Thane Delphi
I was wondering that as well.
Winter is comingcwr said:How can I call a certain script when a certain party takes a castle? What I mean is, what script is called when a center is taken successfully?
Edit: Another question: Is it possible to have a world map that changes with the seasons?
cwr said:Is it possible to have a world map that changes with the seasons?
Docm30 said:You could do it with shaders---the same way the shaders make the top of mountains snowy, you could make the terrain snowy and control it with the 'set_shader_param' operations in the module system.
Does anyone have an idea for this?cwr said:How can I call a certain script when a certain party takes a castle? What I mean is, what script is called when a center is taken successfully?
I suspected that indeed. Sorry for the inconvenience.Somebody said:What item types are they? The engine doesn't spawns agents with more than 1 item of the same type (so 1 spear/halberd, 1 axe/sword), and Native doesn't have many troops with 3 different item types.
Yeah. Somewhere in the lower right, you'll find the "multi-view" buttons (which only appear when you've selected more than one mesh). Combo mode will always show them together, Aside will always separate them, and Auto should work for multi-meshes only (or something). Fiddle around with these buttons until the problem is resolved.Zamensis said:Another question. In OpenBRF, I used to select multiple meshes so I could see them as if they were 'merged'. Now they show up in different sub-windows, unless they have the same common prefix. Is there a way to change that?
GoldEagleMNE said:@cwr It's in the game_menus. I am on mobile phone so I cant tell you which game menu exacly. I am sure you'll find it.
Damn, I was certain I had checked everything. Thank you.Lumos said:Yeah. Somewhere in the lower right, you'll find the "multi-view" buttons (which only appear when you've selected more than one mesh). Combo mode will always show them together, Aside will always separate them, and Auto should work for multi-meshes only (or something). Fiddle around with these buttons until the problem is resolved.Zamensis said:Another question. In OpenBRF, I used to select multiple meshes so I could see them as if they were 'merged'. Now they show up in different sub-windows, unless they have the same common prefix. Is there a way to change that?
ef wpex(o,w,p,a,c,t):
n = 0
n |= wp_one_handed(o)
n |= wp_two_handed(w)
n |= wp_polearm(p)
n |= wp_archery(a)
n |= wp_crossbow(c)
n |= wp_throwing(t)
return n
knight_attrib_1 = str_15|agi_14|int_8|cha_16|level(22)
Indeed I do want firearms, and I only need three variables (melee, ranged and firearms). This is why I asked.wpex already formats all the proficiencies for you (unless you want firearms, which you can add as another parameter).
No, I don't want that.if you want something like 255 strength (the flags are only declared up to 30) you need to modify header_troops to add it in.
player_joined = (ti_server_player_joined, 0, 0, [], # server: handle connecting players
[(store_trigger_param_1, ":player_id"),
(call_script, "script_setup_player_joined", ":player_id"),
(call_script, "script_player_check_name", ":player_id"),
])
player_joined = (ti_server_player_joined, 0, 0, [], # server: handle connecting players
[(store_trigger_param_1, ":player_id"),
(store_mission_timer_a, ":timer"),
(val_add_timer, ":timer", 5),
(call_script, "script_my_web_function", ":player_id"),
(try_begin),
(eq, ":timer, 10), #Let's say we want to wait 5 seconds.
(call_script, "script_setup_player_joined", ":player_id"),
(call_script, "script_player_check_name", ":player_id"),
(try_end),
])
You don't add local variables, you just define them upon usage. Variables.txt is not something to be edited manually, and it holds global variables, not locals.FantasyWarrior said:and i added 18 local variables (module system/variables.txt).
(ti_on_agent_spawn, 0, 0, [], [
(store_trigger_param, ":agent", 1),
(agent_get_troop_id, ":cur_agent_troop", ":agent"),
(eq, ":cur_agent_troop", "trp_instructor_1"),
(agent_ai_set_always_attack_in_melee, ":agent", 1),
(agent_set_no_death_knock_down_only, ":agent", 1),
(agent_set_invulnerable_shield, ":agent", 1),
]),