Modding Q&A [For Quick Questions and Answers]

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If you have not touched script_game_start,  scenes will be allocated based on  their order in module_scenes.
 
Bravo2255 said:
I want to get an animation to play, by key pressing, can anyone help me. I have had no luck through forums.

I'm interested too!

(in mission template?)

Code:
   
     (1, 0, ti_once,
     [],
     [         
      (try_begin),
       (key_is_down, key_v),
       (call_script, "script_anim...")   
       (play_sound,"snd_...."),
      (try_end),
     ]),

  :?:


And i shearch for canons scipts in osp for copy the codes please  :mrgreen:


Edit: Thank you dunde  :grin:
 
Bravo2255 said:
I want to get an animation to play, by key pressing, can anyone help me. I have had no luck through forums.

Code:
   
     (0, 0, 0, 
      [(key_clicked, key_v), 
       (get_player_agent_no, ":player_agent"),
       (agent_get_horse, ":check", ":player_agent"),         # not mounting
       (le, ":check", 0),
       (agent_get_crouch_mode, ":check", ":player_agent"),   # not crouching
       (eq, ":check", 0), 
       (neg|agent_is_in_parried_animation, ":player_agent"), # not parried
       (agent_set_animation, ":player_agent", "anim_your_anim"),  ],[]),

Just define your animation, and I personally reccomend to set the animation priority to amf_priority_kick.
 
I do not understand this:
Code:
Initializing...
Compiling all global variables...
Error in script:
(0, 0, 0, [(71, 46), (1700, ':player_agent'), (1714, ':check', ':player_agent'),
 (2147483680L, ':check', 0), (2097, ':check', ':player_agent'), (31, ':check', 0
), (2147485417L, ':player_agent'), (1740, ':player_agent', 'anim_rider_charge')]
, [])
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Exporting map icons...
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Exporting faction data...
Exporting item data...
Exporting scene data...
Exporting troops data
Exporting particle data...
Exporting scene props...
Exporting tableau materials data...
Exporting presentations...
Exporting party_template data...
Exporting parties
Exporting quest data...
Exporting info_page data...
Exporting scripts...
Traceback (most recent call last):
  File "process_scripts.py", line 35, in <module>
    save_python_header()
  File "process_scripts.py", line 29, in save_python_header
    file.write("script_%s = %d\n"%(convert_to_identifier(scripts[i_script][0]),i
_script))
  File "C:\Users\Alex\Desktop\Module_system 1.153\process_common.py", line 5, in
 convert_to_identifier
    s1 = string.replace(s0," ","_")
  File "C:\Python26\lib\string.py", line 517, in replace
    return s.replace(old, new, maxsplit)
AttributeError: 'int' object has no attribute 'replace'
Exporting mission_template data...
Exporting game menus data...
exporting simple triggers...
exporting triggers...
Traceback (most recent call last):
  File "process_dialogs.py", line 199, in <module>
    save_triggers(variables,variable_uses,triggers,tag_uses,quick_strings)
  File "process_dialogs.py", line 54, in save_triggers
    save_statement_block(file,0,1,trigger[trigger_consequences_pos], variable_li
st, variable_uses,tag_uses,quick_strings)
  File "C:\Users\Alex\Desktop\Module_system 1.153\process_operations.py", line 4
49, in save_statement_block
    save_statement(ofile,opcode,no_variables,statement,variable_list,variable_us
es,local_vars, local_var_uses,tag_uses,quick_strings)
  File "C:\Users\Alex\Desktop\Module_system 1.153\process_operations.py", line 4
00, in save_statement
    operand = process_param(statement[i + 1],variable_list,variable_uses,local_v
ars_list,local_var_uses,tag_uses,quick_strings)
  File "C:\Users\Alex\Desktop\Module_system 1.153\process_operations.py", line 3
80, in process_param
    result = get_identifier_value(param.lower(), tag_uses)
  File "C:\Users\Alex\Desktop\Module_system 1.153\process_operations.py", line 1
09, in get_identifier_value
    (tag_type, id_no) = get_id_value(tag_str,id_str,tag_uses)
  File "C:\Users\Alex\Desktop\Module_system 1.153\process_operations.py", line 6
6, in get_id_value
    id_no = find_object(scripts,identifier)
  File "C:\Users\Alex\Desktop\Module_system 1.153\header_common.py", line 363, i
n find_object
    if (object[0].lower() == object_id_lowercase):
AttributeError: 'int' object has no attribute 'lower'
Checking global variable usages...
WARNING: Global variable never used: npc_to_rejoin_party
WARNING: Global variable never used: g_talk_agent
WARNING: Global variable never used: g_talk_troop_faction_relation
WARNING: Global variable never used: g_talk_troop_last_talk_time
WARNING: Global variable never used: g_time_since_last_talk
WARNING: Global variable never used: g_enemy_strength
WARNING: Global variable never used: g_ally_strength
WARNING: Global variable never used: npc_quit_morale
WARNING: Global variable never used: g_faction_selected
WARNING: Global variable never used: g_emissary_selected
WARNING: Global variable never used: fief_selected
WARNING: Global variable never used: g_mission_result
WARNING: Global variable never used: g_player_bride
WARNING: Global variable never used: g_player_follow_army_warnings
WARNING: Global variable never used: encountered_party_friendly
WARNING: Global variable never used: faction_requested_to_learn_more_details_abo
ut_the_war_against
WARNING: Global variable never used: supported_pretender_old_faction
WARNING: Global variable never used: g_player_banner_granted
WARNING: Global variable never used: suggested_to_attack_party
WARNING: Global variable never used: g_leave_town
WARNING: Global variable never used: qst_follow_spy_spy_partners_party
WARNING: Global variable never used: qst_follow_spy_spy_party
WARNING: Global variable never used: qst_bring_back_runaway_serfs_party_1
WARNING: Global variable never used: qst_bring_back_runaway_serfs_party_2
WARNING: Global variable never used: qst_bring_back_runaway_serfs_party_3
WARNING: Global variable never used: feast_quality
WARNING: Global variable never used: lady_flirtation_location
WARNING: Global variable never used: troop_to_restore_relations_with
WARNING: Global variable never used: lady_restore_cost_1
WARNING: Global variable never used: lady_restore_cost_2
WARNING: Global variable never used: lady_restore_cost_3
WARNING: Global variable never used: caravan_distance_to_target
WARNING: Global variable never used: caravan_escort_agreed_reward
WARNING: Global variable never used: buy_drinks_last_time
WARNING: Global variable never used: last_lost_companion
WARNING: Global variable never used: traveller_claimants_mentioned
WARNING: Global variable never used: minstrels_introduced
WARNING: Global variable never used: minstrels_discussed_player_role
WARNING: Global variable never used: minstrels_discussed_meetings
WARNING: Global variable never used: minstrels_discussed_love
WARNING: Global variable never used: training_system_explained
WARNING: Global variable never used: training_fight_won
WARNING: Global variable never used: enterprise_cost
WARNING: Global variable never used: g_mayor_given_political_dialog
WARNING: Global variable never used: faction_selected
WARNING: Global variable never used: qst_troublesome_bandits_eliminated
WARNING: Global variable never used: qst_troublesome_bandits_eliminated_by_playe
r
WARNING: Global variable never used: arena_master_first_talk
WARNING: Global variable never used: training_fight_time
WARNING: Global variable never used: g_battle_simulation_cancel_for_party
WARNING: Global variable never used: g_include_diplo_explanation
WARNING: Global variable never used: debug_message_in_queue
WARNING: Global variable never used: g_attacker_drawn_weapon
WARNING: Global variable never used: g_multiplayer_next_team_1_faction
WARNING: Global variable never used: g_multiplayer_next_team_2_faction
WARNING: Global variable never used: g_confirmation_result
WARNING: Global variable never used: romantic_attraction_seed
WARNING: Global variable never used: g_multiplayer_factions_voteable
WARNING: Global variable never used: g_multiplayer_maps_voteable
WARNING: Global variable never used: g_multiplayer_kick_voteable
WARNING: Global variable never used: g_multiplayer_ban_voteable
WARNING: Global variable never used: g_multiplayer_player_respawn_as_bot
WARNING: Global variable never used: g_multiplayer_battle_earnings_multiplier
WARNING: Global variable never used: g_encountered_party_type
WARNING: Global variable never used: g_election_date
WARNING: Global variable never used: g_training_ground_training_num_gourds_to_de
stroy
WARNING: Global variable never used: pout_party
WARNING: Global variable never used: g_player_party_morale_modifier_leadership
WARNING: Global variable never used: g_player_party_morale_modifier_food
WARNING: Global variable never used: g_player_party_morale_modifier_debt
WARNING: Global variable never used: g_player_current_own_troop_kills
WARNING: Global variable never used: num_routed_allies
WARNING: Global variable never used: spy_item_worn
WARNING: Global variable never used: spy_quest_troop
WARNING: Global variable never used: belfry_rotating_objects_begin
WARNING: Global variable never used: last_belfry_object_pos
WARNING: Global variable never used: players_oath_renounced_against_kingdom
WARNING: Global variable never used: any_allies_at_the_last_battle
WARNING: Global variable never used: number_of_npc_slots
WARNING: Global variable never used: num_log_entries
WARNING: Global variable never used: g_rejoinder_to_last_comment
WARNING: Global variable never used: log_comment_relation_change
WARNING: Global variable never used: g_custom_battle_team1_death_count
WARNING: Global variable never used: total_political_events
WARNING: Global variable never used: g_tutorial_fighter_talk_before
WARNING: Global variable never used: g_companions_banner_id
WARNING: Global variable never used: g_faction_object_score
WARNING: Global variable never used: g_wedding_bishop_troop
WARNING: Global variable never used: newglob_total_prosperity_from_caravan_trade

WARNING: Global variable never used: newglob_total_prosperity_from_villageloot
WARNING: Global variable never used: newglob_total_prosperity_from_bandits
WARNING: Global variable never used: newglob_total_prosperity_losses
WARNING: Global variable never used: newglob_total_prosperity_gains
WARNING: Global variable never used: total_vassal_days_on_campaign
WARNING: Global variable never used: total_feast_changes
WARNING: Global variable never used: g_target_after_gathering
WARNING: Global variable never used: lair_neighboor_village
WARNING: Global variable never used: g_do_one_more_meeting_with_merchant
WARNING: Global variable never used: dialog_with_merchant_ended
WARNING: Global variable never used: g_is_quick_battle
WARNING: Global variable never used: companion_to_be_ransomed
WARNING: Global variable never used: next_center_will_be_fired
WARNING: Global variable never used: number_of_controversial_policy_decisions
WARNING: Global variable never used: g_advantegous_faction
Exporting postfx_params...

______________________________

Script processing has ended.
Press any key to exit. . .

I put it in module_scripts.py..
Code:
 (0, 0, 0, 
      [(key_clicked, key_c), 
       (get_player_agent_no, ":player_agent"),
       (agent_get_horse, ":check", ":player_agent"),         # not mounting
       (le, ":check", 0),
       (agent_get_crouch_mode, ":check", ":player_agent"),   # not crouching
       (eq, ":check", 0), 
       (neg|agent_is_in_parried_animation, ":player_agent"), # not parried
       (agent_set_animation, ":player_agent", "anim_rider_charge"),  ],[]),
 
(Napoleonic Wars)

Do you have to edit the meshes to make the faction appear in your tab menu? Because I've edited alot of module files and made sure to adjust everything, but it still shows up as a regular NW faction.

If not, what do I have to edit to do so?
 
maybe someone can help me here ... I play Prophesy of Pendor MOD ... and I wish to add a bit of personal twist to it ...

Is there a way to remove or lower how big of a coward a lord is ? I found quite annoying when a faction goes to war with its marshal ... once the other marshal appear on the field the other lords scatter all over the place :neutral:

I wish to make lord fight and also join nearby battles more fast and stop running away almost all the time :neutral:

Can someone tell me how to change this ?

Regards, Infinity !
 
I want to have custom NPC's placed in certain places, that you can talk to. Only talk to, mostly to add some immersion to my project, it would be scholars standing around and telling you about the land and it's history.

Is there a guide on how to do this somewhere out there?
 
Cozur said:
I want to have custom NPC's placed in certain places, that you can talk to. Only talk to, mostly to add some immersion to my project, it would be scholars standing around and telling you about the land and it's history.

Is there a guide on how to do this somewhere out there?


We have "The ultimate introduction to modding" but a quicky help : it's easy ! :eek: just long for make the differents entrys, but i think the modding for m&b it's verry simple.

for make scenes /npc/and seting...

1 make npc in troop.py before #Troop upgrade declarations

scn_scene_1|entry(2), copie the scene where you want place it, and her entry point

Code:
["rebel_pnj", "rebel", "rebels", tf_hero|tf_guarantee_boots|tf_guarantee_armor, scn_scene_1|entry(2), reserved, fac_rebel, [itm_nobleman_outfit,itm_woolen_hose], def_attrib|level(18)|str_15|agi_12, wp(180), knows_common|knows_shield_5|knows_power_draw_6, 0x0000000c3f0025cf36db6db6db6db6db00000000001db6db0000000000000000, 0x0000000c3f0025cf36db6db6db6db6db00000000001db6db0000000000000000 ],


Code:
2 in module scene, copie a line and rename ex: 
  ("town_15_center",sf_generate,"none", "none",(0,0),(100,100),-100,"0x0000000030024e108003fd0100007bd300006c31000061aa",
    [],[],"outer_terrain_plain"),

copie/rename:

  ("scene_1",sf_generate,"none", "none",(0,0),(100,100),-100,"0x0000000030024e108003fd0100007bd300006c31000061aa",
    [],[],"outer_terrain_plain"),

in warband/module/mod/SceneObj copie the .SCO of scn_town_15_center, another time rename it "scene_1" like on module_scene




in gamme_menu, make an entry (it's the entry menu in game) for ex, place this bloc in towns alleys sector (the quest of merchant, and in a town you can entry in your scene...or place a party in world map and make an entry in module_script/encounter_partie...)

Code:
      ("scene_test",
      [
        (party_slot_eq,"$current_town",slot_party_type, spt_town),
        (eq, "$current_town", "p_town_1"),		
      ],
     "[scene] Go to my scene.",
       
     [
        (modify_visitors_at_site, "scene_1"),
        (reset_visitors),      
             (set_jump_entry, 1),          # player entry (just place an entry point (1) on scene
            (set_visitor, 2, "rebel_pnj"),          #   your pnj               place another entry point (2) on scene
           (set_jump_mission,"mt_my_mt"),               # mission template are "the setings" of the scene
         (mission_tpl_entry_set_override_flags, "mt_my_mt", 1, af_override_horse),             #no horse for ex                                 
        (jump_to_scene, "scene_1"),              # go to the scene
        (change_screen_mission),            
      ]),

now make an entry in module_mission_template (the seting of every scene) play music type/ victory/defeat condition/and more...


Code:
   (
    "my_mt",0,-1,
    " .",
    [
     (0,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
     (1,mtef_scene_source|mtef_team_0,0,0,1,[]),
     (2,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
     (3,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
     (4,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
     (5,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
     (6,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
     (7,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),     
     (8,mtef_visitor_source,af_override_horse,0,1,[]),
     (9,mtef_visitor_source,af_override_horse,0,1,[]),(10,mtef_visitor_source,af_override_horse,0,1,[]),(11,mtef_visitor_source,af_override_horse,0,1,[]),(12,mtef_visitor_source,af_override_horse,0,1,[]),(13,mtef_visitor_source,0,0,1,[]),(14,mtef_scene_source,0,0,1,[]),(15,mtef_scene_source,0,0,1,[]),
     (16,mtef_visitor_source,af_override_horse,0,1,[]),(17,mtef_visitor_source,af_override_horse,0,1,[]),(18,mtef_visitor_source,af_override_horse,0,1,[]),(19,mtef_visitor_source,af_override_horse,0,1,[]),(20,mtef_visitor_source,af_override_horse,0,1,[]),(21,mtef_visitor_source,af_override_horse,0,1,[]),(22,mtef_visitor_source,af_override_horse,0,1,[]),
	 (23,mtef_visitor_source,af_override_horse,0,1,[]), #guard
     (24,mtef_visitor_source,af_override_horse,0,1,[]), #guard
	 (25,mtef_visitor_source,af_override_horse,0,1,[]), #guard
	 (26,mtef_visitor_source,af_override_horse,0,1,[]), #guard
	 (27,mtef_visitor_source,af_override_horse,0,1,[]), #guard
	 (28,mtef_visitor_source,af_override_horse,0,1,[]), #guard
	 (29,mtef_visitor_source,af_override_horse,0,1,[]),
	 (30,mtef_visitor_source,af_override_horse,0,1,[]),
	 (31,mtef_visitor_source,af_override_horse,0,1,[]),
     (32,mtef_visitor_source,af_override_horse,0,1,[]),
	 (33,mtef_visitor_source,af_override_horse,0,1,[]),
	 (34,mtef_visitor_source,af_override_horse,0,1,[]),
	 (35,mtef_visitor_source,af_override_horse,0,1,[]),
	 (36,mtef_visitor_source,af_override_horse,0,1,[]), #town walker point
	 (37,mtef_visitor_source,af_override_horse,0,1,[]), #town walker point
	 (38,mtef_visitor_source,af_override_horse,0,1,[]),
	 (39,mtef_visitor_source,af_override_horse,0,1,[]),
     (40,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]), #in towns, can be used for guard reinforcements
	 (41,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]), #in towns, can be used for guard reinforcements
	 (42,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]), #in towns, can be used for guard reinforcements
	 (43,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]), #in towns, can be used for guard reinforcements
     (44,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),
	 (45,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),
	 (46,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),
	 (47,mtef_visitor_source|mtef_team_0,af_override_horse,0,1,[]),        
     ],

  [
      
     (1, 0, ti_once,
     [],
     [         
        (call_script, "script_music_set_situation_with_culture", mtf_sit_travel),
        (try_begin), 
          (store_time_of_day, ":cur_hour"),
          (ge, ":cur_hour", 5),
          (lt, ":cur_hour", 21),
         (play_sound, "snd_foret_1", sf_looping),
        (else_try),
         (play_sound, "snd_nuit_1", sf_looping),
        (try_end),       
     ]),
      
     (ti_inventory_key_pressed, 0, 0, [(set_trigger_result,1)], []),
     (ti_tab_pressed, 0, 0,  [(set_trigger_result,1)],[]),
                
  ],      
),

and it's in dialogue.py for made dialogues  :eek: that's all...is the base for modding for m&b i think.
I hope i can help, the modding système for warband as very interesting and simple  :razz:  (the base)  :mrgreen:

 
For some reason my custom faction in napoleonic wars won't show up in multiplayer.

AUFA7.jpg
I still get UK and Austria.

Here's my factions code

factions = [
  ("no_faction","No Faction",0, 0.9, [], []),
  ("commoners","Commoners",0, 0.1,[("player_faction",0.1)], []),
  ("outlaws","Outlaws", max_player_rating(-30), 0.5,[("commoners",-0.6),("player_faction",-0.15)], [], 0x88888:cool:,
# Factions before this point are hardwired into the game end their order should not be changed.

  ("neutral","Neutral",0, 0.1,[("player_faction",0.0)], [],0xFFFFFF),

  ("player_faction","Player Faction",0, 0.9, [], []),
  ("player_supporters_faction","Player's Supporters",0, 0.9, [("player_faction",1.00),("outlaws",-0.05)], [], 0xFF4433), #changed name so that can tell difference if shows up on map
  ("britain",  "faction",    0, 0.9, [("outlaws",-0.05),], [], 0xCCBB99),
  ("france",  "Empire Francais", 0, 0.9, [("outlaws",-0.05)], [], 0xCC99FF),
  ("prussia",  "Konigreich Preussen", 0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),
  ("russia",  "Rossiyskaya Imperiya",    0, 0.9, [("outlaws",-0.05)], [], 0x33DDDD),
  ("austria",  "myfaction1",  0, 0.9, [("outlaws",-0.05)], [], 0x33DD33),

 
  ("kingdoms_end","{!}kingdoms_end", 0, 0,[], []),
  ("kingdom_6",  "Invalid Faction",  0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
  ("kingdom_7",  "Invalid Faction",  0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
  ("kingdom_8",  "Invalid Faction",  0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
  ("kingdom_9",  "Invalid Faction",  0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
  ("kingdom_10", "Invalid Faction",  0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
  ("british_ranks", "British Other Ranks",  0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),
  ("french_ranks", "French Other Ranks",  0, 0.9, [("outlaws",-0.05)], [], 0xCC99FF),
  ("prussian_ranks", "Prussian Other Ranks",  0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),
  ("russian_ranks", "Russian Other Ranks",  0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),
  ("austrian_ranks", "Austrian Other Ranks",  0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),

 

]

Is there anything wrong in my code? Or Which file do I edit to change that?

Please help
 
This'll be the last time I post here.. for this subject, nut I still get this error, in the module_mission_templates.py.

I've tried adding brackets and stuff, but it doesn't seem to need them.

Here is the code I put in:
Code:
 (0, 0, 0, 
       [(key_clicked, key_c), 
        (get_player_agent_no, ":player_agent"),
        (agent_get_horse, ":check", ":player_agent"),         # not mounting
        (le, ":check", 0),
        (agent_get_crouch_mode, ":check", ":player_agent"),   # not crouching
        (eq, ":check", 0), 
        (neg|agent_is_in_parried_animation, ":player_agent"), # not parried
        (agent_set_animation, ":player_agent", "anim_rider_charge"),  ],[]),

Code:
Initializing...
Compiling all global variables...
Error in mission template:
(0, 0, 0, [(71, 46), (1700, ':player_agent'), (1714, ':check', ':player_agent'),
 (2147483680L, ':check', 0), (2097, ':check', ':player_agent'), (31, ':check', 0
), (2147485417L, ':player_agent'), (1740, ':player_agent', 'anim_rider_charge')]
, [])
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Exporting map icons...
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Exporting faction data...
Exporting item data...
Exporting scene data...
Exporting troops data
Exporting particle data...
Exporting scene props...
Exporting tableau materials data...
Exporting presentations...
Exporting party_template data...
Exporting parties
Exporting quest data...
Exporting info_page data...
Exporting scripts...
Exporting mission_template data...
Traceback (most recent call last):
  File "process_mission_tmps.py", line 64, in <module>
    save_mission_templates(variables,variable_uses,tag_uses,quick_strings)
  File "process_mission_tmps.py", line 42, in save_mission_templates
    file.write("mst_%s %s %d "%(convert_to_identifier(mission_template[mission_t
emplate_name_pos]),convert_to_identifier(mission_template[mission_template_name_
pos]),mission_template[mission_template_flags_pos]))
  File "C:\Users\Alex\Desktop\Module_system 1.153\process_common.py", line 5, in
 convert_to_identifier
    s1 = string.replace(s0," ","_")
  File "C:\Python26\lib\string.py", line 517, in replace
    return s.replace(old, new, maxsplit)
AttributeError: 'int' object has no attribute 'replace'
Exporting game menus data...
exporting simple triggers...
exporting triggers...
exporting dialogs...
Checking global variable usages...
WARNING: Global variable never used: g_leave_town
WARNING: Global variable never used: g_battle_result
WARNING: Global variable never used: g_train_peasants_against_bandits_training_s
ucceeded
WARNING: Global variable never used: attacker_team
WARNING: Global variable never used: trainer_help_message
WARNING: Global variable never used: tutorial_1_finished
WARNING: Global variable never used: tutorial_2_finished
WARNING: Global variable never used: tutorial_3_finished
WARNING: Global variable never used: tutorial_4_finished
WARNING: Global variable never used: tutorial_5_finished
WARNING: Global variable never used: g_base_flag_team_1
WARNING: Global variable never used: g_base_flag_team_2
WARNING: Global variable never used: g_multiplayer_round_max_seconds_div_2
WARNING: Global variable never used: g_tutorial_training_ground_current_score_2
WARNING: Global variable never used: g_tutorial_training_ground_conversation_sta
te
WARNING: Global variable never used: g_belligerent_drunk_leaving
WARNING: Global variable never used: g_belligerent_drunk
WARNING: Global variable never used: g_hired_assassin
WARNING: Global variable never used: g_tutorial_training_ground_state
WARNING: Global variable never used: g_tutorial_training_ground_melee_trainer_at
tack_dir
WARNING: Global variable never used: relative_of_merchant_is_found
WARNING: Global variable never used: talked_with_merchant
WARNING: Global variable never used: merchant_sign_count
WARNING: Global variable never used: g_city_merchant_troop_id
WARNING: Global variable never used: g_city_merchant_agent_id
Exporting postfx_params...

______________________________

Script processing has ended.
Press any key to exit. . .
 
Chosen1 said:
For some reason my custom faction in napoleonic wars won't show up in multiplayer.

AUFA7.jpg
I still get UK and Austria.

Here's my factions code

factions = [
  ("no_faction","No Faction",0, 0.9, [], []),
  ("commoners","Commoners",0, 0.1,[("player_faction",0.1)], []),
  ("outlaws","Outlaws", max_player_rating(-30), 0.5,[("commoners",-0.6),("player_faction",-0.15)], [], 0x88888:cool:,
# Factions before this point are hardwired into the game end their order should not be changed.

  ("neutral","Neutral",0, 0.1,[("player_faction",0.0)], [],0xFFFFFF),

  ("player_faction","Player Faction",0, 0.9, [], []),
  ("player_supporters_faction","Player's Supporters",0, 0.9, [("player_faction",1.00),("outlaws",-0.05)], [], 0xFF4433), #changed name so that can tell difference if shows up on map
  ("britain",  "faction",    0, 0.9, [("outlaws",-0.05),], [], 0xCCBB99),
  ("france",  "Empire Francais", 0, 0.9, [("outlaws",-0.05)], [], 0xCC99FF),
  ("prussia",  "Konigreich Preussen", 0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),
  ("russia",  "Rossiyskaya Imperiya",    0, 0.9, [("outlaws",-0.05)], [], 0x33DDDD),
  ("austria",  "myfaction1",  0, 0.9, [("outlaws",-0.05)], [], 0x33DD33),

 
  ("kingdoms_end","{!}kingdoms_end", 0, 0,[], []),
  ("kingdom_6",  "Invalid Faction",  0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
  ("kingdom_7",  "Invalid Faction",  0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
  ("kingdom_8",  "Invalid Faction",  0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
  ("kingdom_9",  "Invalid Faction",  0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
  ("kingdom_10", "Invalid Faction",  0, 0.9, [("outlaws",-0.05)], [], 0xDDDD33),
  ("british_ranks", "British Other Ranks",  0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),
  ("french_ranks", "French Other Ranks",  0, 0.9, [("outlaws",-0.05)], [], 0xCC99FF),
  ("prussian_ranks", "Prussian Other Ranks",  0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),
  ("russian_ranks", "Russian Other Ranks",  0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),
  ("austrian_ranks", "Austrian Other Ranks",  0, 0.9, [("outlaws",-0.05)], [], 0xCCBB99),

 

]

Is there anything wrong in my code? Or Which file do I edit to change that?

Please help
modules/Napoleonic Wars/Languages/en/factions.csv

 
Hello.

Is it possible to increase the maximal draw distance?
The current draw distance is about ~1000 meters, any object behind this disappears.

So is there anything what I can do to increase the distance?
By the way, my graphics are maxed out.
 
Sorry, but is it possible to made an usual item like movable ladder or destructible object not for multiplayer ?


I make this, but not work for warband solo and i dont have an action windows  :roll:


scene prop

Code:
   ("bombarde_fire",spr_use_time(1),"bombarde","bo_bombarde", [
   (ti_on_scene_prop_use,
    [
      (store_trigger_param_1, ":agent_id"),
      (store_trigger_param_2, ":instance_id"),
      #Use this for the server-----------------------------------------------------------------------------------------------
      (call_script, "script_use_item", ":instance_id", ":agent_id"),
      #Use this for the server-----------------------------------------------------------------------------------------------
      (get_max_players, ":num_players"),                               
      (try_for_range, ":player_no", 1, ":num_players"), #0 is server so starting from 1
        (player_is_active, ":player_no"),
        (multiplayer_send_2_int_to_player, ":player_no", multiplayer_event_use_item, ":instance_id", ":agent_id"),
      (try_end),
    ]),
  ]),
script 1

Code:
  #script_use_item
  # INPUT: arg1 = agent_id, arg2 = instance_id
  # OUTPUT: none
  ("use_item",
   [
     (store_script_param, ":instance_id", 1),
     (store_script_param, ":user_id", 2),

     (try_begin),
       (game_in_multiplayer_mode),
       (prop_instance_get_scene_prop_kind, ":scene_prop_id", ":instance_id"),
       (eq, ":scene_prop_id", "spr_winch_b"),
                      
       (multiplayer_get_my_player, ":my_player_no"),

       (this_or_next|gt, ":my_player_no", 0),
       (neg|multiplayer_is_dedicated_server),

       (ge, ":my_player_no", 0),
       (player_get_agent_id, ":my_agent_id", ":my_player_no"),
       (ge, ":my_agent_id", 0),
       (agent_is_active, ":my_agent_id"),
       (agent_get_team, ":my_team_no", ":my_agent_id"),
       (eq, ":my_team_no", 0),
                             
       (scene_prop_get_slot, ":opened_or_closed", ":instance_id", scene_prop_open_or_close_slot),
       (ge, ":user_id", 0),
       (agent_is_active, ":user_id"),
       (agent_get_player_id, ":user_player", ":user_id"),
       (str_store_player_username, s7, ":user_player"),
            
       (try_begin),
         (eq, ":opened_or_closed", 0),
         (display_message, "@{s7} opened the gate"),
       (else_try),  
         (display_message, "@{s7} closed the gate"),
       (try_end),
     (try_end),  

     (prop_instance_get_scene_prop_kind, ":scene_prop_id", ":instance_id"),
     
     (try_begin),
       (this_or_next|eq, ":scene_prop_id", "spr_winch_b"),
       (eq, ":scene_prop_id", "spr_winch"),
       (assign, ":effected_object", "spr_portcullis"),
     (else_try),
       (this_or_next|eq, ":scene_prop_id", "spr_door_destructible"),
       (this_or_next|eq, ":scene_prop_id", "spr_castle_f_door_b"),
       (this_or_next|eq, ":scene_prop_id", "spr_castle_e_sally_door_a"),
       (this_or_next|eq, ":scene_prop_id", "spr_castle_f_sally_door_a"),
       (this_or_next|eq, ":scene_prop_id", "spr_earth_sally_gate_left"),
       (this_or_next|eq, ":scene_prop_id", "spr_earth_sally_gate_right"),
       (this_or_next|eq, ":scene_prop_id", "spr_viking_keep_destroy_sally_door_left"),
       (this_or_next|eq, ":scene_prop_id", "spr_viking_keep_destroy_sally_door_right"),
       (this_or_next|eq, ":scene_prop_id", "spr_castle_f_door_a"),
       (this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_6m"),
       (this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_8m"),
       (this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_10m"),
       (this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_12m"),
       (eq, ":scene_prop_id", "spr_siege_ladder_move_14m"),
       (assign, ":effected_object", ":scene_prop_id"),
     (try_end),

     (assign, ":smallest_dist", -1),
     (prop_instance_get_position, pos0, ":instance_id"),
     (scene_prop_get_num_instances, ":num_instances_of_effected_object", ":effected_object"),     
     (try_for_range, ":cur_instance", 0, ":num_instances_of_effected_object"),
       (scene_prop_get_instance, ":cur_instance_id", ":effected_object", ":cur_instance"),
       (prop_instance_get_position, pos1, ":cur_instance_id"),
       (get_sq_distance_between_positions, ":dist", pos0, pos1),
       (this_or_next|eq, ":smallest_dist", -1),
       (lt, ":dist", ":smallest_dist"),
       (assign, ":smallest_dist", ":dist"),
       (assign, ":effected_object_instance_id", ":cur_instance_id"),
     (try_end),

     (try_begin),
       (ge, ":instance_id", 0),
       (ge, ":smallest_dist", 0),

       (try_begin),     
         (eq, ":effected_object", "spr_portcullis"),
         (scene_prop_get_slot, ":opened_or_closed", ":instance_id", scene_prop_open_or_close_slot),

         (try_begin),
           (eq, ":opened_or_closed", 0), #open gate
     
           (scene_prop_enable_after_time, ":instance_id", 400), #4 seconds
           (try_begin),
             (this_or_next|multiplayer_is_server),
             (neg|game_in_multiplayer_mode),
             (prop_instance_get_position, pos0, ":effected_object_instance_id"),
             (position_move_z, pos0, 375),
             (prop_instance_animate_to_position, ":effected_object_instance_id", pos0, 400),
           (try_end),
           (scene_prop_set_slot, ":instance_id", scene_prop_open_or_close_slot, 1),

           (try_begin),
             (eq, ":scene_prop_id", "spr_winch_b"),
             (this_or_next|multiplayer_is_server),
             (neg|game_in_multiplayer_mode),
             (prop_instance_get_position, pos1, ":instance_id"),
             (prop_instance_rotate_to_position, ":instance_id", pos1, 400, 72000),
           (try_end),
         (else_try), #close gate     
           (scene_prop_enable_after_time, ":instance_id", 400), #4 seconds
           (try_begin),
             (this_or_next|multiplayer_is_server),
             (neg|game_in_multiplayer_mode),
             (prop_instance_get_position, pos0, ":effected_object_instance_id"),
             (position_move_z, pos0, -375),
             (prop_instance_animate_to_position, ":effected_object_instance_id", pos0, 400),
           (try_end),
           (scene_prop_set_slot, ":instance_id", scene_prop_open_or_close_slot, 0),

           (try_begin),
             (eq, ":scene_prop_id", "spr_winch_b"),
             (this_or_next|multiplayer_is_server),
             (neg|game_in_multiplayer_mode),
             (prop_instance_get_position, pos1, ":instance_id"),
             (prop_instance_rotate_to_position, ":instance_id", pos1, 400, -72000),
           (try_end),
         (try_end),
       (else_try),
         (this_or_next|eq, ":effected_object", "spr_siege_ladder_move_6m"),
         (this_or_next|eq, ":effected_object", "spr_siege_ladder_move_8m"),
         (this_or_next|eq, ":effected_object", "spr_siege_ladder_move_10m"),
         (this_or_next|eq, ":effected_object", "spr_siege_ladder_move_12m"),
         (eq, ":effected_object", "spr_siege_ladder_move_14m"),

         (try_begin),
           (eq, ":effected_object", "spr_siege_ladder_move_6m"),
           (assign, ":animation_time_drop", 120),
           (assign, ":animation_time_elevate", 240),
         (else_try),
           (eq, ":effected_object", "spr_siege_ladder_move_8m"),
           (assign, ":animation_time_drop", 140),
           (assign, ":animation_time_elevate", 280),
         (else_try),
           (eq, ":effected_object", "spr_siege_ladder_move_10m"),
           (assign, ":animation_time_drop", 160),
           (assign, ":animation_time_elevate", 320),
         (else_try),
           (eq, ":effected_object", "spr_siege_ladder_move_12m"),
           (assign, ":animation_time_drop", 190),
           (assign, ":animation_time_elevate", 360),
         (else_try),
           (eq, ":effected_object", "spr_siege_ladder_move_14m"),
           (assign, ":animation_time_drop", 230),
           (assign, ":animation_time_elevate", 400),
         (try_end),
     
         (scene_prop_get_slot, ":opened_or_closed", ":instance_id", scene_prop_open_or_close_slot),

         (try_begin),
           (scene_prop_enable_after_time, ":effected_object_instance_id", ":animation_time_elevate"), #3 seconds in average
           (eq, ":opened_or_closed", 0), #ladder at ground           
           (prop_instance_get_starting_position, pos0, ":effected_object_instance_id"),
           (prop_instance_enable_physics, ":effected_object_instance_id", 0),
           (prop_instance_animate_to_position, ":effected_object_instance_id", pos0, 300),
           (scene_prop_set_slot, ":effected_object_instance_id", scene_prop_open_or_close_slot, 1), 
         (else_try), #ladder at wall
           (scene_prop_enable_after_time, ":effected_object_instance_id", ":animation_time_drop"), #1.5 seconds in average
           (prop_instance_get_position, pos0, ":instance_id"),

           (assign, ":smallest_dist", -1),
           (try_for_range, ":entry_point_no", multi_entry_points_for_usable_items_start, multi_entry_points_for_usable_items_end),
             (entry_point_get_position, pos1, ":entry_point_no"),
             (get_sq_distance_between_positions, ":dist", pos0, pos1),
             (this_or_next|eq, ":smallest_dist", -1),
             (lt, ":dist", ":smallest_dist"),
             (assign, ":smallest_dist", ":dist"),
             (assign, ":nearest_entry_point", ":entry_point_no"),
           (try_end),

           (try_begin),
             (ge, ":smallest_dist", 0),
             (lt, ":smallest_dist", 22500), #max 15m distance
             (entry_point_get_position, pos1, ":nearest_entry_point"),
             (position_rotate_x, pos1, -90),
             (scene_prop_set_slot, ":effected_object_instance_id", scene_prop_smoke_effect_done, 0),
             (prop_instance_enable_physics, ":effected_object_instance_id", 0),
             (prop_instance_animate_to_position, ":effected_object_instance_id", pos1, 130),
           (try_end),

           (scene_prop_set_slot, ":effected_object_instance_id", scene_prop_open_or_close_slot, 0),
         (try_end),
       (else_try),
         (this_or_next|eq, ":effected_object", "spr_door_destructible"),
         (this_or_next|eq, ":effected_object", "spr_castle_f_door_b"),
         (this_or_next|eq, ":scene_prop_id", "spr_castle_e_sally_door_a"),     
         (this_or_next|eq, ":scene_prop_id", "spr_castle_f_sally_door_a"),     
         (this_or_next|eq, ":scene_prop_id", "spr_earth_sally_gate_left"),     
         (this_or_next|eq, ":scene_prop_id", "spr_earth_sally_gate_right"),     
         (this_or_next|eq, ":scene_prop_id", "spr_viking_keep_destroy_sally_door_left"),     
         (this_or_next|eq, ":scene_prop_id", "spr_viking_keep_destroy_sally_door_right"),     
         (eq, ":scene_prop_id", "spr_castle_f_door_a"),
     
         (assign, ":effected_object_instance_id", ":instance_id"),
         (scene_prop_get_slot, ":opened_or_closed", ":effected_object_instance_id", scene_prop_open_or_close_slot),

         (try_begin),
           (eq, ":opened_or_closed", 0),

           (prop_instance_get_starting_position, pos0, ":effected_object_instance_id"),

           (scene_prop_enable_after_time, ":effected_object_instance_id", 100),

           (try_begin),
             (neg|eq, ":scene_prop_id", "spr_viking_keep_destroy_sally_door_left"),
             (neg|eq, ":scene_prop_id", "spr_earth_sally_gate_left"),
             
             (position_rotate_z, pos0, -85),
           (else_try),  
             (position_rotate_z, pos0, 85),
           (try_end),
           
           (prop_instance_animate_to_position, ":effected_object_instance_id", pos0, 100),
          
           (scene_prop_set_slot, ":effected_object_instance_id", scene_prop_open_or_close_slot, 1),
         (else_try),          
           (prop_instance_get_starting_position, pos0, ":effected_object_instance_id"),

           (scene_prop_enable_after_time, ":effected_object_instance_id", 100),

           (prop_instance_animate_to_position, ":effected_object_instance_id", pos0, 100),

           (scene_prop_set_slot, ":effected_object_instance_id", scene_prop_open_or_close_slot, 0),
         (try_end),
       (try_end),
     (try_end),
################### bombarde begin
         (try_begin),
           (eq, ":scene_prop_id", "spr_bombarde_fire"),
            #     (multiplayer_is_server),
           (play_sound,"snd_boum_bombard"),

         #  ...particles...kill pnj...

         (try_end),

################### bombarde end
     
     ]),



script 2


Code:
  #script_game_get_use_string
  # This script is called from the game engine for getting using information text
  # INPUT: used_scene_prop_id  
  # OUTPUT: s0
  ("game_get_use_string",
   [
     (store_script_param, ":instance_id", 1),

     (prop_instance_get_scene_prop_kind, ":scene_prop_id", ":instance_id"),
     
     (try_begin),
       (this_or_next|eq, ":scene_prop_id", "spr_winch_b"),
       (eq, ":scene_prop_id", "spr_winch"),
       (assign, ":effected_object", "spr_portcullis"),
     (else_try),
       (this_or_next|eq, ":scene_prop_id", "spr_door_destructible"),
       (this_or_next|eq, ":scene_prop_id", "spr_castle_f_door_b"),
       (this_or_next|eq, ":scene_prop_id", "spr_castle_e_sally_door_a"),
       (this_or_next|eq, ":scene_prop_id", "spr_castle_f_sally_door_a"),
       (this_or_next|eq, ":scene_prop_id", "spr_earth_sally_gate_left"),
       (this_or_next|eq, ":scene_prop_id", "spr_earth_sally_gate_right"),
       (this_or_next|eq, ":scene_prop_id", "spr_viking_keep_destroy_sally_door_left"),
       (this_or_next|eq, ":scene_prop_id", "spr_viking_keep_destroy_sally_door_right"),
       (this_or_next|eq, ":scene_prop_id", "spr_castle_f_door_a"),
       (this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_6m"),
       (this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_8m"),
       (this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_10m"),
       (this_or_next|eq, ":scene_prop_id", "spr_siege_ladder_move_12m"),
       (this_or_next|eq, ":scene_prop_id", "spr_monsmeg_fire"),
     
       (eq, ":scene_prop_id", "spr_siege_ladder_move_14m"),
       (assign, ":effected_object", ":scene_prop_id"),
     (try_end),   

     (scene_prop_get_slot, ":item_situation", ":instance_id", scene_prop_open_or_close_slot),
   
     (try_begin), #opening/closing portcullis
       (eq, ":effected_object", "spr_portcullis"),

       (try_begin),
         (eq, ":item_situation", 0),
         (str_store_string, s0, "str_open_gate"),
       (else_try), 
         (str_store_string, s0, "str_close_gate"),
       (try_end),
     (else_try), #opening/closing door
       (this_or_next|eq, ":effected_object", "spr_door_destructible"),
       (this_or_next|eq, ":effected_object", "spr_castle_f_door_b"),
       (this_or_next|eq, ":effected_object", "spr_castle_e_sally_door_a"),
       (this_or_next|eq, ":effected_object", "spr_castle_f_sally_door_a"),
       (this_or_next|eq, ":effected_object", "spr_earth_sally_gate_left"),
       (this_or_next|eq, ":effected_object", "spr_earth_sally_gate_right"),
       (this_or_next|eq, ":effected_object", "spr_viking_keep_destroy_sally_door_left"),
       (this_or_next|eq, ":effected_object", "spr_viking_keep_destroy_sally_door_right"),
       (eq, ":effected_object", "spr_castle_f_door_a"),

       (try_begin),
         (eq, ":item_situation", 0),
         (str_store_string, s0, "str_open_door"),
       (else_try),
         (str_store_string, s0, "str_close_door"),
       (try_end),


#################    bombarde begin
     (try_begin),
       (eq, ":scene_prop_id", "spr_bombarde_fire"),
       (assign, ":effected_object", "spr_bombarde_fire"),
       (str_store_string, s0, "str_bomb_fire"),
	(try_end),  
################# bombarde end

     

     (else_try), #raising/dropping ladder
       (try_begin),
         (eq, ":item_situation", 0),
         (str_store_string, s0, "str_raise_ladder"),
       (else_try),
         (str_store_string, s0, "str_drop_ladder"),
       (try_end),
     (try_end),
   ]),


please  :mrgreen:
 
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