Pumpkin Lord
Why aren't you checking out the source of Rigale, the mod? Where the codes of "Fog of War" lies...
(0,
[(map_free),
(try_for_range,":cur_icon","p_sietch_village_tabr_1","p_salt_mine"), #go through my own villages I have added after the Native ones
(store_distance_to_party_from_party,":cur_dist","p_main_party",":cur_icon"), #get the distance between the player party and the village
(lt,":cur_dist",50), #I guess this must be an if condition, so if current distance is smaller then the minimum distance it runs next line
(party_set_flags,":cur_icon",pf_always_visible,1), #this should put the pf_always_visible flag in my previously undiscovered village making it visible for all eternity
(try_end),]),
Ah, ThanksCaba`drin said:Hitpoints aren't used for weapons, though they are for shields or horses, so that's why you see it there.
TheLordAidan said:Is there a way to make an item (in this case ammo) invisible in a scene, but still have an image in your inventory?
dunde said:Slots do nothing. You should set the party flag.
Code:(0, [(map_free), (try_for_range,":cur_icon","p_sietch_village_tabr_1","p_salt_mine"), #go through my own villages I have added after the Native ones (store_distance_to_party_from_party,":cur_dist","p_main_party",":cur_icon"), #get the distance between the player party and the village (lt,":cur_dist",50), #I guess this must be an if condition, so if current distance is smaller then the minimum distance it runs next line (party_set_flags,":cur_icon",pf_always_visible,1), #this should put the pf_always_visible flag in my previously undiscovered village making it visible for all eternity (try_end),]),
Belendor said:Why aren't you checking out the source of Rigale, the mod? Where the codes of "Fog of War" lies...
Ikaguia said:or floris mod pack
I think it's the same code, so nevermind
MadVader said:In the script "randomly_start_war_peace_new", insert some lines like this (the example is about Swadia and Vaegirs):TheLordAidan said:I'm trying to make it so certain factions won't declare war on each other. Does anyone know if this is possible, and if so, where is the script that governs it?
(try_for_range, ":cur_kingdom", "fac_kingdom_1", kingdoms_end),
(faction_slot_eq, ":cur_kingdom", slot_faction_state, sfs_active),
(try_for_range, ":cur_kingdom_2", kingdoms_begin, kingdoms_end),
(neq, ":cur_kingdom", ":cur_kingdom_2"),
(assign, ":dont_start_wars", 0),
(try_begin),
(eq, ":cur_kingdom", "fac_kingdom_1"),
(eq, ":cur_kingdom_2", "fac_kingdom_2"),
(assign, ":dont_start_wars", 1),
(else_try),
(eq, ":cur_kingdom", "fac_kingdom_2"),
(eq, ":cur_kingdom_2", "fac_kingdom_1"),
(assign, ":dont_start_wars", 1),
(try_end),
(eq, ":dont_start_wars", 0),
(faction_slot_eq, ":cur_kingdom_2", slot_faction_state, sfs_active),
("action_assign_fief",[],"Reassign fiefs.",
[(jump_to_menu, "mnu_fief_assignment"),
("fief_assignment",0,
"This is where you will assign fiefs.\
At least once you know what you're doing....",
"none",
[
("camp_action_4",[],"Back to camp menu.",
[(jump_to_menu, "mnu_camp"),
]
),
]
),
Error in game menu:
('fief_assignment', 0, "This is where you will assign fiefs. At least once you k
now what you're doing....", 'none', [('camp_action_4', [], 'Back to camp menu.',
[(2060, 'mnu_camp')])])
The menu itself has a code execution block, followed by the list of menu options. Insert an extra [], after "none",RobSmith176 said:Next I attempted to make that very basic menu, with only the option to go back to the camp menu:
Maybe because there are way more weapons of that type with high abundance? You should restrict factions to make them more likely to appear when you're looking for them. Otherwise you can manually add them from within the merchant restock script.Artyem said:I've added quite a few custom weapons, and they work fine, my only problem is that they only VERY rarely show up in shops, some don't show up at all. They have abundance set at 100 and I can't think of any other reason for this. The custom armor are showing up fine but the weapons are very rare.
This gets called only once at game_start, so you're better off using something else. You could use it for the things I say below, but why stick it into some random code blck when you can put it at the start of game_start?Dawiduh said:In order to do that I need to compare distances, and the only distance-comparing piece of code I know is the one in module_scripts assigning villages to the nearest town.
(0,
[
(map_free),
(key_clicked, key_m),
(set_fixed_point_multiplier, 1000),
(party_get_ai_target_position, pos60, "p_main_party"),
(position_get_x, reg10, pos60),
(position_get_y, reg11, pos60),
(get_party_ai_current_behavior, reg2, "p_main_party"),
(get_party_ai_current_object, reg3, "p_main_party"),
(set_fixed_point_multiplier, 1),
(display_message, "@{!}Cur bhvr {reg2}, cur obj {reg3}, target pos ({reg10},{reg11})"),
]
),
It's a presentation. See how the Native presentations are set up, or look at other presentations from mods that you enjoy...and make a presentation.Jarvisimo said:Hello there,
I've been looking everywhere for help on this. I even PM'd Vincenzo himself.
I'm okay at coding, but this area is completely new to me, so you'll have to go right back to basics.
I want to know how I can make a class selection menu, for a multiplayer mod.
Any help on the subject will be really appreciated, I'm losing the will to live on this.
xPearse said:Has anyone ever got glass to work properly because I have tried everything and it never turns out the way I want it to be, it may be because the face that I don't know but it could be that it's not possible in mount and blade. It always turns out like this.
See it doesn't appear properly ingame so can anyone help me out on this.