Bravo2255 said:I want to get an animation to play, by key pressing, can anyone help me. I have had no luck through forums.
(1, 0, ti_once,
[],
[
(try_begin),
(key_is_down, key_v),
(call_script, "script_anim...")
(play_sound,"snd_...."),
(try_end),
]),
Bravo2255 said:I want to get an animation to play, by key pressing, can anyone help me. I have had no luck through forums.
(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"), ],[]),
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. . .
(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"), ],[]),
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?
["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 ],
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"),
("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),
]),
(
"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)],[]),
],
),
(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"), ],[]),
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. . .
modules/Napoleonic Wars/Languages/en/factions.csvChosen1 said:For some reason my custom faction in napoleonic wars won't show up in multiplayer.
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,
# 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
Cozur said:I want to increase the cost of mercenaries. Not the weekly cost, but rather the original hiring cost. Is this defined somewhere?
("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_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_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),
]),