I am added the decapition code and when ı killed a man he lost the he's hands look like:
and ı am remove the arm,hand code but thats continues.
then tell me what's wrong with this code:Somebody said:It's fine, just the various hair hiding bits will get wonky when you equip/unequip helmets.
##":value" = target player
##":player_no" = admin who is respawning the player
(eq, ":var", lwbr_player_list__respawn),
(player_get_agent_id, ":agent", ":value"),
(try_begin),
(neg|agent_is_active, ":agent"),
(server_add_message_to_log, "@Admin {s10} is trying to respawn player {s11} but he didn't spawn yet."),
(multiplayer_send_string_to_player, ":player_no", multiplayer_event_show_server_message, "@The player you selected didn't spawn yet."),
(else_try),
(agent_is_alive, ":agent"),
(server_add_message_to_log, "@Admin {s10} is trying to respawn player {s11} but he didn't die yet."),
(multiplayer_send_string_to_player, ":player_no", multiplayer_event_show_server_message, "@The player you selected didn't die yet."),
(else_try),
(agent_get_position, pos1, ":agent"),
(set_spawn_position, pos1),
(player_get_troop_id, ":troop", ":value"),
(player_get_team_no, ":team", ":value"),
(spawn_agent, ":troop"),
(agent_set_visibility, reg0, 0),
(agent_set_team, reg0, ":team"),
(try_for_range, ":val", 0, 8),
(agent_get_item_slot, ":item", reg0, ":val"),
(agent_unequip_item, reg0, ":item"),
(try_end),
(try_for_range, ":val", 0, 8),
(store_add, ":slot", ":val", slot_player_selected_item_indices_begin),
(player_get_slot, ":item", ":value", ":slot"),
(is_between, ":item", 0, num_of_items),
(agent_equip_item, reg0, ":item"),
(try_end),
(player_control_agent, ":value", reg0),
(agent_set_visibility, reg0, 1),
(str_store_string, s1, "@Admin {s10} has respawned player {s11}"),
(server_add_message_to_log, s1),
(call_script, "script_lwbr_send_msg_to_all_players"),
(try_end),
agent_set_invulnerable_shield = 1725 # (agent_set_invulnerable_shield, <agent_id>, <value>),
Lumos said:Or use the smooth command in Thorgrim's. I'm sure one existed.Cozur said:1: You'll have to smooth everything manually.mike56 said:1) Can I smooth those sharp terrains on the coast? How?
(play_bink_file, "C:/Program Files (x86)/Steam/SteamApps/common/MountBlade Warband/Modules/Project/anno_domini_prologue.bik"),
It is a WSE operation, so you should have asked the question in the relevant thread.HyperCharge said:how the play_bink_file operation works ?
Lav said:It is a WSE operation, so you should have asked the question in the relevant thread.HyperCharge said:how the play_bink_file operation works ?
That said, as fas as I know the operation expects a path relative to current module folder.
you could do a mission_templates trigger that checks for cntrl being held and then use the omit_key_once operation on key_jaleeque said:1) Is there a (preferably easy) way to rebind the horse ctrl+j thing to another button?
I believe it is for mods that use beards for female troops as acessoriesaleeque said:3) What do these options in module.ini do? I tried googling but there's just no information on it:
- has_accessories_for_female
You can make a mission_template trigger that runs once where you use agent_set_speed_modifier operation for the player.aleeque said:2) Is there a (preferably easy) way to increase player running speed? Whether it be base speed or the increase you get per Athletics point etc.
aleeque said:4) It is possible to edit NPCs' appearance. But is it possible to somehow "save" it so that you don't have to do it every time you start a new character?
Thorgrim said:A: With edit mode enabled, go to your Character screen and click the Edit Face button. Play around with all the sliders and settings until you've got the face you're after. Now click Ctrl+E, and you'll notice a box/button pop up at the top right with a string of characters in it. Click this and it will copy the face code to the clipboard. In module_troops.py, simply paste in it in as the face code.
tree_new_* are the ones that have it, IIRC.jacobhinds said:Which ones? Seeing the shaders in context would really help, as I'm not sure how many and what configurations of polygons i should be using for the billboard.
Antonis said:Lumos said:Or use the smooth command in Thorgrim's. I'm sure one existed.Cozur said:1: You'll have to smooth everything manually.mike56 said:1) Can I smooth those sharp terrains on the coast? How?
Yep, it's Ctrl+S, if I'm not mistaken.
fladin said:What script decide who to be killed and who will be only knocked unconscious ?
thanks
Ikaguia said:fladin said:What script decide who to be killed and who will be only knocked unconscious ?
thanks
it's hardcoded afaik, but you could always change the skill values(surgery and all that stuff) to a ridiculous number and then remove the troops you want to die, or use the agent_set_no_death_knock_down_only operation
Add ti_on_agent_spawn trigger and call (agent_set_no_death_knock_down_only) on them with some chance depending on armor "heaviness".fladin said:What I want to do is to make troops with heavy armor less "killable" ;
fladin said:agent_set_no_death_knock_down_only : The agent only fall, and then he gets up = never knocked uncouscious = eternal battle
already tried and it gave an epic -infinite- battle