_Sebastian_ said:But its only synced to players within a radius of 20 meter, so you wont hear it from a further distance.
The script "game_missile_launch" is the way to go, as I mentioned in my previous post.
_Sebastian_ said:But its only synced to players within a radius of 20 meter, so you wont hear it from a further distance.
The script "game_missile_launch" is the way to go, as I mentioned in my previous post.
Willhelm said:Thanks for the help. I am modding Napoleonic wars which i suspect is built on WFAS as it does include the script Game_missile_launch, so I will try that thank you. If i can't figure it I'll have to go with the one with a 20 meter limit, 20 meters beats not hearing it at all.
For the ragdoll thing, i meant enforcing it for other players of my mod, I'd like to remove death animations and rely only on Ragdolls.
Yeah thats my problem, anyone with them turned off gets weird standing death animations.jacobhinds said:Willhelm said:Thanks for the help. I am modding Napoleonic wars which i suspect is built on WFAS as it does include the script Game_missile_launch, so I will try that thank you. If i can't figure it I'll have to go with the one with a 20 meter limit, 20 meters beats not hearing it at all.
For the ragdoll thing, i meant enforcing it for other players of my mod, I'd like to remove death animations and rely only on Ragdolls.
You could change the death animations to just one frame, standing up. The ragdoll usually begins after the last frame of the animation. I don't know how it would react to lower ragdoll settings however.
Can't, the max of 200 is hardcoded.Heroes_Witch_King said:Can someone tell me if it is possible to change the maximum number of players on a server to maybe 400-500 players?
Works fine for me. Make sure your header_operations is well and in a good state and that you're not running a pre-1.153 game.The Dark Robin said:I was under the impression that agent_set_speed_modifier was a valid operation, and apparently the module system says it's not. Does anyone have a suggestion on an operation that would take it's place?
Can't, the max of 200 is hardcoded.
Yeah, but I saw servers of PW with 222 players supported.
Not sure what you're trying to do with the textures, but you should try compiling the module before using the actual map icons in module_parties so the id_x files are generated properly.Michadr said:I took my map_icons.dds and copied it to my desktop, then copied whatever .dds i wanted to add into it, copied that texture into it, renamed it, then copied it back into my textures folder. Then i added the mesh and textures to my map icons brf, and then wrote a code for it in map icons_py. This worked for (2) map icons. Then i tried with another, but this time it didn't work. So that is very weird to me. Yes, this might be the hard way to do it, but it's the only way i could think of, and it still doesn't always work. There weren't any special declarations or whatever for any of those map icons.
Lumos said:Works fine for me. Make sure your header_operations is well and in a good state and that you're not running a pre-1.153 game.
Add something like this to the spawning script of the bandit:jacobhinds said:Is it possible to stop a certain type of bandit from spawning after a kingdom is defeated? I am running the latest diplomacy, if that helps