No, there are not.Federick421 said:there is any troop editors that visually show the troops models and the items they will be using. I think it would be really handy in chosing what equipment any soldier would be using
No, there are not.Federick421 said:there is any troop editors that visually show the troops models and the items they will be using. I think it would be really handy in chosing what equipment any soldier would be using
(assign, "$g_multiplayer_selected_map", multiplayer_scenes_begin),
(assign, "$g_multiplayer_respawn_period", 9),
(assign, "$g_multiplayer_round_max_seconds", 300),
(assign, "$g_multiplayer_game_max_minutes", 30),
(assign, "$g_multiplayer_game_max_points", 300),
(server_get_renaming_server_allowed, "$g_multiplayer_renaming_server_allowed"),
(server_get_changing_game_type_allowed, "$g_multiplayer_changing_game_type_allowed"),
(assign, "$g_multiplayer_point_gained_from_flags", 100),
(assign, "$g_multiplayer_point_gained_from_capturing_flag", 5),
(assign, "$g_multiplayer_game_type", 0),
(assign, "$g_multiplayer_team_1_faction", "fac_kingdom_8"),
(assign, "$g_multiplayer_team_2_faction", "fac_kingdom_7"),
(assign, "$g_multiplayer_next_team_1_faction", "$g_multiplayer_team_1_faction"),
(assign, "$g_multiplayer_next_team_2_faction", "$g_multiplayer_team_2_faction"),
(assign, "$g_multiplayer_num_bots_team_1", 0),
(assign, "$g_multiplayer_num_bots_team_2", 0),
(assign, "$g_multiplayer_number_of_respawn_count", 0),
(assign, "$g_multiplayer_num_bots_voteable", 50),
(assign, "$g_multiplayer_max_num_bots", 101),
(assign, "$g_multiplayer_factions_voteable", 1),
(assign, "$g_multiplayer_maps_voteable", 1),
(assign, "$g_multiplayer_kick_voteable", 1),
(assign, "$g_multiplayer_ban_voteable", 0),
(assign, "$g_multiplayer_valid_vote_ratio", 51), #more than 50 percent
(assign, "$g_multiplayer_auto_team_balance_limit", 3), #auto balance when difference is more than 2
(assign, "$g_multiplayer_player_respawn_as_bot", 1),
(assign, "$g_multiplayer_stats_chart_opened_manually", 0),
(assign, "$g_multiplayer_mission_end_screen", 0),
(assign, "$g_multiplayer_ready_for_spawning_agent", 1),
(assign, "$g_multiplayer_welcome_message_shown", 0),
(assign, "$g_multiplayer_allow_player_banners", 1),
(assign, "$g_multiplayer_force_default_armor", 1),
(assign, "$g_multiplayer_disallow_ranged_weapons", 0),
(assign, "$g_multiplayer_initial_gold_multiplier", 86),
(assign, "$g_multiplayer_battle_earnings_multiplier", 0),
(assign, "$g_multiplayer_round_earnings_multiplier", 85),
Barabas said:Where do I find the default server settings for block direction control and such?
server_get_renaming_server_allowed = 475 # (server_get_renaming_server_allowed, <destination>), #0-1
server_get_changing_game_type_allowed= 476 # (server_get_changing_game_type_allowed, <destination>), #0-1
##477 used for: server_set_anti_cheat = 477 # (server_set_anti_cheat, <value>), #0 = off, 1 = on
server_get_combat_speed = 478 # (server_get_combat_speed, <destination>), #0-2
server_set_combat_speed = 479 # (server_set_combat_speed, <value>), #0-2
server_get_friendly_fire = 480 # (server_get_friendly_fire, <destination>),
server_set_friendly_fire = 481 # (server_set_friendly_fire, <value>), #0 = off, 1 = on
server_get_control_block_dir = 482 # (server_get_control_block_dir, <destination>),
server_set_control_block_dir = 483 # (server_set_control_block_dir, <value>), #0 = automatic, 1 = by mouse movement
server_set_password = 484 # (server_set_password, <string_id>),
server_get_add_to_game_servers_list = 485 # (server_get_add_to_game_servers_list, <destination>),
server_set_add_to_game_servers_list = 486 # (server_set_add_to_game_servers_list, <value>),
server_get_ghost_mode = 487 # (server_get_ghost_mode, <destination>),
server_set_ghost_mode = 488 # (server_set_ghost_mode, <value>),
server_set_name = 489 # (server_set_name, <string_id>),
server_get_max_num_players = 490 # (server_get_max_num_players, <destination>),
server_set_max_num_players = 491 # (server_set_max_num_players, <value>),
server_set_welcome_message = 492 # (server_set_welcome_message, <string_id>),
server_get_melee_friendly_fire = 493 # (server_get_melee_friendly_fire, <destination>),
server_set_melee_friendly_fire = 494 # (server_set_melee_friendly_fire, <value>), #0 = off, 1 = on
server_get_friendly_fire_damage_self_ratio = 495 # (server_get_friendly_fire_damage_self_ratio, <destination>),
server_set_friendly_fire_damage_self_ratio = 496 # (server_set_friendly_fire_damage_self_ratio, <value>), #0-100
server_get_friendly_fire_damage_friend_ratio = 497 # (server_get_friendly_fire_damage_friend_ratio, <destination>),
server_set_friendly_fire_damage_friend_ratio = 498 # (server_set_friendly_fire_damage_friend_ratio, <value>), #0-100
server_get_anti_cheat = 499 # (server_get_anti_cheat, <destination>),
server_set_anti_cheat = 477 # (server_set_anti_cheat, <value>), #0 = off, 1 = on
Caba`drin said:I don't know why (party_clear, "p_main_party"), would not be working. It is used in Diplomacy without a problem. They even need(?) a second line to remove the playerN0body said:Thanks, didn't think about the positioning of the code, and since I put the change screen last, most of it is working, apart from the clearing of the party and the inventory.
How exactly would I go around to doing the loop to remove all of the player's inventory slots? The troop_clear_inventory,"trp_player" command doesn't seem to be working.
and then they add the player back later...Code:(party_clear, "p_main_party"), (party_remove_members, "p_main_party", "trp_player", 1),
So far as an alternative to troop_clear_inventory
Code:(troop_get_inventory_capacity, ":capacity", "trp_player"), (try_for_range, ":i", 0, ":capacity"), (troop_set_inventory_slot, "trp_player", ":i", -1), (try_end),
#Skills down
(troop_add_proficiency_points, "trp_player", -20),
#(troop_raise_attribute, "trp_player",<attribute_id>,<value>),
(troop_raise_attribute, "trp_player",ca_intelligence,-5),
(troop_raise_attribute, "trp_player",ca_charisma,-5),
(troop_raise_attribute, "trp_player",ca_strength,-5),
(troop_raise_attribute, "trp_player",ca_agility,-5),
#(store_skill_level, ":trade", "skl_trade", "trp_player"),
# (troop_raise_skill, "trp_player","skl_trade",-2),
# (troop_raise_skill, "trp_player","skl_leadership",-2),
# (troop_raise_skill, "trp_player","skl_prisoner_management",-2),
# (troop_raise_skill, "trp_player","skl_persuasion",-2),
# (troop_raise_skill, "trp_player","skl_engineer",-2),
# (troop_raise_skill, "trp_player","skl_first_aid",-2),
# (troop_raise_skill, "trp_player","skl_surgery",-2),
# (troop_raise_skill, "trp_player","skl_wound_treatment",-2),
# (troop_raise_skill, "trp_player","skl_inventory_management",-2),
# (troop_raise_skill, "trp_player","skl_spotting",-2),
# (troop_raise_skill, "trp_player","skl_pathfinding",-2),
# (troop_raise_skill, "trp_player","skl_tactics",-2),
# (troop_raise_skill, "trp_player","skl_tracking",-2),
# (troop_raise_skill, "trp_player","skl_trainer",-2),
# (troop_raise_skill, "trp_player","skl_looting",-2),
# (troop_raise_skill, "trp_player","skl_horse_archery",-2),
# (troop_raise_skill, "trp_player","skl_riding",-2),
# (troop_raise_skill, "trp_player","skl_athletics",-2),
# (troop_raise_skill, "trp_player","skl_shield",-2),
# (troop_raise_skill, "trp_player","skl_weapon_master",-2),
# (troop_raise_skill, "trp_player","skl_power_draw",-2),
# (troop_raise_skill, "trp_player","skl_power_throw",-2),
# (troop_raise_skill, "trp_player","skl_power_strike",-2),
# (troop_raise_skill, "trp_player","skl_ironflesh",-2),
(troop_raise_proficiency, "trp_player",wpt_one_handed_weapon,-50),
(troop_raise_proficiency, "trp_player",wpt_two_handed_weapon,-50),
(troop_raise_proficiency, "trp_player",wpt_polearm,-50),
(troop_raise_proficiency, "trp_player",wpt_archery,-50),
(troop_raise_proficiency, "trp_player",wpt_crossbow,-50),
(troop_raise_proficiency, "trp_player",wpt_throwing,-50),
dunde said:Caba`drin said:I don't know why (party_clear, "p_main_party"), would not be working. It is used in Diplomacy without a problem. They even need(?) a second line to remove the playerN0body said:Thanks, didn't think about the positioning of the code, and since I put the change screen last, most of it is working, apart from the clearing of the party and the inventory.
How exactly would I go around to doing the loop to remove all of the player's inventory slots? The troop_clear_inventory,"trp_player" command doesn't seem to be working.
and then they add the player back later...Code:(party_clear, "p_main_party"), (party_remove_members, "p_main_party", "trp_player", 1),
I think it's easier to remove all main party members except the player, and spawn them as new firendly party (if it's visualy needed on world map), then moving them back to the main party later.
Use a try_for_range loop and iterate over all the skills/proficiencies and attributes and use a large negative number - it should be reset to 0. You can't screw around with the player's level though - adding negative xp won't send it back to 0. Instead, you can try playing with set_player_troop, but that has its own set of problems. For your second question, iterate over the party and use party_add/remove_members after using spawn_party for your new army. Don't forget about the prisoners too.N0body said:Is there an easier way or decreasing or reseting (which is actually what I want) the players' stats?
...
Sounds like an idea - how would I go around creating a new party and transferring all the troops into it - no need for the part to rejoin the player, just that there is a wanderering, leaderless army in which the player left.
You're using the only operation as there's no way to set a specific level straight out. But again, a loop would simplify thingsN0body said:Is there an easier way or decreasing or reseting (which is actually what I want) the players' stats?
(try_for_range, ":skill", "skl_trade", "skl_reserved_18"), #the final skill won't get reset, but this shouldn't matter as it is 'reserved' and unused
(store_skill_level, ":level", ":skill", "trp_player"),
(val_mul, ":level", -1),
(troop_raise_skill, "trp_player", ":skill", ":level"),
(try_end),
(party_get_num_companion_stacks, ":num_stacks", "p_main_party"),
(try_for_range, ":stack", 1, ":num_stacks"), #0 is the player, so don't start with 0
(party_stack_get_troop_id, ":troop", "p_main_party", ":stack"),
(party_stack_get_size, ":size", "p_main_party", ":stack"),
(party_remove_members, "p_main_party", ":troop", ":size"),
(try_end),
(party_get_num_prisoner_stacks, ":num_stacks", "p_main_party"),
(try_for_range, ":stack", 0, ":num_stacks"),
(party_prisoner_stack_get_troop_id, ":troop", "p_main_party", ":stack"),
(party_prisoner_stack_get_size, ":size", "p_main_party", ":stack"),
(party_remove_prisoners, "p_main_party", ":troop", ":size"),
(try_end),
N0body said:Sounds like an idea - how would I go around creating a new party and transferring all the troops into it - no need for the part to rejoin the player, just that there is a wanderering, leaderless army in which the player left.
(set_spawn_radius, 0),
(spawn_around_party, "p_main_party", "pt_none"),
(assign, ":new_party", reg0),
(call_script, "script_party_copy", ":new_party", "p_main_party"),
(party_remove_members, ":new_party", "trp_player", 1),
I'm not 100% sure about enlarging existing scenes: I've done exactly once (without issue), but others have brought up issues when trying to do so. As for making a bigger map (or smaller too), you're on the right track. Once you change the size of the map by tinkering with the hex values, make sure your min position and max position in the actual scene entry are appropriate.Ulec said:[*] I need to know whether it is possible to enlarge an existing map or not. Or whether it is possible to create a map larger than the current standards. (Over the maximum widths allowed in the scene creator in edit mode. I tried messing with the hex string there and got a huger map, yet still the same parts available for use whereas it just extended the area between the actual scene and the outer terrain, making no difference as you cannot use that area for anything)
[*] A custom in-game inventory menu which connects to the database that was mentioned in the first component of this list, with more slots and whatnot. (Basically the same issue here with the mission_templates one as I believe that's how you also create new menus and their interfaces in-game. Please correct me if I'm wrong)
Party templates list the types of troops that are given to parties of that template.pino69 said:I came here because it has been said that were the right place for answers...
I'd like to know what I have to do for faction lords use units I've just created (maybe I do have nothing to do...). I understand I have to check Party Templates but I can't see what I have to do. Existing parties like reinforcement do not list all faction unit.
Is theresomeone to explain me how party templates work ?
Caba`drin said:No, there are not.Federick421 said:there is any troop editors that visually show the troops models and the items they will be using. I think it would be really handy in chosing what equipment any soldier would be using
may be if we use manhunter party templates (clearing it's member on spawning first and renaming it), we can make them do bandit hunting. More, if the main party moral is low hen character left them, we can use deserter party template instead.Caba`drin said:N0body said:Sounds like an idea - how would I go around creating a new party and transferring all the troops into it - no need for the part to rejoin the player, just that there is a wanderering, leaderless army in which the player left.
Something like
Though unless you set a number of other things for the new party--its AI behavior, etc--it will just sit there. The game won't know what to do with it.Code:(set_spawn_radius, 0), (spawn_around_party, "p_main_party", "pt_none"), (assign, ":new_party", reg0), (call_script, "script_party_copy", ":new_party", "p_main_party"), (party_remove_members, ":new_party", "trp_player", 1),
Actually, there is an ingame troop viewer you can use. Check edit mode, start a game, and go to the character screen - there are new arrow buttons there that let you view all the troops.Federick421 said:Caba`drin said:No, there are not.Federick421 said:there is any troop editors that visually show the troops models and the items they will be using. I think it would be really handy in chosing what equipment any soldier would be using
well someone should make one