Modding Q&A [For Quick Questions and Answers]

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_Sebastian_ said:
Willhelm said:
Is it possible to add vertex animations to scene props? I've made a Ballista over the framework of the cannons in the Napoleonic Wars DLC, but unfortunately although it is working great in every other way, I can't figure out a way to make the limbs and string move back as you cock it.
It may works with the WSE operation
Code:
(prop_instance_set_vertex_keys_time_point, <prop_instance_no>, <time_point>), #Sets <prop_instance_no>'s mesh vertex keys time point to <time_point>
but I havent tried it out yet.

Another way is to do it with vertex shaders somehow.

Alright thanks but i probably don't want to use WSE.

SC_Apollo said:
I searched for a while, so, apologies if I missed this. Feel free to tell me where it is.

I was doing literally the simplest thing to one of my mods (adding a single troop) and it was working totally fine until I did so. Now I get this:

Code:
Traceback (most recent call last):
  File "process_init.py", line 2, in <module>
    from process_operations import *
  File "C:\Program Files (x86)\Module_system 1.158\process_operations.py", line
14, in <module>
    from module_troops import *
  File "C:\Program Files (x86)\Module_system 1.158\module_troops.py", line 2139
    upgrade2(troops,"watchman","caravan_guard","mercenary_crossbowman")
           ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_global_variables.py", line 12, in <module>
    from process_operations import *
  File "C:\Program Files (x86)\Module_system 1.158\process_operations.py", line
14, in <module>
    from module_troops import *
  File "C:\Program Files (x86)\Module_system 1.158\module_troops.py", line 2139
    upgrade2(troops,"watchman","caravan_guard","mercenary_crossbowman")
           ^
SyntaxError: invalid syntax
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call last):
  File "process_map_icons.py", line 6, in <module>
    from process_operations import *
  File "C:\Program Files (x86)\Module_system 1.158\process_operations.py", line
14, in <module>
    from module_troops import *
  File "C:\Program Files (x86)\Module_system 1.158\module_troops.py", line 2139
    upgrade2(troops,"watchman","caravan_guard","mercenary_crossbowman")
           ^
SyntaxError: invalid syntax
Exporting faction data...
Exporting item data...
Traceback (most recent call last):
  File "process_items.py", line 66, in <module>
    from process_operations import *
  File "C:\Program Files (x86)\Module_system 1.158\process_operations.py", line
14, in <module>
    from module_troops import *
  File "C:\Program Files (x86)\Module_system 1.158\module_troops.py", line 2139
    upgrade2(troops,"watchman","caravan_guard","mercenary_crossbowman")
           ^
SyntaxError: invalid syntax
Exporting scene data...
Traceback (most recent call last):
  File "process_scenes.py", line 15, in <module>
    from process_operations import *
  File "C:\Program Files (x86)\Module_system 1.158\process_operations.py", line
14, in <module>
    from module_troops import *
  File "C:\Program Files (x86)\Module_system 1.158\module_troops.py", line 2139
    upgrade2(troops,"watchman","caravan_guard","mercenary_crossbowman")
           ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_troops.py", line 4, in <module>
    from module_troops import *
  File "C:\Program Files (x86)\Module_system 1.158\module_troops.py", line 2139
    upgrade2(troops,"watchman","caravan_guard","mercenary_crossbowman")
           ^
SyntaxError: invalid syntax
Exporting particle data...
Traceback (most recent call last):
  File "process_scene_props.py", line 7, in <module>
    from process_operations import *
  File "C:\Program Files (x86)\Module_system 1.158\process_operations.py", line
14, in <module>
    from module_troops import *
  File "C:\Program Files (x86)\Module_system 1.158\module_troops.py", line 2139
    upgrade2(troops,"watchman","caravan_guard","mercenary_crossbowman")
           ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_tableau_materials.py", line 8, in <module>
    from process_operations import *
  File "C:\Program Files (x86)\Module_system 1.158\process_operations.py", line
14, in <module>
    from module_troops import *
  File "C:\Program Files (x86)\Module_system 1.158\module_troops.py", line 2139
    upgrade2(troops,"watchman","caravan_guard","mercenary_crossbowman")
           ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_presentations.py", line 8, in <module>
    from process_operations import *
  File "C:\Program Files (x86)\Module_system 1.158\process_operations.py", line
14, in <module>
    from module_troops import *
  File "C:\Program Files (x86)\Module_system 1.158\module_troops.py", line 2139
    upgrade2(troops,"watchman","caravan_guard","mercenary_crossbowman")
           ^
SyntaxError: invalid syntax
Exporting party_template data...
Traceback (most recent call last):
  File "process_parties.py", line 6, in <module>
    from process_operations import *
  File "C:\Program Files (x86)\Module_system 1.158\process_operations.py", line
14, in <module>
    from module_troops import *
  File "C:\Program Files (x86)\Module_system 1.158\module_troops.py", line 2139
    upgrade2(troops,"watchman","caravan_guard","mercenary_crossbowman")
           ^
SyntaxError: invalid syntax
Exporting quest data...
Exporting info_page data...
Traceback (most recent call last):
  File "process_scripts.py", line 7, in <module>
    from process_operations import *
  File "C:\Program Files (x86)\Module_system 1.158\process_operations.py", line
14, in <module>
    from module_troops import *
  File "C:\Program Files (x86)\Module_system 1.158\module_troops.py", line 2139
    upgrade2(troops,"watchman","caravan_guard","mercenary_crossbowman")
           ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_mission_tmps.py", line 8, in <module>
    from process_operations import *
  File "C:\Program Files (x86)\Module_system 1.158\process_operations.py", line
14, in <module>
    from module_troops import *
  File "C:\Program Files (x86)\Module_system 1.158\module_troops.py", line 2139
    upgrade2(troops,"watchman","caravan_guard","mercenary_crossbowman")
           ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_game_menus.py", line 8, in <module>
    from process_operations import *
  File "C:\Program Files (x86)\Module_system 1.158\process_operations.py", line
14, in <module>
    from module_troops import *
  File "C:\Program Files (x86)\Module_system 1.158\module_troops.py", line 2139
    upgrade2(troops,"watchman","caravan_guard","mercenary_crossbowman")
           ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_simple_triggers.py", line 5, in <module>
    from process_operations import *
  File "C:\Program Files (x86)\Module_system 1.158\process_operations.py", line
14, in <module>
    from module_troops import *
  File "C:\Program Files (x86)\Module_system 1.158\module_troops.py", line 2139
    upgrade2(troops,"watchman","caravan_guard","mercenary_crossbowman")
           ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_dialogs.py", line 9, in <module>
    from process_operations import *
  File "C:\Program Files (x86)\Module_system 1.158\process_operations.py", line
14, in <module>
    from module_troops import *
  File "C:\Program Files (x86)\Module_system 1.158\module_troops.py", line 2139
    upgrade2(troops,"watchman","caravan_guard","mercenary_crossbowman")
           ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_global_variables_unused.py", line 3, in <module>
    from process_operations import*
  File "C:\Program Files (x86)\Module_system 1.158\process_operations.py", line
14, in <module>
    from module_troops import *
  File "C:\Program Files (x86)\Module_system 1.158\module_troops.py", line 2139
    upgrade2(troops,"watchman","caravan_guard","mercenary_crossbowman")
           ^
SyntaxError: invalid syntax
Exporting postfx_params...

Thats generally just a mistake with an extra comma somewhere or one missing, very easy to miss and hard to find.
 
Alright, thanks, Willhelm, and would the commas be in just the module_troops, or in all of the listed files?

No, I have not edited those troops.
 
Okay I've corrected the dimensions. But my next question is:

When I start a fire at the place of a world map icon, it starts at ground level.
Any idea how to get it higher?

(set_position_delta,100,100, 100000), # Doesn't Work



Good luck with your mod, Willhelm! The Franco-Prussian War is fascinating  :razz:.
 
Zephilinox said:
Hartzekar said:
Hey all. I'm wondering if it is possible to add a poison type effect to weapons. For example, the first hit inflicts 25 damage, and then it deals an additional 25 damage over 10 seconds. Is it possible? If so, where do I need to go to add it?

Thanks.

It's possible. You'll need to edit mission_templates and add a ti_on_agent_hit trigger, detect if the weapon is poison and (after defining it in module_constants) set (or add, if you want it to stack) slot_agent_poisoned to 10, then make another trigger that runs every 1 second, loops through all the agents and if the agent is poisoned deal some damage and reduce slot_agent_poisoned by 1. You'll have to do slightly more if you have multiple weapons with different poison effects.

Take a look at Lumos's's earlier post (:wink:) regarding triggers if you don't know about them.

Quintillius said:
Code:
    ("beacon_fire_big", psf_billboard_3d|psf_global_emit_dir|psf_always_emit|psf_randomize_size|psf_randomize_rotation, "prt_mesh_fire_1",
     30, 1.0, 0, -1.2, 10.0, 5.0,     #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (0.2, 0.7), (1, 0),        #alpha keys
     (0.2, 1.0), (1, 0.9),      #red keys
     (0.2, 0.7),(1, 0.3),       #green keys
     (0.2, 0.2), (1, 0.0),      #blue keys
     (0, 1),   (1, 1),          #scale keys
     (1, 1, 0.5),        #emit box size
     (0, 0, 0.0),               #emit velocity
     0.0,                       #emit dir randomness
     250,                       #rotation speed
     0.3                        #rotation damping
Which of these values controls the height of a particle?

I don't believe its possible to stretch particles, its size must remain relative to its original one. You'll need to edit the particle and change the height manually.

Thank you soooo much! That helps a lot. Will start working on it now!
 
I tried to add a poison, but I can't figure out what I need to add. I read all of the module documentation tutorials, read Lumos's post, searched for tutorials. Can't figure out how to define it in the Module Constants. What do I need to define in there?
 
Hartzekar said:
I tried to add a poison, but I can't figure out what I need to add. I read all of the module documentation tutorials, read Lumos's post, searched for tutorials. Can't figure out how to define it in the Module Constants. What do I need to define in there?

in module constants you need to add something like

slot_agent_poison = 30

Now every agent will have that 'slot'. A slot acts like a variable but instead of it being 'attached' to a block of code or to the entire module system, it's attached to agents and each agent has a separate, independent version.

That alone won't add poison to your game, though.
 
So... I finally got Thorgrim's Map Editor to work, and I made some ford terrain so the player could travel by sea. But, in-game, this happened:
3B079F1901E1E868CE5D5395646C20760C3BE353

Can someone help, please?
 
cwr said:
So... I finally got Thorgrim's Map Editor to work, and I made some ford terrain so the player could travel by sea. But, in-game, this happened:
3B079F1901E1E868CE5D5395646C20760C3BE353

Can someone help, please?
The "bridge/ford" terrain type is slightly different than the ocean type. With other words: you created a path that is visible.



So nobody does know how to change the position of a map particle system like fire.
I want to get it higher. But it starts at ground level.

// Edit: Never mind, editing the actual model does help.
 
Quintillius said:
The "bridge/ford" terrain type is slightly different than the ocean type. With other words: you created a path that is visible.

Stupid question: How do I make the path invisible now?
 
xPearse said:
How would I remove the family system in warband, I really don't need it.

I believe it's all set up in script_initialize_aristocracy, to what extent it needs to be modified I'm not sure. Perhaps just setting all slot_troop_father/mother/spouse/whatever to 0 will be enough.
 
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