Modding Q&A [For Quick Questions and Answers]

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Dion/Folcwar 说:
Just wondering would it be possbile to assign villages to factions the same way as castles and towns?
like:
插入代码块:
	  (call_script, "script_give_center_to_faction_aux", "p_village_1", "fac_kingdom_4"),
Villages are assigned by proximity to cities.

You could do it that way in theory though. Maybe. I never messed with villages.
 
hey guys, i am trying to make a new map icon in the form of a vehicle. nothing too crazy there. BUT! have different textures for it, meaning that the body and the lights have to be different materials. I am going to use the error form using the simple_shader on the world map as "lights" that seem to glow at night.

so i need to keep the body and lights separated as meshes. my problem is that though defined in openbrf as buggy and buggy.1 for body and lights respectively, ingame only the first mesh appears.  i'm guessing on the world map you cannot have such composite objects as in the scenes. any idea on how to go around this?
 
Dawiduh 说:
hey guys, i am trying to make a new map icon in the form of a vehicle. nothing too crazy there. BUT! have different textures for it, meaning that the body and the lights have to be different materials. I am going to use the error form using the simple_shader on the world map as "lights" that seem to glow at night.

so i need to keep the body and lights separated as meshes. my problem is that though defined in openbrf as buggy and buggy.1 for body and lights respectively, ingame only the first mesh appears.  i'm guessing on the world map you cannot have such composite objects as in the scenes. any idea on how to go around this?

If this is true then you could combine the textures into one larger texture and then re-situate the uv mapping of your models. It wouldn't be too hard to do
 
La Grandmaster 说:
Dawiduh 说:
hey guys, i am trying to make a new map icon in the form of a vehicle. nothing too crazy there. BUT! have different textures for it, meaning that the body and the lights have to be different materials. I am going to use the error form using the simple_shader on the world map as "lights" that seem to glow at night.

so i need to keep the body and lights separated as meshes. my problem is that though defined in openbrf as buggy and buggy.1 for body and lights respectively, ingame only the first mesh appears.  i'm guessing on the world map you cannot have such composite objects as in the scenes. any idea on how to go around this?

If this is true then you could combine the textures into one larger texture and then re-situate the uv mapping of your models. It wouldn't be too hard to do

Well, that won't work because I need the normal body to use the tex_mul_color_mul_factor_alpha shader for its texture in order NOT to glow at night and i would need the simple_shader for the lights because it glows at night. Thus giving the impression of far lights on a vehicle (and hopefully as city lights in a town map icon). If I have only one texture and only one mesh for the whole map icon then i cannot set two different shaders in order to have that effect.
 
Sadly, you cannot have different textures for map icons, it all needs to be one model and one texture.


Question 1:

Is it possible to have a lord being imprisoned at the start of the game?

Question 2:

Rather than having Arwa the Pearled One being a pretender to the Sarranids, would it be possible to have her be a pretender to a new faction instead, say The Kingdom of Cozuria? What would need to be changed?

Question 3:

My prison doors do not lead into the prison, but rather into the arenas, the streets, basically anywhere but the prison. Has anyone else encountered this?


Cheers.

 
Can anyone tell me , what is wrong with this code?

I am trying to add a a mercenary captain , that would recruit some troops for you  :mrgreen:

插入代码块:
[trp_mercenary_captain,"start", [], "I can sell you some troops.", "hire_talk",[]],
  [anyone|plyr,"hire_talk", [], "Cool , I need some...", "hire_asked",[]],
  [anyone,"hire_asked", [[assign,reg(1),150],[ge,reg(1),1]], "Hmm. I can give you some watchmen but it will cost you {reg1} denars.", "hire_asked_2",[]],
  [anyone|plyr,"hire_asked_2", [[assign,reg(1),150],[store_troop_gold,reg(2)],[ge,reg(2),reg(1)]], "Allright. Here's {reg1} denars. Give them now...", "hire_start",[[troop_remove_gold, "trp_player",reg(1)]]],
  [anyone,"hire_start", [], "Here you go...they should be in your party.", "hire_finished",[]],
  (party_get_free_companions_capacity, ":value", "p_main_party"),
    (gt, ":value", 0),
	   (store_troop_gold,":money","trp_player"),
      (try_begin),
        (gt,":money",150),
           (party_add_members, "p_main_party", "trp_watchman", 5),
           (troop_remove_gold, "trp_player", 150),
		    (else_try),
			(display_message,"@You don't have enough money."
  [anyone|plyr,"hire_finished", [], "Eh, thank you.", "close_window",[]],
  [anyone|plyr,"hire_asked_2", [], "Well maybe I should do this later. Good-bye.", "hire_not_accepted",[]],
  [anyone,"hire_not_accepted", [], "Stay well.", "close_window",[]],
  [anyone|plyr,"hire_talk", [], "Good-bye.", "close_window",[]],

However I get errors like , traceback not found ,or unused variables...
 
Waldzios 说:
b@rtu$ 说:
Hi , Is there any way to make item with random meshes?
Regard's
b@rtu$
You can assign meshes to different item modifiers and then randomize modifiers.
Can you give Me some explain?
I need these for clan uniform's. I want make for regular unit's 4-5 mesh, and give it to one item in item menu(multiplayer). If they choice this clan item i want to see diferent uniform's.
Regard's
b@rtu$
 
b@rtu$ 说:
Can you give Me some explain?
I need these for clan uniform's. I want make for regular unit's 4-5 mesh, and give it to one item in item menu(multiplayer). If they choice this clan item i want to see diferent uniform's.
Regard's
b@rtu$
Make them into different items and let the player pick the uniform?
phantom96 说:
Can anyone tell me , what is wrong with this code?
You have code OUTSIDE condition and consequence blocks, so obviously it won't compile
Try something like this
插入代码块:
[trp_mercenary_captain,"start", [], "I can sell you some troops.", "hire_talk",[]],
  [anyone|plyr,"hire_talk", [], "Cool , I need some...", "hire_asked",[]],
  [anyone,"hire_asked", [[assign,reg(1),150],[ge,reg(1),1]], "Hmm. I can give you some watchmen but it will cost you {reg1} denars.", "hire_asked_2",[]],
  [anyone|plyr,"hire_asked_2", [[assign,reg(1),150],[store_troop_gold,reg(2)],[ge,reg(2),reg(1)]], "Alright. Here's {reg1} denars. Give them now...", "hire_start",[[troop_remove_gold, "trp_player",reg(1)]]],
  [anyone,"hire_start", [(party_get_free_companions_capacity, ":value", "p_main_party"),(lt, ":value", 5)], "You don't have any space in your party!", "hire_finished",[]],
  [anyone,"hire_start", [(store_troop_gold,":money","trp_player"),(lt, ":money", 150)], "You don't have enough money.", "hire_finished",[]],
  [anyone,"hire_start", [], "Here you go...they should be in your party.", "hire_finished",[(party_add_members, "p_main_party", "trp_watchman", 5),(troop_remove_gold, "trp_player", 150),]],

  [anyone|plyr,"hire_finished", [], "Eh, thank you.", "close_window",[]],
  [anyone|plyr,"hire_asked_2", [], "Well maybe I should do this later. Good-bye.", "hire_not_accepted",[]],
  [anyone,"hire_not_accepted", [], "Stay well.", "close_window",[]],
  [anyone|plyr,"hire_talk", [], "Good-bye.", "close_window",[]],
 
b@rtu$ 说:
Waldzios 说:
b@rtu$ 说:
Hi , Is there any way to make item with random meshes?
Regard's
b@rtu$
You can assign meshes to different item modifiers and then randomize modifiers.
Can you give Me some explain?
I need these for clan uniform's. I want make for regular unit's 4-5 mesh, and give it to one item in item menu(multiplayer). If they choice this clan item i want to see diferent uniform's.
Regard's
b@rtu$
Add item like that:
插入代码块:
["item", "Item", [("mesh",0),("mesh_a",imodbit_plain),("mesh_b",imodbit_cracked),("mesh_c",imodbit_rusty)], ... ],
Then use agent_set_item_slot_modifier to switch modifiers.
You can use some inactive/unused modifiers and hide prefixes.
Never tried it in multiplayer so not sure if it works.
 
Somebody 说:
quitefrankly 说:
ah... well this is overly complicated

must script a must_have variable for non-player troops, and then i must script a get_water condition where if docked at any town or city regen item water every x amount of days... then I must add some kind of script to trigger party slow down if troop x,y,d,a,b,etc,etc,etc does not have item_water in inventory for x amount of days, and somehow script a priority to get to a town ASAP to remove this condition.....

then i must add beast parties that do not have these scripts, and then i need to make sure player troop is effected as well as npc troops.

is it possible to also script it then when docked whenever item_water is added to inventory a certain amount of money is deducted everytime it is added? but then... I'd have to add a special Buy Water menu option for each town or what?
I wouldn't recommend making water an "item" really - it's best represented through abstraction in party slots. If you really want to have water in the inventory, I would recommend making the items "containers" instead. For all hero parties you'd want 2 slots - max amount of water (upgradable through some esoteric process, or buying containers from merchants/looting them from enemies) and current amount of water. Obviously the second amount is what's important, and you can interact with it in a meaningful way.

I'd recommend making a new topic since this goes beyond the scope of a simple Q&A

hummm; maybe i will, first i will attempt to do as you have said
 
Dawiduh 说:
Well, that won't work because I need the normal body to use the tex_mul_color_mul_factor_alpha shader for its texture in order NOT to glow at night and i would need the simple_shader for the lights because it glows at night. Thus giving the impression of far lights on a vehicle (and hopefully as city lights in a town map icon). If I have only one texture and only one mesh for the whole map icon then i cannot set two different shaders in order to have that effect.
Then you can use the base model as the town's map icon. Make another map icon with the light model. Attach the 2nd map icon by party_set_extra_icon operation.
 
Cozur 说:
Sadly, you cannot have different textures for map icons, it all needs to be one model and one texture.


Question 1:

Is it possible to have a lord being imprisoned at the start of the game?

Question 2:

Rather than having Arwa the Pearled One being a pretender to the Sarranids, would it be possible to have her be a pretender to a new faction instead, say The Kingdom of Cozuria? What would need to be changed?
Question 3:

My prison doors do not lead into the prison, but rather into the arenas, the streets, basically anywhere but the prison. Has anyone else encountered this?


Cheers.

Question 2: i presume simply changing its kingdom affiliation from fac_kingdom_6 to fac_cozuria wouldn't be enoguh, would it? But that's all I can think of right now.  In module_troops I mean.


dunde 说:
Dawiduh 说:
Well, that won't work because I need the normal body to use the tex_mul_color_mul_factor_alpha shader for its texture in order NOT to glow at night and i would need the simple_shader for the lights because it glows at night. Thus giving the impression of far lights on a vehicle (and hopefully as city lights in a town map icon). If I have only one texture and only one mesh for the whole map icon then i cannot set two different shaders in order to have that effect.
Then you can use the base model as the town's map icon. Make another map icon with the light model. Attach the 2nd map icon by party_set_extra_icon operation.

Thank Dunde, I'll try that asap.
 
Cozur 说:
Question 3:

My prison doors do not lead into the prison, but rather into the arenas, the streets, basically anywhere but the prison. Has anyone else encountered this?

I have encountered something similar when modding game menus, where if you add a new menu item in for instance the "visit town" menu and don't put it at the end of the list eg
go to castle
"your menu item"
visit the marketplace
visit tavern
enter arena
leave

it messes up the numbers when using passages whilst in a scene.

If this is what is going on in your mod just remove all your modded menu items and add them just before the "leave" option or "go back" etc

Hope this helps.

DarkAngel#1
 
I've just noticed that not a single piece of armour/clothing stops at the waist, instead extending down to just above the knee or further. I was planning on making some armours involving chest parts that stop at the waist with a belt and trousers below, but is there some weird limitation in the engine they've covered up here that would cause me a headache?
 
There's nothing stopping you from making just a breastplate and removing itp_covers_legs from the item flags to get the lovely purple def_trousers. Of course, if you're using hoses that actually cover the entire leg (like the ones from Narf's OSP) you can turn that flag on and make sure the troop doesn't get access to native boots.
 
dunde 说:
Dawiduh 说:
Well, that won't work because I need the normal body to use the tex_mul_color_mul_factor_alpha shader for its texture in order NOT to glow at night and i would need the simple_shader for the lights because it glows at night. Thus giving the impression of far lights on a vehicle (and hopefully as city lights in a town map icon). If I have only one texture and only one mesh for the whole map icon then i cannot set two different shaders in order to have that effect.
Then you can use the base model as the town's map icon. Make another map icon with the light model. Attach the 2nd map icon by party_set_extra_icon operation.

Worked great! BUT how could I add a third map icon on the same party? Calling the same function twice would just override the first time and trying to squeeze a second icon in the function won't work. Technically I'm trying to make this car as a map icon, having the lights and spinning wheels plus the body. So 3 meshes. If it's not possible I'll just loose the lights...
 
Dawiduh 说:
Worked great! BUT how could I add a third map icon on the same party? Calling the same function twice would just override the first time and trying to squeeze a second icon in the function won't work. Technically I'm trying to make this car as a map icon, having the lights and spinning wheels plus the body. So 3 meshes. If it's not possible I'll just loose the lights...
You can try doing the lights as party_add_particle_system instead. You should also have access to the party_set_banner_icon operation.
 
Somebody 说:
Dawiduh 说:
Worked great! BUT how could I add a third map icon on the same party? Calling the same function twice would just override the first time and trying to squeeze a second icon in the function won't work. Technically I'm trying to make this car as a map icon, having the lights and spinning wheels plus the body. So 3 meshes. If it's not possible I'll just loose the lights...
You can try doing the lights as party_add_particle_system instead. You should also have access to the party_set_banner_icon operation.

Well the party_add_particle_system will work great when I'll modify the camp icon :grin: Thanks! I won' be using it as it will spread light all around the place. All I'm interested in is to have a few triangles with a simple_shader material applied on them so they'd look like they're glowing in the dark, not to generate light. Imagine a far imagine of some vehicles moving in the dark an having just the flicker of the far lights...

The party_set_banner_icon would change as soon as the player would join a faction, so I'm not sure that would be useful. I doubt there is a way to have two banners per party.
 
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