Modding Q&A [For Quick Questions and Answers]

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dunde said:
If the disembark menu keep appearing, then you can modify script "game_on_disembark". Just put other recondition to call mnu_disembark. Exp :
Code:
(try_begin),
   (eq, "$disallow_disembark", 1),
(else_try),
   (try_begin),
      (eq, ":no_cliffs", 1),
      (try_begin),
         (store_current_hours, ":hours"),
         (store_sub, ":from_last_approx", ":hours", "$g_last_approx"),
         (ge, ":from_last_approx", 1),
         (assign, "$g_last_approx", ":hours"),
         (jump_to_menu, "mnu_disembark"),
      (try_end),  
  (else_try),
       (display_message, "@You're on a shore with cliffs", color_warning),
  (try_end),
(try_end),


You can add a trigger to access  "$disallow_disembark".
Code:
(0, 
 [(map_free), (key_clicked, key_tab), 
  (store_sub, "$disallow_diembark", 1,"$disallow_disembark"),
  (try_begin),
    (eq, "$disallow_diembark", 1), (display_message, "@disembark disabled"),
  (else_try),
    (display_message, "@disembark enabled"),
  (try_end),
 ]),
I will try this later..

Somebody said:
It's because you probably never unset the pf_ship flag from the main party.
I did..But it didnt work..I must have done something wrong..
 
GoldEagleMNE said:
cwr said:
(Just to preface, I'm using Ruthven's sea travel OSP)
1) How to allow AI parties to travel on water and turn their icon into a ship when they do that,
2) How to make it so the path finding on water works just as well as on land (not running into cliffs, for example)
3) How to make ships disappear a week after landing on dry land. (Only for the player AI ships would not stay on land at all but they would disappear immediately after landing)
1. Well you can't..You can make ford/bridge terrain..And make when you step on the ford your icon turn to ship..and edit the Ruthvens code a bit..Im also intrested in this question..

I've seen a lot of mods that allow AI to travel on water...
 
GoldEagleMNE said:
I seen only one.. 1257 AD..
What about Cozur's A Clash Of Kings mod? What does that do?

GoldEagleMNE said:
Other just made when you are crossing ford/bridge terrain your icon is ship..
Would this allow for AI to travel on water?
 
cwr said:
GoldEagleMNE said:
Yeah..but it wont turn party into a ship..only icon..
Ok, well thats fine, how can I do this?
Code:
  (0, [
	(try_for_range, ":kingdom_hero", active_npcs_begin, active_npcs_end),
		(troop_get_slot, ":party", ":kingdom_hero", slot_troop_leaded_party),
		(troop_slot_eq, ":kingdom_hero", slot_troop_occupation, slto_kingdom_hero),
		(neq, ":party", -1),
		(party_get_current_terrain, ":terrain", ":party"),
		(try_begin),
			(eq, ":terrain", rt_bridge),
			(party_set_icon, ":party", "icon_ship"),
		(else_try),
			(party_get_icon, ":icon", ":party"),
			(eq, ":icon", "icon_ship"),
			(party_set_icon, ":party", "icon_flagbearer_a"),
		(try_end),
	(try_end),
  ]),
You need to edit the map too..
 
GoldEagleMNE said:
Code:
  (0, [
	(try_for_range, ":kingdom_hero", active_npcs_begin, active_npcs_end),
		(troop_get_slot, ":party", ":kingdom_hero", slot_troop_leaded_party),
		(troop_slot_eq, ":kingdom_hero", slot_troop_occupation, slto_kingdom_hero),
		(neq, ":party", -1),
		(party_get_current_terrain, ":terrain", ":party"),
		(try_begin),
			(eq, ":terrain", rt_bridge),
			(party_set_icon, ":party", "icon_ship"),
		(else_try),
			(party_get_icon, ":icon", ":party"),
			(eq, ":icon", "icon_ship"),
			(party_set_icon, ":party", "icon_flagbearer_a"),
		(try_end),
	(try_end),
  ]),
You need to edit the map too..

Like with Thorgrim's? I couldn't get that to work, even for original M&B, much less for Warband.
 
GoldEagleMNE said:
Bloodpass Map Editor is okey..

Did a search of the forge and couldn't find it, but there were people talking about it so I see it exists... Its for Warband, right?
 
New question: The banners work and the error is gone, but in the factions screen its just blank how do I add some kind of drawing to that? (I mean the one where it says what locations it occupies, who the vassals are, etc.)
 
I am making a mod for NW, not warband.
When I add a faction to module_factions it all looks fine. But when I host a game on multi-player, the new faction just changes in Austria....
Does anyone know how to fix this?
 
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