Einar23
So... by that logic , it should work If I use my own game to host , and my brother joins? I will test that today
Einar23 said:So... by that logic , it should work If I use my own game to host , and my brother joins? I will test that today
(1, 0, 0, [(multiplayer_is_server),], [
(get_max_players, ":max_players"),
(try_for_range,":cur_player", 0, ":max_players"),
(player_is_active,":cur_player"),
(player_get_agent_id, ":cur_agent", ":cur_player"),
(agent_is_active, ":cur_agent"),
(agent_is_alive, ":cur_agent"),
(store_agent_hit_points, ":health", ":cur_agent", 1),
(val_add, ":health", 45),
(agent_set_hit_points,":cur_agent", ":health", 1),
(try_end),
]),
(get_max_players, ":max_players"),
(try_for_range,":cur_player", 0, ":max_players")
(try_for_range,":cur_player",0,get_max_players)
cmpxchg8b said:instead ofCode:(get_max_players, ":max_players"), (try_for_range,":cur_player", 0, ":max_players")
Code:(try_for_range,":cur_player",0,get_max_players)
Yours will work as well, but it will unnecessarily loop over 400 (because that's the value of the opcode get_max_players) players (when the actual maximum is 250).
Thanks Dragon , it is already working Now I will make medieval tournament!!!The_dragon said:Einar23 said:So... by that logic , it should work If I use my own game to host , and my brother joins? I will test that today
just copy and paste this code and it will work in both cases
Code:(1, 0, 0, [(multiplayer_is_server),], [ (get_max_players, ":max_players"), (try_for_range,":cur_player", 0, ":max_players"), (player_is_active,":cur_player"), (player_get_agent_id, ":cur_agent", ":cur_player"), (agent_is_active, ":cur_agent"), (agent_is_alive, ":cur_agent"), (store_agent_hit_points, ":health", ":cur_agent", 1), (val_add, ":health", 45), (agent_set_hit_points,":cur_agent", ":health", 1), (try_end), ]),
Language files, ui.csvxPearse said:I have searched in the module system using the find in files and looking around some of the files but just can't seem to find where to change this text here. You are not carrying any bolts, I want to change it to "you have run out of ammo". Could you guys help me out here as I want to change it.
["cover_shield", acf_enforce_lowerbody, amf_priority_kick|amf_client_prediction|amf_keep,
[3.0, "rg_tseudo_33frame_walk", 0, 33, arf_use_walk_progress|arf_cyclic],
],
(0, 0, 2, [(key_clicked, key_c)],
[(get_player_agent_no, ":player_agent"),
(agent_is_active, ":player_agent"),
(agent_is_alive, ":player_agent"),
(agent_get_horse, ":horse", ":player_agent"),
(le, ":horse", 0),
(agent_get_slot, ":cover", ":player_agent", slot_agent_cover),
(try_begin),
(eq, ":cover", 0),
(display_message,"@testudo on."),
(assign, ":cover", 1),
(multiplayer_send_int_to_server,multiplayer_event_animation_at_player, "anim_cover_shield"),
(else_try),
(ge, ":cover", 1),
(display_message,"@testudo off."),
(assign, ":cover", 0),
(multiplayer_send_int_to_server,multiplayer_event_animation_at_player, "anim_cover_shield_end"),
(try_end),
(agent_set_slot, ":player_agent", slot_agent_cover, ":cover"), ])
Seek n Destroy said:Language files, ui.csvxPearse said:I have searched in the module system using the find in files and looking around some of the files but just can't seem to find where to change this text here. You are not carrying any bolts, I want to change it to "you have run out of ammo". Could you guys help me out here as I want to change it.
search for bolt and you should find:
ui_no_more_bolts|No more bolts...
ui_you_are_not_carrying_any_bolts|You are not carrying any bolts.
edit second text only.
[anyone,"start", [(eq,"$talk_context", tc_party_encounter),(store_encountered_party, reg(5)),(party_get_template_id,reg(7),reg(5)),(eq,reg(7),"pt_dead_men")],
"GRAAH!", "battle_reason_stated",[]],
(2,0,ti_once,[],[
(set_spawn_radius, 4),
(spawn_around_party, "p_town_8", "pt_moon_brothers"),
]),
It needs a distance check regardless, unless you spawn the party from within the town menu when the player encounters it. If you really NEED it to fire immediately when the player approaches the party (and not just when a trigger checks for it), slap it on game_event_detect_party, but this will incur a small performance penalty on the world map since this script fires every time any party comes within range of the player's party.Cozur said:Rather than having a trigger that fires after a certain number of days, is it possible to have one that fires once the player gets near a certain town/castle?
The undead race and facecodes won't work out of the box in Warband - look at some other mods that implement tf_undeadcwr said:I added some undead to my game and now every time I encounter them the game crashes.
They used to be for quests, but you can remove them safely as Native doesn't make use of those troops now (instead regular faction troops spawn in deserter parties).Deathwhisper said:Hi,
I'm wondering what the faction messengers / deserters are for (the Swadian_Deserter and Swadian_Messenger troops for example). Are they used in some quest?
There is no character size, only race scale. Make use of the troop_get/set_type operations and player_has_item in your menus. As an example code, here's a menu option to toggle the player character's genderwindowscience said:I want to add an item that when its in your inventory it allows you to change your race at CAMP by adding a game menu. and your character size will change and items will be added to your inventory...
("change",[(ge, "$cheat_mode", 1),(assign, reg11, "$character_gender"),],"{!}Cheat: i wanna be the {reg11?guy:little girl}.",
[ (store_sub, "$character_gender", 1, "$character_gender"),
(troop_set_type, "trp_player", "$character_gender"),
(change_screen_return),
]
),
Docm30 said:Quick question: has anyone run into any problems with using massive (talking about 300 metres across) scene props that use several pieces? it seems to be working fine, but I thought I'd see if anyone has had problems before I put it in cement.