end),
        
        (assign, ":number_of_enemies", 0),
        (try_for_agents, ":cur_agent"),
			(agent_is_non_player, ":cur_agent"),			
			(neg|agent_is_human, ":cur_agent"),
			(agent_is_alive, ":cur_agent"),
			(neg|agent_is_ally, ":cur_agent"),			
			(val_add, ":number_of_enemies", 1),			
		(try_end),
        
		(try_begin),
			(le, ":number_of_enemies", 2),
			(le, "$defender_reinforcement_stage", 1),
			(val_add, "$defender_reinforcement_stage", 1),

			(store_character_level, ":player_level", "trp_player"),                   
			(store_add, ":number_of_bandits_will_be_spawned_at_each_period", 5, ":player_level"),
			(val_div, ":number_of_bandits_will_be_spawned_at_each_period", 3),
			
			(try_begin),
				(ge, "$defender_reinforcement_stage", 2),
				(val_sub, ":number_of_bandits_will_be_spawned_at_each_period", "$bandits_spawned_extra"),
			(try_end),
			
			(modify_visitors_at_site, "scn_lair_steppe_bandits"),
			
			(try_for_range, ":unused", 0, ":number_of_bandits_will_be_spawned_at_each_period"),            
				(store_random_in_range, ":random_entry_point", 2, 11),
				(add_visitors_to_current_scene, ":random_entry_point", ":wolf_troop", 1),
			(try_end),
        (try_end),
       ]),

      (0, 0, ti_once, [],
       [
			(call_script, "script_music_set_situation_with_culture", mtf_sit_ambushed),
			(set_party_battle_mode),
        ]),      

       common_battle_order_panel,
       common_battle_order_panel_tick,		
		
       (1, 4, ti_once,
       [
			(assign, ":continue", 0),
			(store_mission_timer_a,":cur_time"),
			(ge, ":cur_time", 5),
			(this_or_next|main_hero_fallen),
			(num_active_teams_le, 1),
			(assign, ":continue", 1),          
			(eq, ":continue", 1),
       ],
       [
			(try_begin),
				(main_hero_fallen),
				(finish_mission),
			(else_try),
				(str_store_string, s10, "@You found two wolf puppies. Do you want to take them?"),
				(question_box, "@{s10}"),
			(try_end),         			
		]),
		
		(ti_question_answered, 0, 0, [],
		[
			(store_trigger_param_1,":answer"),
			(try_begin),
				(eq,":answer",0),
				(party_add_members, "p_main_party", "trp_wolf_pup", 2),
				(finish_mission),
			(else_try),				
				(finish_mission),
			(try_end),
		]),
      ]),

I changed the code to this but whenever I chose the option to attack the wolves the game crashes. Need Help Again Sorry!
 
Ritter Dummbatz said:
Did you test this with looters in the meantime?
Does it still crash if you use trp_looter instead of trp_wolf_troop?
There are two of the same lines in the code posted below except for the troops do I have to make them the same troops? Also do i write trp_wolf_troop or wolf_troop here and what does the one stand for?
(add_visitors_to_current_scene, ":random_entry_point", ":bandit_troop", 1),
(add_visitors_to_current_scene, ":random_entry_point", ":wolf_troop", 1),
Now im just really confused where i have to put my troops in. :sad:
 
Ikaguia said:
is "script_game_get_item_buy_price_factor" called in multiplayer?
I believe it is not. There is script_multiplayer_get_item_value_for_troop, it is not call from the engine but it is called from plenty places in scripts to determinate the price.
 
ilovemyhedgehog said:
Ritter Dummbatz said:
Did you test this with looters in the meantime?
Does it still crash if you use trp_looter instead of trp_wolf_troop?
There are two of the same lines in the code posted below except for the troops do I have to make them the same troops? Also do i write trp_wolf_troop or wolf_troop here and what does the one stand for?
(add_visitors_to_current_scene, ":random_entry_point", ":bandit_troop", 1),
(add_visitors_to_current_scene, ":random_entry_point", ":wolf_troop", 1),
Now im just really confused where i have to put my troops in. :sad:

Yes, true, two different variables for whatever reason.
The variable :wolf_troop is as far as I can see unassigned. Change it to :bandit_troop

Just change the troops that is assigned to the variable :bandit_troop somewhere in the upper region of the troop

(assign, ":bandit_troop", "trp_wolf_troop"),

into

(assign, ":bandit_troop", "trp_looter"),

and you should be fine.


I don't want to be impolite or anything but it seems you don't really know what you are doing. I recommend spending some time with this tutorial. After that lecture if you work with it you will have a better clue of what you are actually doing and how to use variables and such things. Like said in one of my very first posts these things are just the basic stuff and without it you will always end up in here asking questions with no real progress. Since you seem to stick with your goals and don't give up too soon it should be really worth the time.

http://forums.taleworlds.com/index.php/topic,56798.0.html
 
Rongar said:
Both things are possible.
The first is even easier than create companion that interact with others. You only need to add a troop (2 troops) with tf_hero flag and make a way to recruit it.

For the second one way is to to change
[anyone|plyr,"member_draft_troop", [], "I would like some Khergit tribesmen."
to
[anyone|plyr,"member_draft_troop", [(eq,$g_talk_troop,trp_npc1)], "I would like some Khergit tribesmen."
Thank you very much.
This second works, but I had to change:
from:
[anyone|plyr,"member_draft_troop", [(eq,$g_talk_troop,trp_npc1)], "I would like some Khergit tribesmen."
to:
[anyone|plyr,"member_draft_troop", [(eq,"$g_talk_troop",trp_npc1)], "I would like some Khergit tribesmen."
I did not fully understood that with companion. You mean add troop like, dunno, for example refugee, just above "#This troop is the troop marked as soldiers_end", and add hero flag on it, and than find some way to recruit him? (I could add him as visitor somewhere...)
 
>This second works, but I had to change:
Quotes are necessary. I've mistyped.

> for example refugee
with an unique name of course.

> just above "#This troop is the troop marked as soldiers_end"
I would suggest between heroes_end and town_1_seneschal or near Hareck, Xerina and others.

> and than find some way to recruit him? (I could add him as visitor somewhere...)
Add as visitor and write dialogs for him.
 
Rongar said:
>This second works, but I had to change:
Quotes are necessary. I've mistyped.

> for example refugee
with an unique name of course.

> just above "#This troop is the troop marked as soldiers_end"
I would suggest between heroes_end and town_1_seneschal or near Hareck, Xerina and others.

> and than find some way to recruit him? (I could add him as visitor somewhere...)
Add as visitor and write dialogs for him.

Gotcha! Thank you.
 
okay so im getting this syntax error:
Traceback (most recent call last):
  File "process_init.py", line 2, in <module>
    from process_operations import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\process_operati
ons.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\module_scripts.
py", line 1476
    (call_script, "script_multiplayer_set_item_available_for_troop", "itm_gothic
_armour", "trp_swadian_infantry_multiplayer"],

                                            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_global_variables.py", line 12, in <module>
    from process_operations import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\process_operati
ons.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\module_scripts.
py", line 1476
    (call_script, "script_multiplayer_set_item_available_for_troop", "itm_gothic
_armour", "trp_swadian_infantry_multiplayer"],

                                            ^
SyntaxError: invalid syntax
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call last):
  File "process_map_icons.py", line 6, in <module>
    from process_operations import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\process_operati
ons.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\module_scripts.
py", line 1476
    (call_script, "script_multiplayer_set_item_available_for_troop", "itm_gothic
_armour", "trp_swadian_infantry_multiplayer"],

                                            ^
SyntaxError: invalid syntax
Exporting faction data...
Exporting item data...
Traceback (most recent call last):
  File "process_items.py", line 66, in <module>
    from process_operations import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\process_operati
ons.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\module_scripts.
py", line 1476
    (call_script, "script_multiplayer_set_item_available_for_troop", "itm_gothic
_armour", "trp_swadian_infantry_multiplayer"],

                                            ^
SyntaxError: invalid syntax
Exporting scene data...
Traceback (most recent call last):
  File "process_scenes.py", line 15, in <module>
    from process_operations import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\process_operati
ons.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\module_scripts.
py", line 1476
    (call_script, "script_multiplayer_set_item_available_for_troop", "itm_gothic
_armour", "trp_swadian_infantry_multiplayer"],

                                            ^
SyntaxError: invalid syntax
Exporting troops data
Exporting particle data...
Traceback (most recent call last):
  File "process_scene_props.py", line 7, in <module>
    from process_operations import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\process_operati
ons.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\module_scripts.
py", line 1476
    (call_script, "script_multiplayer_set_item_available_for_troop", "itm_gothic
_armour", "trp_swadian_infantry_multiplayer"],

                                            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_tableau_materials.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\process_operati
ons.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\module_scripts.
py", line 1476
    (call_script, "script_multiplayer_set_item_available_for_troop", "itm_gothic
_armour", "trp_swadian_infantry_multiplayer"],

                                            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_presentations.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\process_operati
ons.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\module_scripts.
py", line 1476
    (call_script, "script_multiplayer_set_item_available_for_troop", "itm_gothic
_armour", "trp_swadian_infantry_multiplayer"],

                                            ^
SyntaxError: invalid syntax
Exporting party_template data...
Traceback (most recent call last):
  File "process_parties.py", line 6, in <module>
    from process_operations import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\process_operati
ons.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\module_scripts.
py", line 1476
    (call_script, "script_multiplayer_set_item_available_for_troop", "itm_gothic
_armour", "trp_swadian_infantry_multiplayer"],

                                            ^
SyntaxError: invalid syntax
Exporting quest data...
Exporting info_page data...
Traceback (most recent call last):
  File "process_scripts.py", line 4, in <module>
    from module_scripts import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\module_scripts.
py", line 1476
    (call_script, "script_multiplayer_set_item_available_for_troop", "itm_gothic
_armour", "trp_swadian_infantry_multiplayer"],

                                            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_mission_tmps.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\process_operati
ons.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\module_scripts.
py", line 1476
    (call_script, "script_multiplayer_set_item_available_for_troop", "itm_gothic
_armour", "trp_swadian_infantry_multiplayer"],

                                            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_game_menus.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\process_operati
ons.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\module_scripts.
py", line 1476
    (call_script, "script_multiplayer_set_item_available_for_troop", "itm_gothic
_armour", "trp_swadian_infantry_multiplayer"],

                                            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_simple_triggers.py", line 5, in <module>
    from process_operations import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\process_operati
ons.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\module_scripts.
py", line 1476
    (call_script, "script_multiplayer_set_item_available_for_troop", "itm_gothic
_armour", "trp_swadian_infantry_multiplayer"],

                                            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_dialogs.py", line 9, in <module>
    from process_operations import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\process_operati
ons.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\module_scripts.
py", line 1476
    (call_script, "script_multiplayer_set_item_available_for_troop", "itm_gothic
_armour", "trp_swadian_infantry_multiplayer"],

                                            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_global_variables_unused.py", line 3, in <module>
    from process_operations import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\process_operati
ons.py", line 20, in <module>
    from module_scripts import *
  File "C:\Users\Lee\Documents\Module System\Module_system 1.143\module_scripts.
py", line 1476
    (call_script, "script_multiplayer_set_item_available_for_troop", "itm_gothic
_armour", "trp_swadian_infantry_multiplayer"],

                                            ^
SyntaxError: invalid syntax
Exporting postfx_params...

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Script processing has ended.
Press any key to exit. . .
Any Idea how to fix!
 
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