Roemerboy said:Nah i used Phyton 2.6 and i changed nothing on the original(without module_info).So where i can download a version who works?
Please post your module_info.py here.Yorker said:I have a problem, when I run "build_module" it goes through all the operations just fine and with no errors, but when i try to run the module no changes have been made (working from a copy of Native).
I added about 35 new items through "module_items" but no changes show up in item_kinds1.
My syntax is correct and I've pointed to the right directory in module_info, so I really don't know what the trouble could be.
dunde said:Please post your module_info.py here.Yorker said:I have a problem, when I run "build_module" it goes through all the operations just fine and with no errors, but when i try to run the module no changes have been made (working from a copy of Native).
I added about 35 new items through "module_items" but no changes show up in item_kinds1.
My syntax is correct and I've pointed to the right directory in module_info, so I really don't know what the trouble could be.
# Point export_dir to the folder you will be keeping your module
# Make sure you use forward slashes (/) and NOT backward slashes (\)
#export_dir = "../WOTS/Modules/Native - Copy/"
export_dir = "C:/Program Files (x86)/Mount&Blade Warband/Modules/Native - Copy"
Yorker said:dunde said:Please post your module_info.py here.Yorker said:I have a problem, when I run "build_module" it goes through all the operations just fine and with no errors, but when i try to run the module no changes have been made (working from a copy of Native).
I added about 35 new items through "module_items" but no changes show up in item_kinds1.
My syntax is correct and I've pointed to the right directory in module_info, so I really don't know what the trouble could be.
Like this?
Code:# Point export_dir to the folder you will be keeping your module # Make sure you use forward slashes (/) and NOT backward slashes (\) #export_dir = "../WOTS/Modules/Native - Copy/" export_dir = "C:/Program Files (x86)/Mount&Blade Warband/Modules/Native - Copy"
Specialist said:I suppose. But how do i set party.position? I'm not by my pc or i would investigate header operations again.
Btw, how do simple triggers work ttiming wise?
dunde said:party_set_position = 1626 # (party_set_position,<party_id>,<position_no>),
(24, # triggered every 24 hours gametime
[ <your code> ]),
You can use one of those :
store_current_hours = 2270 # (store_current_hours,<destination>),
store_current_day = 2272 # (store_current_day,<destination>),
Save the value when execute the trigger, and use it to check is it already time to execute again on next trigger fired.
Yeah, I got as far as removing static party, but it causes wierd things to happen (you see a village moving around once in awhile like a party of troops). If I figure out the bugs...I can get the code done faster than I plannedIkaguia said:party_set_ai_behavior = 1640 # (party_set_ai_behavior,<party_id>,<ai_bhvr>), #bhvr_travel_to_position or sth like that
party_set_ai_target_position = 1642 # (party_set_ai_target_position,<party_id>,<position_no>),
this will make the party travel to position(must remove the "static_party" I'm afraid
Specialist said:Yeah, I got as far as removing static party, but it causes wierd things to happen (you see a village moving around once in awhile like a party of troops). If I figure out the bugs...I can get the code done faster than I planned
MadocComadrin said:Specialist said:Yeah, I got as far as removing static party, but it causes wierd things to happen (you see a village moving around once in awhile like a party of troops). If I figure out the bugs...I can get the code done faster than I planned
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