Modding Q&A [For Quick Questions and Answers]

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Caba`drin said:
The code will be found in presentations (to draw the bars), and mission templates (to activate the bars in missions) and might rely on some scripts (you'll have to see).
I've found the code but some trouble too, anyway, thanks
 
You mean the build_module.bat? Yes I did. As I stated I have made things like Test faction. But I can't change the troops. Its rather annoying that I can change everything else but them...
 
for starters, name the troop "naked_fanatic_multiplayer". That's how native does it.

Other than that, no idea what went wrong
 
Is the compass in user_interface_b the one that the game uses on the main map? I ask because I modeled a new one, renamed it in commonres to compass, renamed the old one to compass_old, but it is still showing the old compass in game.

I thought this would be a simple replacement, but for some reason it is not happening as I expected it to.

compass.jpg
 
Not sure mandible. The original compass seems to be the one that the game uses, but maybe it's hardcoded into the engine itself.


Oh, can I set a troop's HP over it's max? Eg: Say I have a..doctor, medic, etc on the field, and I want to give them high health without giving them tons of strength or ironflesh. Could I simply use agent_set_hit_points to give them, say, 500 hp rather than their max of 100?
 
Specialist said:
No. Multiplayer_troops_begin is a constant. Should be set to swadian_crossbowman_mulitplayer
I figured out the problem I accidently deleted all the swadian crossbowmen and stuff so it was skipping over the Troop part in the config.

Thanks Azrooh, specialist & caba
 
Code:
attrib_soldier = str_17 | agi_13 | int_4 | cha_4
knight_skills_1 = knows_riding_3|knows_ironflesh_2|knows_power_strike_3|knows_athletics_1|knows_tactics_2|knows_prisoner_management_1|knows_leadership_3

Can this also be done for weapon proficiency?
 
Patta said:
Can this also be done for weapon proficiency?
you mean like e.g.
Code:
tier_6_melee = wp_one_handed(200)|wp_two_handed(180)|wp_polearm(100)|wp_archery(40)| wp_crossbow(30)| wp_throwing(100)
? Sure, it's just a constant definition, that you can use anywhere downwards in troops.py
 
I want to edit the Multiplayer menu so that you can choose more than the two default races.

I looked in Game Menus (found the singleplayer one but not multiplayer), Dialogs, Presentations and Mission Templates and still can't find it.

If anyone can point me in the right direction it will be appreciated.
 
Nord Champion said:
I want to edit the Multiplayer menu so that you can choose more than the two default races.

I looked in Game Menus (found the singleplayer one but not multiplayer), Dialogs, Presentations and Mission Templates and still can't find it.

If anyone can point me in the right direction it will be appreciated.
The profile window that you get to when you click "Multiplayer"?
It is a hard-coded window, like the Party, Character, or Inventory windows for SP. What you can access is in tableau materials "game_profile_window", but I don't think that will be of much help. You might be able to get creative with the presentation "game_profile_banner_selection" though.
 
Caba`drin said:
Nord Champion said:
I want to edit the Multiplayer menu so that you can choose more than the two default races.

I looked in Game Menus (found the singleplayer one but not multiplayer), Dialogs, Presentations and Mission Templates and still can't find it.

If anyone can point me in the right direction it will be appreciated.
The profile window that you get to when you click "Multiplayer"?
It is a hard-coded window, like the Party, Character, or Inventory windows for SP. What you can access is in tableau materials "game_profile_window", but I don't think that will be of much help. You might be able to get creative with the presentation "game_profile_banner_selection" though.

Ah ok, thanks. :3
 
Actually, I have another question that may be common.

I took your advice and edited the banner selection to be race selection (thanks btw!!!). But I'm having trouble figuring out what I should use to detect the player's character so I can change the race.

Currently, I have

Code:
("race_longclaw", [

			(multiplayer_get_my_player, ":my_player_no"),
			(player_get_agent_id, ":player_agent", ":my_player_no"),
			
			(try_begin),
			(player_set_skin, ":player_agent", 2),
			(display_message,"@You_have_choosen_the_Long_Claw_race!"),
			(try_end),
         ]),

Which, I have a feeling is wrong, since it doesn't work. I get the debug message, but I get an error saying I used the wrong agent detector(not exact words, but I hope you get what I am saying.) Anyways, thanks for the help, and any more help would be greatly appreciated.
 
Say I have 3 meshes, called Grunwalder, Grunwalder.1 and Grunwalder.2

How to I combine them in the module_map_icons, making them a single map icon?
 
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