Modding Q&A [For Quick Questions and Answers]

Users who are viewing this thread

Status
Not open for further replies.
I've tried really hard to make sounds apply to certain classes in my 40K mod
This is for example within one faction (say Imperium of Man) I have classes like Imperial Guard and Space Marines.
Obviously I'd want them to sound difference say when dieing or getting hit or shouting a warcry
I know how to make the sounds faction specific (by adding ,fac_kingdom_whatever after the sound file) but I have no idea how to make them class specific or even if that's possible...

this is what I've got so far for my death sound

("man_die",sf_priority_10,["guard_die_1.wav","guard_die_2.wav","guard_die_3.wav","guard_die_4.wav","guard_die_5.wav","guard_die_6.wav",
"guard_die_7.wav","guard_die_8.wav","guard_die_9.wav", trp_imperial_guard_multiplayer, trp_mp_imperial_guard],
                                    ["tatar_man_death_1.wav", fac_kingdom_3],
      ["swed_man_death_1.ogg", fac_kingdom_4], ["swed_man_death_2.ogg", fac_kingdom_4],  ["swed_man_death_3.ogg", fac_kingdom_4],
  ["death_generick_2.ogg", fac_kingdom_5],
  ["death_generick_3.ogg", fac_kingdom_2],
  "ben_death.wav","john_death.wav","jamie_death.wav","oldlamps_death.wav"),
                            # ["man_fall_1.ogg","man_fall_2.ogg","man_fall_3.ogg","man_fall_4.ogg"]),

anyone know how to do it properly? greatly appreciated for any suggestions or answers
thanks in advance :smile:
Jamie
 
Drummerman12345 said:
I've tried really hard to make sounds apply to certain classes in my 40K mod
This is for example within one faction (say Imperium of Man) I have classes like Imperial Guard and Space Marines.
Obviously I'd want them to sound difference say when dieing or getting hit or shouting a warcry
I know how to make the sounds faction specific (by adding ,fac_kingdom_whatever after the sound file) but I have no idea how to make them class specific or even if that's possible...
You need to define new races and modify the sound references in the following
Code:
[(voice_die,"snd_man_die"),(voice_hit,"snd_man_hit"),(voice_grunt,"snd_man_grunt"),(voice_grunt_long,"snd_man_grunt_long"),(voice_yell,"snd_man_yell"),(voice_stun,"snd_man_stun"),(voice_victory,"snd_man_victory")], #voice sounds
It also has the bonus of allowing you to vary skin textures, physical size, etc.

Ulec said:
Only the last yet the most important one remaining now! Thanks for all the help regarding the rest of them. Hopefully someone is knowledgeable in this rea, enough to help me. :smile:
That isn't really pertinent to modding per se - database setup is really up to you, and cRPG's server-side stuff isn't really available to you. You can certainly store all those information with 9 integers for equipment (agent_get_item_slot), 1 for each stat (agent_get_troop_id), and 3 for the position (agent_get_position) in a ti_on_player_exit trigger. How you store it is, again, up to your discretion - I recommend using player_get_unique_id.
 
Somebody said:
Drummerman12345 said:
I've tried really hard to make sounds apply to certain classes in my 40K mod
This is for example within one faction (say Imperium of Man) I have classes like Imperial Guard and Space Marines.
Obviously I'd want them to sound difference say when dieing or getting hit or shouting a warcry
I know how to make the sounds faction specific (by adding ,fac_kingdom_whatever after the sound file) but I have no idea how to make them class specific or even if that's possible...
You need to define new races and modify the sound references in the following
Code:
[(voice_die,"snd_man_die"),(voice_hit,"snd_man_hit"),(voice_grunt,"snd_man_grunt"),(voice_grunt_long,"snd_man_grunt_long"),(voice_yell,"snd_man_yell"),(voice_stun,"snd_man_stun"),(voice_victory,"snd_man_victory")], #voice sounds
It also has the bonus of allowing you to vary skin textures, physical size, etc.

hmmm well I went to someone about that before and they said creating new skins isn't multiplayer compatible :/
is there a work-around?
 
Specialist said:
Yes it is. Arch3r did it for Full Invasion

so it'll work for both bots and players? :smile: I'm getting so many mixed responses :razz:

EDIT: okai so I'm gonna have a go anyway... I've made the new race... so to just assign the new race to the right troops I make a new header in header_troops and put the new tf_guardsman or whatever in the desired troops in module_troops?
 
Aye. I think it will work though, someone did a Giants vs Dwarves mod, and if I recall, you actually fought giants and dwarves on the same MP map using players *and* bots.

The other reason I say it should work is because if someone decides to be a female, then they have already chosen another race than the race encompassing tf_man.
 
hmmmm yeah I get what you mean... but I did it all just now and it only seems to work for bots :/ maybe you could code it so that when the class is picked then your skin is set to tf_guardsman through scripts rather than tieing it to the troop itself?
 
I'm trying to think about that one.... If I made a new race and allowed the player to pick the race like they do during MP character creation....maybe it would work, but I don't know. Scripts...hmmm...talk to CMP or Caba. They may know
 
What you can do is spawn a bot and make a player take control. But I'm not sure if you can give the bot his face, if you would want that.
 
Barabas said:
What you can do is spawn a bot and make a player take control. But I'm not sure if you can give the bot his face, if you would want that.
Unless you are a standard soldier (which should use the standard skeleton anyway) you won't see the face (because it's Warhammer 40k) :grin:
So, DM, this should work for you
 
Barabas said:
What you can do is spawn a bot and make a player take control. But I'm not sure if you can give the bot his face, if you would want that.

awesome YES :grin: because most people wear helmets in this mod etc you barely ever see faces neither would you really care about faces seeming as it will mostly be into the action really quickly from the start of the match :grin:

how would I do that?
 
You probably need to alter the spawn script thing and use:
Code:
spawn_agent                            = 1972	# (spawn_agent,<troop_id>), (stores agent_id in reg0)
and
Code:
player_control_agent                 = 421 # (player_control_agent, <player_id>, <agent_id>),


 
Barabas said:
You probably need to alter the spawn script thing and use:
Code:
spawn_agent                            = 1972	# (spawn_agent,<troop_id>), (stores agent_id in reg0)
and
Code:
player_control_agent                 = 421 # (player_control_agent, <player_id>, <agent_id>),

ah bugger :/ I wouldn't know how the hell to do that

could someone PM me? :/ greatly appreciated
 
anyone knows what would i need to to, to make game draw a certain mesh when i hover mouse cursor over name of the troop in multiplayer troop selection menu?
 
dia151 said:
anyone knows what would i need to to, to make game draw a certain mesh when i hover mouse cursor over name of the troop in multiplayer troop selection menu?
Use the presentation trigger
Code:
   (ti_on_presentation_mouse_enter_leave, 
	  [
           (store_trigger_param_1, ":object"),
           (store_trigger_param_2, ":enter_leave"), #0 if mouse enters, 1 if mouse leaves
      
          ]),
 
yes i found ti_on_presentation_mouse_enter_leave in header_triggers and tought i could use that, but im not completly sure how.

Should i put it anywhere in module_presentations or somewhere(where?) under multiplayer troop select tuple?
And where to put the part that tells it what mesh to load?
 
dia151 said:
Should i put it anywhere in module_presentations or somewhere(where?) under multiplayer troop select tuple?
And where to put the part that tells it what mesh to load?
You'll notice that each presentation begins like:
  ("multiplayer_troop_select", prsntf_manual_end_only, 0, [
which has the pres name, any flags, any background meshes, and then the bracket that begins a python list.
The items in that list are triggers, like
Code:
    (ti_on_presentation_load,
     [
    #stuff (list of operations)
     ]),
and then
   (ti_on_presentation_event_state_change,
     [
    #stuff (list of operations)
     ]),
and
   (ti_on_presentation_run,
     [
    #stuff (list of operations)
     ]),
##stick it here??
]), #end the presentation
You would add the mouse enter/leave outside of one of these triggers, but still within the "multiplayer_troop_select" tuple, yes.

So far as adding the overlay, you'd need to identify which overlay has the troop type.
This data is stored here:
Code:
        (store_add, ":button_index_slot", ":cur_troop_index", multi_data_troop_button_indices_begin),
        (troop_set_slot, "trp_multiplayer_data", ":button_index_slot", reg0),

So you'd need a loop like the one there to identify the appropriate overlay ID and then create an overlay.
 
Ritter Dummbatz said:
ilovemyhedgehog said:
How do you define when a new animation happens?


By script I would say if I get you right.

In a mission template you could initiate an animation for example within the on_spawn_trigger

Code:
(ti_on_agent_spawn, 0, 0, [],
[              
        (store_trigger_param_1, ":agent_no"),
		
	(try_begin),
          (agent_get_troop_id, ":troop_no", ":agent_no"),
          (eq, ":troop_no", "trp_animator"),		  
	  (agent_set_stand_animation, ":agent_no", "anim_stand_lady"), 
	(try_end),
]),
How would I make a horse animation happen when cheer for men happens.
 
hey guys I'm a total noob in moding.

Is there a way to put items from other Warband mods into the native item list?

Because I want to have nice samurai stuff in Warband, the Strange japanese set is too old and dull.

Please also give me advice on wich mods have nice japanese items.

Thanks I apreciate the aid.
 
Status
Not open for further replies.
Back
Top Bottom