Modding Q&A [For Quick Questions and Answers]

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I was wondering if its possible to change the options in the main menu, ie change what the say  - I know its possible to change their positioning and whether they are present or not, but so far I have not managed to be able to change what they say  :???:

It appears in the intro to the crusaders mod that they managed to change "start new game" to "crusade", they also have "historic battle" - visible below

()


It would be a massive help if anyone knew how to change what the options actually read.


Rybopiotr said:
I wanna make a villagers who gonna play defined animations. On the 50-60(example) entry points one animation, on 60-70 next animation with a equiped item, on 70-80 the next one. If this entry points doesn't exist then i wanna have no errors. How make something like that?
Probably the easiest way would be to create a ti_on_agent_spawn script which got the agent ids on spawn, check to see if they have your special item equipped, if yes then set there animation to whatever it is you want it to be.
 
La Grandmaster said:
I was wondering if its possible to change the options in the main menu, ie change what the say  - I know its possible to change their positioning and whether they are present or not, but so far I have not managed to be able to change what they say  :???:

It appears in the intro to the crusaders mod that they managed to change "start new game" to "crusade", they also have "historic battle" - visible below

The names are in the language files, namely 'ui.csv'.
 
The Bowman said:
Just as a curiosity. Isn't there any mini-mod that shows SP casualties like in MP?
I have an OSP script for that. Shows the damage delivered and received in MP, quite a rough design.
 
You can deal with it inside ti_on_agent_killed_or_wounded, suppressing the default logs and storing the agent names. You then set up a custom presentation with the text messages being buffered in a container overlay. The kill icons are semi-hardcoded, but you can fetch their mesh references easily enough. Just make sure to align and scroll them properly and you should be fine. The downside is supressing the kills/knocked unconscious (but you can change colour for that as well) from the game logs, and the fact that you might get discrepancies if the agent wasn't killed with the weapon currently wielded (agent shot an arrow, but switched to melee before it killed).
 
You really need to use presentations? I thought sending messages does the trick. Not the (display_message) one, but multiplayer_send_string_to_ ones.
 
Belendor said:
You really need to use presentations? I thought sending messages does the trick. Not the (display_message) one, but multiplayer_send_string_to_ ones.

Wouldn't that only work for multiplayer though..?
 
Does anyone know how to get certain parties to stop spawning after a specific date?
 
If the date is associated with an in-game event, then when that event happens, assign a variable to 1, and require that variable to be 0 in order for that party to spawn. :smile:
 
in module_scripts, find

Code:
(spawn_around_party,":spawn_point","pt_mountain_bandits"),

then change it to

Code:
(store_current_day, ":cur_day"),
(le, ":cur_day", 30),
(spawn_around_party,":spawn_point","pt_mountain_bandits"),

(in theory) this will stop mountain bandits from spawning at day 31 or more, just do this for whatever party you're spawning and change the day.
 
Can someone with experience adding mission templates help with this:

I am getting an error with the mission templates, and I have narrowed it down to this code:
Code:
#    (0, 0, ti_once,
#     [        
#       (try_begin),
#         (neq, "$g_main_attacker_agent", 0),
#         (neg|agent_is_alive, "$g_main_attacker_agent"),
#         (assign, "$backstory", 2),
#         (troop_raise_attribute, "trp_player",ca_agility,1),
#	   (jump_to_menu, "mnu_start_game_1"),
#       (finish_mission),
#       (assign, "$g_main_attacker_agent", 0),              
#                
#       (change_screen_return),
#       (set_trigger_result, 1),
#       
#       (get_player_agent_no, ":player_agent"),
#       (store_agent_hit_points, ":hit_points", ":player_agent"),

#       (else_try),  
#         (main_hero_fallen),
#         (assign, "$backstory", 1),
#		 	   (jump_to_menu, "mnu_start_game_1"),
#       (finish_mission),
#       (assign, "$g_main_attacker_agent", 0),              
                
#       (change_screen_return),
#       (set_trigger_result, 1),
       
#       (get_player_agent_no, ":player_agent"),
#       (store_agent_hit_points, ":hit_points", ":player_agent"),
#       (try_end),
       
#       (try_begin),
#         (lt, ":hit_points", 90),
#         (agent_set_hit_points, ":player_agent", 90),

#       (try_end),                
#     ]),

It does not give the error when that code is commented out. But without that code, the player will never exit the scene.

Here is the code inside the full mission template, if it matters. :smile:
Code:
  "first_fight", mtf_battle_mode,charge,
  "First fight",
  [    
    (0,mtef_team_0|mtef_use_exact_number,af_override_horse,aif_start_alarmed,7,[]),
    (1,mtef_visitor_source|mtef_team_1,af_override_horse,aif_start_alarmed,20,[]),
    (2,mtef_visitor_source|mtef_team_1,af_override_horse,aif_start_alarmed,20,[]),
    (3,mtef_visitor_source|mtef_team_1,af_override_horse,aif_start_alarmed,20,[]),
  ],    
  [
    common_battle_init_banner,
  
    common_inventory_not_available,
    
    (ti_on_agent_spawn, 0, 0, [],
    [
      (store_trigger_param_1, ":agent_no"),
      
      (try_begin),
        (agent_get_troop_id, ":troop_no", ":agent_no"),
        (eq, ":troop_no", "trp_ovkun"),
        (agent_set_team, ":agent_no", 7),
        (team_set_relation, 0, 7, 0),
      (try_end),
    ]),
            
   (0, 0, 0, 
   [
   ],
   [
      (get_player_agent_no, ":player_agent"),
      (agent_get_position, pos0, ":player_agent"),

      (try_for_agents, ":agent_no"),
        (agent_get_troop_id, ":troop_no", ":agent_no"),
        (eq, ":troop_no", "trp_ovkun"),
        (agent_set_scripted_destination, ":agent_no", pos0),
        (agent_get_position, pos1, ":agent_no"),
        (get_distance_between_positions, ":dist", pos0, pos1),
        (le, ":dist", 200),
        (eq, "$g_main_attacker_agent", 0),
        (assign, "$talk_context", tc_back_alley),
        (start_mission_conversation, ":troop_no"),
      (try_end),
   ]),
   
    (1, 0, 0, [], 
    [      
      (get_player_agent_no, ":player_agent"),       
      (ge, "$g_main_attacker_agent", 0),
      (ge, ":player_agent", 0),
      (agent_is_active, "$g_main_attacker_agent"),
      (agent_is_active, ":player_agent"),
      (agent_get_position, pos0, ":player_agent"),
      (agent_get_position, pos1, "$g_main_attacker_agent"),
      (get_distance_between_positions, ":dist", pos0, pos1),
      (ge, ":dist", 5),
      (agent_set_scripted_destination, "$g_main_attacker_agent", pos0),
    ]),

    (ti_tab_pressed, 0, 0, [], 
    [
      (display_message, "str_cannot_leave_now"),
    ]),

#    (0, 0, ti_once,
#     [        
#       (try_begin),
#         (neq, "$g_main_attacker_agent", 0),
#         (neg|agent_is_alive, "$g_main_attacker_agent"),
#         (assign, "$backstory", 2),
#         (troop_raise_attribute, "trp_player",ca_agility,1),
#	   (jump_to_menu, "mnu_start_game_1"),
#       (finish_mission),
#       (assign, "$g_main_attacker_agent", 0),              
#                
#       (change_screen_return),
#       (set_trigger_result, 1),
#       
#       (get_player_agent_no, ":player_agent"),
#       (store_agent_hit_points, ":hit_points", ":player_agent"),

#       (else_try),  
#         (main_hero_fallen),
#         (assign, "$backstory", 1),
#		 	   (jump_to_menu, "mnu_start_game_1"),
#       (finish_mission),
#       (assign, "$g_main_attacker_agent", 0),              
                
#       (change_screen_return),
#       (set_trigger_result, 1),
       
#       (get_player_agent_no, ":player_agent"),
#       (store_agent_hit_points, ":hit_points", ":player_agent"),
#       (try_end),
       
#       (try_begin),
#         (lt, ":hit_points", 90),
#         (agent_set_hit_points, ":player_agent", 90),
#		(try_end),                
#     ]),
   ]),
 
Guys, I ran into a bit of a problem. All the loading screens and menu backgrounds (except the main menu "nord") get all stretched to fit the game's resolution. How do I set the other screens to behave like the main menu tableau and only scale, not stretch, and add blank black strips to fill in the rest of the screen?
 
You have a 1680X1050 monitor ?

Rework the loading screen with gimp or photoshop...

like this

before for monitors 1280X1024 to 1680...
i1xvR.jpg

after
lAPXE.jpg

Or make a loading screen in 1680X1050, no problem and with no mip map.

Or with black bands, make a 1280X1024 texture in black and paste your loading screen (1024X1024) over  :wink:
 
It' the difference between old proportion monitor and the wide screen... The thing is I run M&B in 800x600 to test the stuff and all the menu backgrounds go crazy :sad: I'll try your method, I hope it works.
 
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