Modding Q&A [For Quick Questions and Answers]

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JuJu70 said:
That code looks messy.. you put a second parameter - do you supply it when calling the script? There's an "else_try" hanging freely where it shouldn't be.


Thanks for the code I will try it

I put my special part before native random recruitment that's why there was (else_try) (it wasn't hanging).

A question - reinforce_party script is being called from form_hero_party script for ":troop_no". So that ":troop_no" is not "remembered" (that what i was trying to store)?

Question 2 - is there a better compiler?
There is no form_hero_party script but there is script_hire_men_to_kingdom_hero_party, and it does this:
(call_script, "script_cf_reinforce_party", ":party_no"),

Maybe you added a second argument here, but nobody could guess what you did unless you tell them.
I suggest you forget about it for now and try that code. Then learn about the module system, here: http://forums.taleworlds.com/index.php/topic,56798.0.html

Better compiler here: http://forums.taleworlds.com/index.php/topic,226612.0.html
 
Can someone tell me what wrong in this picture, the model is fine but ingame it's like this so anyone please help. Open brf is totally better than brf editor so get it as it's just superior.

 
abdoul said:
Does it do the same thing?
Yes, as it directly states in the brf edit thread, openBRF is the current, actively supported BRF editing software for the community at present while brf edit hasn't been updated in years and its creator, while a founder of the M&B modding community, is no longer active here.

abdoul said:
You cant export files?
You can export stuff just fine in openBRF. Much of that is via right clicking on a mesh, but just read the information available in the openBRF board in the stickied Info and FAQ threads and then click around in the program. The vast majority of it is self-explanatory.
 
so i am working on making certain items availble in the buy menu such as longbow availble for crossbowman
well the long bow works but it shows up with the cross bow mesh/images. why is this and how do i fix it please help
 
So I am trying to make a Custom Selction like MM, I am new to coding, But we all learn some how, eh?

Code:
  (create_text_overlay, reg0, "str_choose_a_troop", 0),
      (overlay_set_color, reg0, 0xFFFFFF),
      (position_set_x, pos1, 0),
      (position_set_y, pos1, ":cur_y"),
      (overlay_set_position, reg0, pos1),
      (val_sub, ":cur_y", escape_menu_item_height),
      (position_set_y, pos1, ":cur_y"),
      (position_set_x, pos1, 100),
    Is there more that goes to this? It is under module_presentations.

Thanks everyone for your time.
 
How can I change the waves of reinforcements in a battle (using the module system)? I recently engaged in  a 700 vs 500 battle and it took around 4 battles. Would have liked it to take one single battle.
 
izaktj said:
How can I change the waves of reinforcements in a battle (using the module system)? I recently engaged in  a 700 vs 500 battle and it took around 4 battles. Would have liked it to take one single battle.
In module_mission_templates, for field battles you are looking at the mission template "lead_charge".
There, find the triggers that check and assign the value of the variables "$defender_reinforcement_stage" and "$attacker_reinforcement_stage" and change the checks to the number you want to check. Or, see the Custom Commander source code--rubik adds a mod options menu that allows you to scale the number of reinforcement waves in a battle and you can see how that works.

Bravo2255 said:
So I am trying to make a Custom Selction like MM, I am new to coding, But we all learn some how, eh?

Code:
  (create_text_overlay, reg0, "str_choose_a_troop", 0),
      (overlay_set_color, reg0, 0xFFFFFF),
      (position_set_x, pos1, 0),
      (position_set_y, pos1, ":cur_y"),
      (overlay_set_position, reg0, pos1),
      (val_sub, ":cur_y", escape_menu_item_height),
      (position_set_y, pos1, ":cur_y"),
      (position_set_x, pos1, 100),
    Is there more that goes to this? It is under module_presentations.
Thanks everyone for your time.
All that does is write whatever text the string "str_choose_a_troop" holds (see module_strings) on the screen in that presentation. The first line creates the text item (overlay), the next sets the text color, the next four position it on the screen and then adjust the vertical position for the next line of text to be written, and the next two move the position for whatever is going to be printed next before you cut off the copy-paste.

So yes, there is much, much more to that presentation.
 
How would I increase the amount of zoom? If i was to make a sniper rifle for instance and wanted the scope to zoom to two or three times that of normal shift?
 
Jamiek said:
How would I increase the amount of zoom? If i was to make a sniper rifle for instance and wanted the scope to zoom to two or three times that of normal shift?
You would need to capture the zoom key press and check that the player was using the sniper rifle  and then push the mission camera mode into manual and edit it directly, all within a mission template trigger.

See the "Ironsight" code for a place to begin, found in the OSP Resources sub-board.
 
Slawtering said:
I have some skybox problems after including some osp's to my mod. (expanded horizons and realistic colours 1.22)

Il get some screenies of it if it helps. Basically I have the skybox and then a big white mass between it and the ground.

EDIT:
Big Images
1FA24E532A8691D5AF71AC4876F3324FB5D59240

F632625618B81E65FF8B6130BE0A56A9C11C778B
Bump
 
Hey guys could you possibly help me out here and figure out whats wrong. The zombie faces work but there must be something wrong with my units entry or the face codes because I can choose to be a zombie see the face and no crash but when I encounter the zombie units in battle or in a scene the game just crashes. Any help here, I could get the face texts again but I want to see if you guys see any problems.

Faces
zomface1blackhair = 0x000000003f00001436db6db6db6db6db00000000001db6db0000000000000000
zomface1brownhair = 0x000000000000001436db6db6db6db6db00000000001db6db0000000000000000
zomface2hairblack = 0x000000003f00101436db6db6db6db6db00000000001db6db0000000000000000
zomface2hairorangesmallbeard = 0x00000000000015d436db6db6db6db6db00000000001db6db0000000000000000
zomface3brownhairbeard = 0x000000000000259436db6db6db6db6db00000000001db6db0000000000000000
zomface3orangehairsmall = 0x000000000000101136db6db6db6db6db00000000001db6db0000000000000000
zomface3afro = 0x000000000000201536db6db6db6db6db00000000001db6db0000000000000000
zomface4blackhair = 0x000000003f00300136db6db6db6db6db00000000001db6db0000000000000000
zomface4bald = 0x000000003f00300036db6db6db6db6db00000000001db6db0000000000000000
zomface5shortblackhair = 0x000000003f00400636db6db6db6db6db00000000001db6db0000000000000000
zomface5mustacheblack = 0x000000003f00454a36db6db6db6db6db00000000001db6db0000000000000000

A unit entry or two

  ["khergit_tribesman","Chef Zombie","Zombie Chef's",tf_zombie|tf_randomize_face|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_gloves,0,0,fac_khergits,
  [itm_zombootsblack,itm_zomchefthug,itm_zombiegirlhands,itm_zombiepunch],
  def_attrib|level(5),wp(50),knows_common|knows_riding_3|knows_power_draw_2|knows_horse_archery_2,zomface1blackhair],

  ["khergit_horseman","Old Man Zombie","Old Men Zombies",tf_zombie|tf_randomize_face|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_gloves,0,0,fac_khergits,
  [itm_teacherclothing,itm_teacherflipflops,itm_zombiepunch,itm_zombiegirlhands],
  def_attrib|level(21),wp(80),knows_common|knows_riding_5|knows_power_draw_4|knows_ironflesh_1|knows_power_throw_1,zomface1blackhair],
 
xPearse said:
Hey guys could you possibly help me out here and figure out whats wrong. The zombie faces work but there must be something wrong with my units entry or the face codes because I can choose to be a zombie see the face and no crash but when I encounter the zombie units in battle or in a scene the game just crashes. Any help here, I could get the face texts again but I want to see if you guys see any problems.

Faces
zomface1blackhair = 0x000000003f00001436db6db6db6db6db00000000001db6db0000000000000000
zomface1brownhair = 0x000000000000001436db6db6db6db6db00000000001db6db0000000000000000
zomface2hairblack = 0x000000003f00101436db6db6db6db6db00000000001db6db0000000000000000
zomface2hairorangesmallbeard = 0x00000000000015d436db6db6db6db6db00000000001db6db0000000000000000
zomface3brownhairbeard = 0x000000000000259436db6db6db6db6db00000000001db6db0000000000000000
zomface3orangehairsmall = 0x000000000000101136db6db6db6db6db00000000001db6db0000000000000000
zomface3afro = 0x000000000000201536db6db6db6db6db00000000001db6db0000000000000000
zomface4blackhair = 0x000000003f00300136db6db6db6db6db00000000001db6db0000000000000000
zomface4bald = 0x000000003f00300036db6db6db6db6db00000000001db6db0000000000000000
zomface5shortblackhair = 0x000000003f00400636db6db6db6db6db00000000001db6db0000000000000000
zomface5mustacheblack = 0x000000003f00454a36db6db6db6db6db00000000001db6db0000000000000000

A unit entry or two

  ["khergit_tribesman","Chef Zombie","Zombie Chef's",tf_zombie|tf_randomize_face|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_gloves,0,0,fac_khergits,
  [itm_zombootsblack,itm_zomchefthug,itm_zombiegirlhands,itm_zombiepunch],
  def_attrib|level(5),wp(50),knows_common|knows_riding_3|knows_power_draw_2|knows_horse_archery_2,zomface1blackhair],

  ["khergit_horseman","Old Man Zombie","Old Men Zombies",tf_zombie|tf_randomize_face|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_gloves,0,0,fac_khergits,
  [itm_teacherclothing,itm_teacherflipflops,itm_zombiepunch,itm_zombiegirlhands],
  def_attrib|level(21),wp(80),knows_common|knows_riding_5|knows_power_draw_4|knows_ironflesh_1|knows_power_throw_1,zomface1blackhair],
AFAIK tf_randomize_face requires two face codes, remove tf_randomize_face flag or add second face code.
 
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