Why only square brackets?!Roemerboy said:Would be this code at the bottom ok?
Code:[0, 0, ti_once, [], [[assign,"$g_uses2",1]]],
(0, 0, ti_once, [], [
(assign, "$g_uses2", 1),
]),
I don't know, but I can tell you that in my tests of flying eagles for Forodren Auth, if I had enough altitude, archers were ready to shoot at angles of nearly 90 degrees, so if all else fails you could probably hack an invisible enemy agent which they could target in order to increase their range._Sebastian_ said:I'm not talking about raising up the missile speed or power draw, I mean the shot angle to get the maximum range.
Archers are shooting in an angle of max ~20° atm, but I want that they are able to shot in an angle of ~43° to get the maximum range.
Use the Search function in OpenBRF. It's there for that specific purpose. I can tell you that you're looking for a file in commonRes, though. The rest is up to you.Gambino said:hello im new to modelling wheres the man head resource model found so i can build a helmet over it?
It's really not recommended to edit the .txt files by hand. Use an application instead, you can find them in the Unofficial Editing Tools board.Michadr said:okay for a while not i have tried to figure out what i should do if i dont have a items_kind but i have textures and the brf file for a item i want to add to my mod. Say i downloaed a open source item and it gives me the textures and the brf file but i need to add it to items_kind... i have no idea what all those numbers mean etc... help?
Lumos said:Why only square brackets?!Roemerboy said:Would be this code at the bottom ok?
Code:[0, 0, ti_once, [], [[assign,"$g_uses2",1]]],
I don't know what you mean by "at the bottom", but you have to put this in the appropriate mission template's triggers.Code:(0, 0, ti_once, [], [ (assign, "$g_uses2", 1), ]),
Caba`drin said:Note that
A trigger starting with (0, 0, ti_once, ....
is very nearly equivalent to starting the same trigger with (ti_after_mission_start, 0, 0, ....
which is sometimes clearer to recall what you were doing (they get called the same millisecond, so are indistinguishable, at least when debugging with display_message).
ShopperKimpy said:Hi, I'm a member of Suvarnabhumi Mahayuth Modder team. I'm trying to modify mod's default banner. After I overwrite the .dds banner and enter the game, the modified banners appear blur but the default banner is fine. How can I solve this problem ??
Thank in advance
Then look at the Editor's settings.cfg file and see which mod it loads. It should also say it in the editor window's title, IIRC.Dawiduh said:I got the map done in the editor and it is saved somewhere (I don't know where) because when I open it up my map is loaded by default. But the map.txt has not modified one bit.
Doubt it. BTW, the warning means that you have partie(s) on water/mountains, I don't think that having a castle with a bridge icon would be problematic.Dawiduh said:So, is it possible the map editor won't save my map because of this warning?
Your description puzzles me. The only way, if all else fails, for you to see where your mod is, includes a lot of Windows Searching and looking at the "Date Modified" for the found files.Dawiduh said:Also where does the editor store the map I'm editing?
Dawiduh said:C:\Users\David\AppData\Local\VirtualStore\Program Files (x86)\Moun&Blade\Modules\Native
jojo = (
0, 0, 0, [(key_clicked, key_q),],
[
(get_player_agent_no, ":agent"),
(agent_is_alive, ":agent"),
(agent_set_animation, ":agent", "anim_myanim"),
(agent_play_sound, ":agent", "snd_man_die"),
(agent_deliver_damage_to_agent, ":agent", ":agent", 100),
])
["myanim", acf_enforce_all|acf_align_with_ground, amf_priority_die|amf_accurate_body|amf_keep|amf_client_prediction,
[12.0, "myanim", 150, 850, arf_blend_in_16],
],
You are delivering the damage at the very beginning of your animation. Instead, you should wait until it's over and then deal damage.Tomy44 said:Hi
I have a problem with an animation. When I press the key, if the player die, the animation is not played. I want that when the key is pressed, the animation is played and at the end the player die.
Is there a way to deliver the damage at the end or after the animation?
Here is the actual code:
Code:jojo = ( 0, 0, 0, [(key_clicked, key_q),], [ (get_player_agent_no, ":agent"), (agent_is_alive, ":agent"), (agent_set_animation, ":agent", "anim_myanim"), (agent_play_sound, ":agent", "snd_man_die"), (agent_deliver_damage_to_agent, ":agent", ":agent", 100), ])
Code:["myanim", acf_enforce_all|acf_align_with_ground, amf_priority_die|amf_accurate_body|amf_keep|amf_client_prediction, [12.0, "myanim", 150, 850, arf_blend_in_16], ],
jojo = (
0.0, 2.0, 0.0,
[
(key_clicked, key_q),
(get_player_agent_no, ":agent"),
(agent_is_alive, ":agent"),
(agent_set_animation, ":agent", "anim_myanim"),
(agent_play_sound, ":agent", "snd_man_die"),
],
[
(get_player_agent_no, ":agent"),
(agent_is_alive, ":agent"),
(agent_deliver_damage_to_agent, ":agent", ":agent", 100),
],
)