Try setting the face codes of the troop to zero.
jacobhinds said:I mean an actual zero. It'll save you time to set this template troop's face codes directly rather than with a constant.
jacobhinds said:The only thing i can think of is that you left out a king or something, or perhaps the faction or their centres are out of a range. In either case you should show us what you've added for each faction.
["kingdom_6_lord", "Sultan Hakim", "Hakim", tf_hero, 0,reserved, fac.kingdom_6,[itm.warhorse_sarranid, itm.mamluke_mail, itm.sarranid_boots_c, itm.sarranid_mail_coif, itm.mail_mittens, itm.sarranid_cavalry_sword, itm.tab_shield_small_round_c], knight_attrib_4,wp(220),knight_skills_5|knows_trainer_5, 0x0000000a4b103354189c71d6d386e8ac00000000001e24eb0000000000000000, rhodok_face_old_2],
#### New Lords
["kingdom_7_lord", "High Chief Hargus", "Hargus", tf_hero, 0,reserved, fac.kingdom_7,[itm.arrows,itm.quarter_staff,itm.short_bow,itm.black_hood,itm.padded_leather,itm.leather_boots], knight_attrib_5,wp(220),knight_skills_5|knows_trainer_5, 0x0000000f45041105241acd2b5a66a86900000000001e98310000000000000000,swadian_face_older_2],
["kingdom_8_lord", "King Tartus", "Tartus", tf_hero, 0,reserved, fac.kingdom_8,[itm.maul,itm.javelin,itm.fur_covered_shield,itm.skullcap,itm.ragged_outfit,itm.hide_boots], knight_attrib_5,wp(220),knight_skills_5|knows_trainer_5, 0x0000000f45041105241acd2b5a66a86900000000001e98310000000000000000,swadian_face_older_2],
["kingdom_9_lord", "Doge Estmond", "Estmond", tf_hero, 0,reserved, fac.kingdom_9,[itm.maul,itm.javelin,itm.fur_covered_shield,itm.skullcap,itm.ragged_outfit,itm.hide_boots], knight_attrib_5,wp(220),knight_skills_5|knows_trainer_5, 0x0000000f45041105241acd2b5a66a86900000000001e98310000000000000000,swadian_face_older_2],
("kingdom_8", "Kingdom of Barth", 0, 0.9, [("outlaws",-0.05),("peasant_rebels", -0.1),("deserters", -0.02),("mountain_bandits", -0.05),("forest_bandits", -0.05)], [], 0x8B7355),
("kingdom_9", "Noble Republic of Zharkan", 0, 0.9, [("outlaws",-0.05),("peasant_rebels", -0.1),("deserters", -0.02),("mountain_bandits", -0.05),("forest_bandits", -0.05)], [], 0x72A8FA),
doomblood said:Hi all,
I just finished up reading the Ultimate Guide to modding and i was interested in making some sort of mod.
I had the Idea (Which I got from Total War, but saw done similarly with a pre-existing mod) of making a mod where you can build a small "fort" from the camp scene, It would require 10,000 Denar and tools, It would appear on the map and have a small scene, It would store a garrison but not be considered a fief.
I'm not asking someone to make this, I want to be able to make it myself, but I have no concept of where to start. Any help is appreciated,
Regards,
Alex.
jacobhinds said:I mean an actual zero. It'll save you time to set this template troop's face codes directly rather than with a constant.
jacobhinds said:Have you assigned troll_face_keys and applied the appropriate vertex animations to the head mesh?
N0body said:doomblood said:Hi all,
I just finished up reading the Ultimate Guide to modding and i was interested in making some sort of mod.
I had the Idea (Which I got from Total War, but saw done similarly with a pre-existing mod) of making a mod where you can build a small "fort" from the camp scene, It would require 10,000 Denar and tools, It would appear on the map and have a small scene, It would store a garrison but not be considered a fief.
I'm not asking someone to make this, I want to be able to make it myself, but I have no concept of where to start. Any help is appreciated,
Regards,
Alex.
As it happens, Lumos has done more or less what you are looking for with extra features here, all of which is open source - so if you're interested in making a mod built around that sort of feature, that could be a good starting point to learn and thus expand upon further (if that is what you're interested in doing).
doomblood said:N0body said:doomblood said:Hi all,
I just finished up reading the Ultimate Guide to modding and i was interested in making some sort of mod.
I had the Idea (Which I got from Total War, but saw done similarly with a pre-existing mod) of making a mod where you can build a small "fort" from the camp scene, It would require 10,000 Denar and tools, It would appear on the map and have a small scene, It would store a garrison but not be considered a fief.
I'm not asking someone to make this, I want to be able to make it myself, but I have no concept of where to start. Any help is appreciated,
Regards,
Alex.
As it happens, Lumos has done more or less what you are looking for with extra features here, all of which is open source - so if you're interested in making a mod built around that sort of feature, that could be a good starting point to learn and thus expand upon further (if that is what you're interested in doing).
Thanks for the response,
As it happens that's actually the mod I was referring too!
I was wondering how he did it/ how I could disect it
(else_try),
(eq, ":event_type", multiplayer_event_cannon_reload_zero),
(store_script_param, ":instance_id", 3),
(scene_prop_set_slot, ":instance_id", mp_cannon_reload, 0),
(else_try),
(eq, ":event_type", multiplayer_event_cannon_reload_one),
(store_script_param, ":instance_id", 3),
(scene_prop_set_slot, ":instance_id", mp_cannon_reload, 1),
(else_try),
(eq, ":event_type", multiplayer_event_cannon_reload_two),
(store_script_param, ":instance_id", 3),
(scene_prop_set_slot, ":instance_id", mp_cannon_reload, 2),
Not sure, but I believe the only way is to rewrite it in mission_template in singleplayer way.HyperCharge said:how can i make usable this network message in the singleplayer ?
Sets slots to zero. During the mission prop slots may be set to certain values to identify a special state of the prop.HyperCharge said:and,what the initialize_scene_prop_slots script does ?
Rongar said:Not sure, but I believe the only way is to rewrite it in mission_template in singleplayer way.HyperCharge said:how can i make usable this network message in the singleplayer ?
Set slots to zero. During the mission prop slots may be set to certain values to identify a special state of the prop.HyperCharge said:and,what the initialize_scene_prop_slots script does ?
initialize_scene_prop_slots reset with values that should revert prop to the initial state.