Modding Q&A [For Quick Questions and Answers]

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Patta said:
MadocComadrin said:
Ah, I'm saying you don't need an event: just call it directly from the weapon trigger.

Yea, but I need that event for something else, so...

Well, the  problem is still there. You seem to hear the sound from your own agent, and not from the one shooting.

Code:
[(ti_on_weapon_attack,
  [(multiplayer_is_server),
   (store_trigger_param_1, ":agent_id"),
   (agent_play_sound, ":agent_id", "snd_pistol_shot"),
   (position_move_x, pos1,-18),
   (position_move_y, pos1,15),
   (particle_system_burst, "psys_pistol_smoke", pos1, 15),
   ])
  ]],

is much cleaner and better to use in items (Thank you Vornne!)
Also, it seems that pistol_shot is a 3d sound, not a 2d, so it plays everywhere at the same time when it's used.

 
Belendor Torheal Artendor said:
Caba`drin said:
Sorry, I should have noted my above was based on SP. Only teams 0-3 are used in SP.
But only teams 0-7 are ever valid.

Then, it is possible to make 7 different armies fighting on same battle, right?
If you recode the agent assign to teams script and monkey with spawn points and the entry point declarations, yes I suppose it would be possible. Though those are probably only the first of more things that would need to be changed--all the casualty counting in scripts and menus and battle consequences, etc, aren't prepared for more than two sides fighting.

As it is teams 0 and 1 are always used, but if the player has an ally party, they get bumped to the player's team + 2 (so team 2 or 3, depending on whether the player is team 0 or 1).
 
Code:
mtef_team_0              = 0x00001000
mtef_team_1              = 0x00002000
mtef_team_2              = 0x00003000
mtef_team_3              = 0x00004000
mtef_team_4              = 0x00005000
mtef_team_5              = 0x00006000
mtef_team_member_2       = 0x00008000
Looks like you can only get 6 teams. Not sure if defining 0x00007000 would do anything really.
 
Okay, so, I removed two factions completely from the game, along with all but 4 villages, one castle, and 16 towns. Now I go to a town and it gives me strings and debugs that I don't need to have. Any ideas what I could have done wrong? :sad:

Oh yeah, I also unequipped all items from troops and removed all but 180 or so items.
 
I just spent an hour or so adding adding a whole lot of weapons from Dejawolf's (awesome) Viking Pack... only to find out that they appear to glow in the freaking dark:
1qjvrl.jpg

(It's much brighter on my screen).

Is there something wrong here or are they meant to be that way?
 
Em... somebody can help me, please?

I'm trying to adding a new throwing weapon with a new model, I have a .brf called "Potion" and a .dds called "potion_txt".

Somebody made these things for me, but I don't know if it's my problem or what, but I can't see the item in-game.

I have used load_mod_resource = Potion before materials.

And I have edit a Dart item, and I have set it to the end of module_items (before items_end):

["potion",        "Potion", [("Potion",0),("Potion", ixmesh_carry)], itp_type_thrown |itp_merchandise|itp_primary ,itcf_throw_javelin|itcf_carry_quiver_right_vertical|itcf_show_holster_when_drawn,
155 , weight(4)|difficulty(1)|spd_rtng(95) | shoot_speed(2:cool: | thrust_damage(22 ,  pierce)|max_ammo(7)|weapon_length(32),imodbits_thrown ],


What's the problem? :s
 
Azrooh said:
Is the .brf called Potion, or the model inside the .brf?
It's the .brf | Don't know the inside name, I receive these files, the problem is that it's the first time that I tryed to add a custom 3D weapon, but I haven't maked it (there is a 3D modeller).
 
Specialist said:
Okay, so, I removed two factions completely from the game, along with all but 4 villages, one castle, and 16 towns. Now I go to a town and it gives me strings and debugs that I don't need to have. Any ideas what I could have done wrong? :sad:

Oh yeah, I also unequipped all items from troops and removed all but 180 or so items.
 
did you remove all references in all files?  You need to also check for things like get_slot_current_town, because if you haven't updated the definition of the slots, you may be trying to get a slot for a current town that isn't there, but I don;t do much with slots, so I can't say exactly if that would be the problem.  Just that removing all that stuff.... challenging indeed.

Items - again, any references in any other files need to be updated, and any trp-guar-ranged/mounted/helmet/gloves need changed too. 
 
I've been super careful to remove all references like that. The only thing i can think of is to change the tf_guarantee flags.
I get no build errors or warnings either
 
hmm....

It is possibly that, because almost every troop that appears  in a town would have at least one such flag, and if it causes an error, then the errors would pop up when you enter the town.
Also, if any items are used as scene props eg at smith's stall....
 
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