Remove them from the upgrade definitions at the bottom of the file, too.
got_white_walkers_respawn = (
ti_on_agent_hit, 0, 0, [],
[ (store_trigger_param_1, ":deadww"),
(store_trigger_param_2, ":wwhunter"),
# (store_trigger_param_3, ":damage"),
(neg|agent_is_alive, ":deadww"),
(agent_is_alive, ":wwhunter"),
(agent_get_troop_id, ":wwtroop", ":deadww"),
(agent_get_position, pos27, ":deadww"),
(eq, ":wwtroop", "trp_white_walker"),
(set_spawn_position, pos27),
(spawn_scene_prop, "spr_white_walker_body"),
])
I know, im just saying, how can i get a value from the php code?MadocComadrin said:any php (or any other appropriate web scripting language) stuff will be done on and for the webserver to respond to the message sent by that operation.
Check header_operations.py file. Actually, make it a habit to always check it first.SnRolls said:I know, im just saying, how can i get a value from the php code?
Like, i put into a variable a value from the mysql, then how can i recieve it to the module system?
send_message_to_url = 380 # (send_message_to_url, <string_id>, <encode_url>),
# result will be returned to script_game_receive_url_response
#script_game_receive_url_response
#response format should be like this:
# [a number or a string]|[another number or a string]|[yet another number or a string] ...
# here is an example response:
# 12|Player|100|another string|142|323542|34454|yet another string
# INPUT: arg1 = num_integers, arg2 = num_strings
# reg0, reg1, reg2, ... up to 128 registers contain the integer values
# s0, s1, s2, ... up to 128 strings contain the string values
Scripts that begin with "game_*" indicate that they are called from the engine at need. So long as you use the operation that I and now Lav have pointed out to you to send the message to your website--and do whatever you need to do with it on the website--the game will fire the script_game_receive_url_response whenever it receives a message from that website. Edit that script as you need to to deal with the information that is being returned to you.SnRolls said:I saw that bro... where do i call the script?
and the registers contains the values i get from the php page?
(init_position, <pos>) sets everything to 0s.Belendor said:I somehow need to clear the position just like "str_clear"
Thanks for the quick reply. It save hours of my time from reskeletonize-ing for 2 skeletons that won't work on game.cmpxchg8b said:
...
capability = items[i_item][5] & itc_cleaver
if capability == itc_bastardsword or capability == itc_morningstar:
item_score.append((item_set_slot, i_item, slot_item_one_half_handed, 1))
...
Thanks, i got it.Caba`drin said:Scripts that begin with "game_*" indicate that they are called from the engine at need. So long as you use the operation that I and now Lav have pointed out to you to send the message to your website--and do whatever you need to do with it on the website--the game will fire the script_game_receive_url_response whenever it receives a message from that website. Edit that script as you need to to deal with the information that is being returned to you.SnRolls said:I saw that bro... where do i call the script?
and the registers contains the values i get from the php page?
You will then use store_script_param_1 to get the number of integers returned, so the script knows how many registers are full of numbers (starting at reg0) and then store_script_param_2 to get the numbers of strings returned (starting at s0), all as indicated by the comments in the script.
(init_position, <pos>) sets everything to 0s.Belendor said:I somehow need to clear the position just like "str_clear"
You want_Sebastian_ said:I'm going to check(with python comands) if a weapon has a special capability... and if yes, then an item slot should be set to 1.
But it wont work. The problem must be in these lines.
Any ideasCode:... capability = items[i_item][5] & itc_cleaver if capability == itc_bastardsword or capability == itc_morningstar: item_score.append((item_set_slot, i_item, slot_item_one_half_handed, 1)) ...
def ammo_refill(x):
x+=1
return x
Dawiduh said:The banners are mocking me once again
I have added a new type of world map banner that looks like this: http://davidstancu.com/pics/logo/fremen_sietch/mb20.jpg.
But when I look in the Notes tab at the character it looks like this: http://davidstancu.com/pics/logo/fremen_sietch/mb19.jpg
So I have a problem here. It was supposed tot use the banner's texture but it uses something another one as if the my texture is missing.
Any ideas?
As far as I know this message is hardcoded. Those icons aren't even referenced anywhere in the Module System.Andrews said:Anyone know where is the code (toople) that places a small image that indicates the type of death that had a player in multiplayer game?