Ikaguia said:in module_presentations, prsnt_banner_selection
(val_mod, "$g_presentation_page_no", 8),
The chest must be added before the terrain borderCarnivorious said:Got a little question. I've been working on a little Storage Room Project and one of the aspects is adding chests. The chests I added can be used in Jelkala, but when I add them to Praven, they all say Acces Baggage. Which isn't what I need? Anyone knows a solution?
"bonus_chest_2" is the troop whose inventory you would like to access. If it's not set, it defaults to 0 (the player's own inventory).module_scenes said:("town_5_center",sf_generate,"none", "none",(0,0),(100,100),-100,"0x00000000300214100003ecfb00002b930000051900002c29",
[],["bonus_chest_2"],"outer_terrain_plain"),
Arcanesaint said:I've got two quick questions.
The first one is one that I've been breaking my head over for some time now. If I want to add extra stuff to the HUD/UI during battle, like displaying the name of the weapon you're wielding above the healthbar, how would I do that? I figure I need to make changes to module_presentations.py, but I've been staring at that code for days and I still just know I'm supposed to add my code.
Second question, how can I bind keys to trigger certain scripts during battle, like when you press "c" a message appears saying "You just pressed c, congratulations." (Or some other script, just giving an example here). I've managed to figure out all the other codes/files by looking at the already existing code, but the code relating to in-battle stuff etc. is like, really hard. For me, at the moment.
If I could see a simple piece of code, and know what it's output is I'll be able to figure out the rest, but I need some basis to start off with.
Thanks in advance,
~~ArcaneSaint
ithilienranger said:From the module system they are based on troop classes(or is it divisions?). In game it is the same as the option in the party screen for archers, infantry, cavalry, unassigned...
The crashes could be cause by a ti_on_mission_before/after_start trigger if it only happens when the server switches and guys can rejoin without a problem.
(this_or_next|multiplayer_is_server), #Only run on server for multiplayer
(neg|game_in_multiplayer_mode),
(reset_mission_timer_c),
(assign, "$last_t", 0),
TheWhiteHand said:Could anyone tell how to make a siege tower move? I've got all the entry points laid out with 110 at the start and 119 under it at the wall, yet it doesn't seem to be working when I run the siege map.
and, how do I make the teams switch sides after a round (in a siege) so the attackers become defenders and the defenders become attackers?
TheWhiteHand said:Could anyone tell how to make a siege tower move?
What do you mean?Somebody said:The chest must be added before the terrain borderCarnivorious said:Got a little question. I've been working on a little Storage Room Project and one of the aspects is adding chests. The chests I added can be used in Jelkala, but when I add them to Praven, they all say Acces Baggage. Which isn't what I need? Anyone knows a solution?
Check header_operations.py in your ms for the function availability.Arcanesaint said:But when I compile it I get "NameError: name' position_has_line_of_sight_to_position' is not defined", does this function only work with Warband or am I doing something wrong?
iggorbb said:TheWhiteHand said:Could anyone tell how to make a siege tower move?
In mission templates, search for:
common_siege_move_belfry = (
common_siege_rotate_belfry = (
common_siege_assign_men_to_belfry = (
Placing siege towers
Siege towers can be tricky! As with the ladders create them as how they would look on the wall they are attacking. (make sure and place the wheels facing the right way, else they'll spin backwards)
Place entry points 110-119 down for your first tower in the path you want it to follow.
Place entry points 120-129 down if you have a second tower and it will follow that path.
Place entry points 130-139 for a 3rd tower.
Damn, any idea how I could get it to work? (Not the line_of_sight condition, but the "get-agent_id-I'm-looking-at"-script)GetAssista said:Check header_operations.py in your ms for the function availability.
In this partiular case yes, WB only