From the comments at the top of module_troops.py:jshores said:Is it possible to have a portrait (.jpg, .tga) instead of the model that appears in the window during conversations and/or when you view characters in the screen where you can click on the all the lords/ladies etc in the game?
14) Troop image (string): If this variable is set, the troop will use an image rather than its 3D visual during the conversations
Lumos said:A quick question about a strage idea that emerged into my thoughts: Is it possible to attach a scene prop to the player's left hand when he begins an animation and unattach the prop when the animation is finished?
Sayd Ûthman said:I think you will have to edit the deathmatch template, sorry is there is none i never mod multiplayer
Vornne said:From the comments at the top of module_troops.py:jshores said:Is it possible to have a portrait (.jpg, .tga) instead of the model that appears in the window during conversations and/or when you view characters in the screen where you can click on the all the lords/ladies etc in the game?You probably need to add the image to your mod's Textures/, add a texture, material, and flat mesh to a .brf file in the mod's Resources/, add an entry for it in module_meshes.py, then finally use that mesh in the troop definition; though maybe just using the name of the texture would work - it's not used in native warband, so you'd just have to test.Code:14) Troop image (string): If this variable is set, the troop will use an image rather than its 3D visual during the conversations
(key_clicked)
No, key_clicked succeeds only if the key is clicked in the current frame and wasn't clicked in the previous frame, while key_is_down doesn't care about previous frame.Lumos said:Just a quick question.evaluates to true after the key is released, and that's the difference between key_clicked and key_is_down. Am I right?Code:(key_clicked)
Hmmm... Thanks.cmpxchg8b said:No, key_clicked succeeds only if the key is clicked in the current frame and wasn't clicked in the previous frame, while key_is_down doesn't care about previous frame.
You can try to search for the "minimap" presentation - I believe that'd yield you most results.Kulturbanause said:Finally my question is:
Is there a way to dig out the combat minimap from the mentioned mods or getting the main data for it from other sources?
If all of your textures have turned up gray, are you 100% sure it's textured correctly and the texture is properly referenced and etc.?ilovemyhedgehog said:does anyone have any good birch bark textures i can use? All the ones i have tried just turned up just grey.
When the grenade lands, spawn a prop with the same model.13exa said:Does anyone know a code like Grenade Code but Explode after some seconds?
Im asking about this "In the prop's init trigger, set a slot to the number of seconds until it explodes." sir, I want it but I can'tMadocComadrin said:When the grenade lands, spawn a prop with the same model.13exa said:Does anyone know a code like Grenade Code but Explode after some seconds?
(Optional) simulate bounce and roll
In the prop's init trigger, set a slot to the number of seconds until it explodes.
Use a mission_template trigger to decrement every grenade prop's slot and check for one's that reach 0.
Make the one's that reach zero go BOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM.
Erm...13exa said:And Spawn A Prop code?
(spawn_scene_prop, <scene_prop_id>),