I guess it's done like this:Cozur said:I'm looking for a way to change the ocean terrain into the river terrain.
Basically, I want the ocean terrain to keep its waves breaking against the coast effect, but otherwise look exactly like the river terrain. As in no shallow/deep water effect.
Lav said:I guess it's done like this:Cozur said:I'm looking for a way to change the ocean terrain into the river terrain.
Basically, I want the ocean terrain to keep its waves breaking against the coast effect, but otherwise look exactly like the river terrain. As in no shallow/deep water effect.
1. Go to Warband's Textures folder.
2. Find river.dds file.
3. Copy it to your mod's Textures folder as ocean.dds.
The script "game_get_upgrade_xp" is called for the troop being upgraded.Waldzios said:Then, how it is possible ? (simple trick with counting number of calls)Somebody said:No, it's called for the troop being upgraded, not the troop it upgrades to.
It's definitely called for troop it upgrades to, but with the troop being upgraded as only script param.
Did a brief research. It is definitely possible, but the trick is not so simple.Waldzios said:Then, how it is possible ? (simple trick with counting number of calls)
It's definitely called for troop it upgrades to, but with the troop being upgraded as only script param.
Belendor Torheal Artendor said:I just watched the Battering Ram and Mill proof of concept videos for Crusaders: Way to Expiation. And, i am wondering, how to assign an animation like that to any object and even if we do, would it read the bones automatically?
sf_priority means Science Fiction priority. If your mod has a science fiction theme (SW, W40K etc.) it will play certain files and won't play others, according to the code. For example, sf_priority=8 is a code for Star Wars. It's an undocumented feature, and you have to ask TW what the other codes mean. If your mod is not about SF, you probably need to put sf_priority=0.xPearse said:I have asked this before and could someone explain to me what sf_priority does in the module sounds. I just want to know what this does, pretty please with cherries on top.
MadVader said:sf_priority means Science Fiction priority. If your mod has a science fiction theme (SW, W40K etc.) it will play certain files and won't play others, according to the code. For example, sf_priority=8 is a code for Star Wars. It's an undocumented feature, and you have to ask TW what the other codes mean. If your mod is not about SF, you probably need to put sf_priority=0.xPearse said:I have asked this before and could someone explain to me what sf_priority does in the module sounds. I just want to know what this does, pretty please with cherries on top.
/trolling
Guess: there are only so many sounds MB will play at the same time on a busy battlefield with plenty of events that cause sounds. How does it choose which ones to play when there are too many? There.
That would be pointless - if you don't want sounds to play you can simply remove them. Better explain why do you need this info and people will be able to help you better.xPearse said:MadVader said:sf_priority means Science Fiction priority. If your mod has a science fiction theme (SW, W40K etc.) it will play certain files and won't play others, according to the code. For example, sf_priority=8 is a code for Star Wars. It's an undocumented feature, and you have to ask TW what the other codes mean. If your mod is not about SF, you probably need to put sf_priority=0.xPearse said:I have asked this before and could someone explain to me what sf_priority does in the module sounds. I just want to know what this does, pretty please with cherries on top.
/trolling
Guess: there are only so many sounds MB will play at the same time on a busy battlefield with plenty of events that cause sounds. How does it choose which ones to play when there are too many? There.
So if I put the sf_ priority 0 it will not play only a selected sounds.
MadVader said:See "alley_fight" in mission templates.
Hint: add_visitors_to_current_scene
Here's a good procedure how to solve problems yourself:
1. Think of a situation where Warband does something similar, or the same thing. E.g. a merchant spawns in the intro mission and runs to talk to you. Or bandits spawn in the bandit lair.
2. Search for keywords through the relevant code. E.g. "merchant" or "bandit" in mission templates.
3. ???
4. Profit
MadVader said:That would be pointless - if you don't want sounds to play you can simply remove them. Better explain why do you need this info and people will be able to help you better.
(also notice that the first part above was a joke - I'm a troll )
MadVader said:/trolling
Guess: there are only so many sounds MB will play at the same time on a busy battlefield with plenty of events that cause sounds. How does it choose which ones to play when there are too many? There.
I finally nailed everything down, see OSP/Python Script Exchange.Waldzios said:Then, how it is possible ? (simple trick with counting number of calls)
It's definitely called for troop it upgrades to, but with the troop being upgraded as only script param.
xPearse said:MadVader said:That would be pointless - if you don't want sounds to play you can simply remove them. Better explain why do you need this info and people will be able to help you better.
(also notice that the first part above was a joke - I'm a troll )
Oh right then, guess I shouldnt have sent that e-mail to taleworlds asking about the sf_priority. Well I want to change it to make the sound that plays totally random and not cling more to the start. Just when you said trolling I though you meant this bit
See how various footstep sounds have low priority, weapon sounds medium, and screams and such, especially dying, have high priority. Think of it as how important is that sound when you compare it to others, especially in a large melee.MadVader said:Guess: there are only so many sounds MB will play at the same time on a busy battlefield with plenty of events that cause sounds. How does it choose which ones to play when there are too many? There.
Thanks, I already wrote something similar:Lav said:I finally nailed everything down, see OSP/Python Script Exchange.Waldzios said:Then, how it is possible ? (simple trick with counting number of calls)
It's definitely called for troop it upgrades to, but with the troop being upgraded as only script param.
("game_get_upgrade_cost",
[
(store_script_param_1, ":troop_id"),
(troop_get_upgrade_troop,":upgrade_troop_1",":troop_id",0),
(troop_get_upgrade_troop,":upgrade_troop_2",":troop_id",1),
(try_begin),
(le, ":upgrade_troop_2", 0),
(assign, ":upgrade_troop", ":upgrade_troop_1"),
(else_try),
(party_count_members_of_type,":temp_upgrade_no_1","p_main_party",":upgrade_troop_1"),
(party_count_members_of_type,":temp_upgrade_no_2","p_main_party",":upgrade_troop_2"),
(try_begin),
(eq, "$g_upgrade_count", 0),
(assign, ":upgrade_troop", ":upgrade_troop_1"),
(assign, "$g_upgrade_count", 1),
(else_try),
(eq, "$g_upgrade_no_1", ":temp_upgrade_no_1"),
(eq, "$g_upgrade_no_2", ":temp_upgrade_no_2"),
(assign, ":upgrade_troop", ":upgrade_troop_2"),
(assign, "$g_upgrade_count", 0),
(else_try),
(assign, ":upgrade_troop", ":upgrade_troop_1"),
(assign, "$g_upgrade_count", 1),
(neq, "$g_upgrade_no_2", ":temp_upgrade_no_2"),
(store_sub, ":amount", ":temp_upgrade_no_2","$g_upgrade_no_2"),
(call_script,"script_game_get_cost_diffrence",":upgrade_troop_1",":upgrade_troop_2"),
(store_mul, ":diff", reg0, ":amount"),
(set_show_messages,0),
(troop_add_gold, "trp_player", ":diff"),
(set_show_messages,1),
(try_end),
(assign, "$g_upgrade_no_1", ":temp_upgrade_no_1"),
(assign, "$g_upgrade_no_2", ":temp_upgrade_no_2"),
(try_end),
(call_script,"script_game_get_cost_diffrence",":upgrade_troop",":troop_id"),
(set_trigger_result, reg0),
]),
My script works correctly though. game_get_upgrade_cost is not called once in this situation, but it is called for a different troop. You are making checks for troop passed for current run, while actually you should work with troop from previous run, that's where the problem with your script is.Waldzios said:but there is problem with single or last troop in stack , when the stack is removed the game_get_upgrade_cost is called only once .