Dain Ironfoot
Count
Ah, do I need to update all the scripts that fire this script?
["anduril", "Anduril", [("narsil",0),("narsil", ixmesh_carry)], itp_type_two_handed_wpn|itp_merchandise| itp_primary, itc_bastardsword|itcf_carry_sword_left_hip,
1200 , weight(2.25)|difficulty(11)|spd_rtng(100) | weapon_length(112)|swing_damage(45 , cut) | thrust_damage(31 , pierce),imodbits_none ],
["anduril", "Anduril", [("narsil",0),("narsil", ixmesh_carry)], itp_type_two_handed_wpn|itp_merchandise| itp_primary, itc_bastardsword|itcf_carry_sword_left_hip,
1200 , weight(2.25)|difficulty(11)|spd_rtng(100) | weapon_length(112)|swing_damage(45 , cut) | thrust_damage(31 , pierce),imodbits_sword_high ],
Specialist said:Well...it plays on one client. (The one that presses the button) but the server won't tell the other clients to play it.
That's for sounds.... does anyone know how the kick animation works? That way I can use that kind of code for animations?
And would the sound script work for this?
You only need the first part, sending a message from the client after a key press: if you run the agent_set_animation operation on the server, all clients will see it. The agent_play_sound operation works the same way: just run it on the server.SonKidd said:send a message to the server first on the key press trigger,Specialist said:Well...it plays on one client. (The one that presses the button) but the server won't tell the other clients to play it.
That's for sounds.... does anyone know how the kick animation works? That way I can use that kind of code for animations?
then when the server receives the message, relay it to all clients.
missile_distance_trigger = [
(ti_on_missile_hit,[
(store_trigger_param_1, ":shooter_agent"),
(eq, "$g_report_shot_distance", 1),
(get_player_agent_no, ":player_agent"),
(try_begin),
(eq, ":shooter_agent", ":player_agent"),
(agent_get_position, pos2, ":shooter_agent"),
(agent_get_horse, ":horse_agent", ":player_agent"),
(try_begin),
(gt, ":horse_agent", -1),
(position_move_z, pos2, 220),
(else_try),
(position_move_z, pos2, 150),
(try_end),
(get_distance_between_positions, ":distance", pos1, pos2),
(store_div, reg61, ":distance", 100),
(store_mod, reg62, ":distance", 100),
(try_begin),
(lt, reg62, 10),
(str_store_string, s1, "@{reg61}.0{reg62}"),
(else_try),
(str_store_string, s1, "@{reg61}.{reg62}"),
(try_end),
(display_message, "@Shot distance: {s1} meters.", 0xCCCCCC),
(try_end),
]),
]
("get_centering_amount", [
(store_script_param, ":troop_formation", 1),
(store_script_param, ":num_troops", 2),
(store_script_param, ":extra_spacing", 3),
(store_script_param, ":sd_type", 4),
(store_mul, ":troop_space", ":extra_spacing", 50),
(val_add, ":troop_space", formation_minimum_spacing),
(assign, reg0, 0),
(try_begin),
(eq, ":troop_formation", formation_wedge),
(eq, ":sd_type", sdt_archer),
(val_add, ":troop_space", 500),
(store_mul, reg0, ":num_troops", ":troop_space"),
(val_div, reg0, 2), #archers in 2 ranks
(val_sub, reg0, ":troop_space"),
(else_try),
(eq, ":troop_formation", formation_square),
(convert_to_fixed_point, ":num_troops"),
(store_sqrt, reg0, ":num_troops"),
(val_mul, reg0, ":troop_space"),
(convert_from_fixed_point, reg0),
(val_sub, reg0, ":troop_space"),
(else_try),
(call_script, "script_get_centering_amount", ":fformation", ":num_troops", ":formation_extra_spacing", sdt_archer),
(call_script, "script_get_centering_amount", formation_default, ":num_troops", ":formation_extra_spacing", 0),
SCRIPT ERROR ON OPCODE23: INVALID SCRIPT PARAMETER ID: 3; LINE NO; 3
At script get centering amount
Strange... The file wasn't there. I copied it from Native, and still the healthbars were gone. The interesting thing is that in Native, the healthbars are there.Somebody said:You probably modified game_variables.txt