Modding Q&A [For Quick Questions and Answers]

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Alright, thank you, also something i noticed recently is that troops tend to not get all the items that are in their inventory, i recently updated to 1.143 and i suppose it's related because i never had this problem in previous versions. or maybe there is some other factor involved. i really don't understand why it does choose only two armors sharing the same model but with different texture and exclude the different model while they're the same codewise. if you don't understand it here is a simplifiex explanation.

we have armor_1 , armor_2 and armor_3. armor_1 and armor_2 have the same model, but different texture, armor_3 have different model and texture.

armor_1's tuple is similar to armor_2 and 3 it differs only in the mesh name.

on the troop inventory, they are all there in the following form itm_armor_1, itm_armor_2, itm_armor_3

but in battle the troops never wear the armor_3, why ??

also it looks like the troops doesn't like using pikes anymore if they get a sideweapon
 
Sayd Ûthman said:
Alright, thank you, also something i noticed recently is that troops tend to not get all the items that are in their inventory, i recently updated to 1.143...snip...
but in battle the troops never wear the armor_3, why ??
I've noticed increased numbers of folks mentioning this with the current versions. I can't say if it is actually causal or not...perhaps cmp could shed some light?

Sayd Ûthman said:
also it looks like the troops doesn't like using pikes anymore if they get a sideweapon
I guess I've always found this to be the case, hence my proximity-based code for polearm wielders that forces the use of the polearm unless surrounded by enemies.
 
Oh i see, so i'm not the only one.

@polearm usage, i meant that they won't even carry them at their back, if there is a sword and a polearm in the inventory, the sword win like everytime. good that i still have that script that guarantee all the weapons you sent me once :grin:
 
Is there a script that allows blunt weapons to have a chance to kill? They seem too reliable, and I was playing around with some settings. I have a weapon that does (depending on which of the 3 you buy) does between 40 and 60 damage. Historically the weapon would crush bones and kill people a good bit of time due to blunt force, but in Warband, that doesn't work.
 
Hi i don't know if this is the correct thread to post this but.... I the clash of kings nos i'm getting this error  ERROR: get_object failed for texture: weapons2.lod , does anybody knows why this happens?
 
Caba`drin said:
Crossbow Joe said:
Well I mean there are six "slots" in the three parties which make up a total of 18. I have a troop tree with 25 troops, are you saying that I can add extra parties and simply reference them in this cf_reinforce_party script?
Ah, understood, sorry.
Yes, you can create new party templates in module_party_templates. For easiest insurance that they'll be used correctly, define a new slot_faction_reinforcements_YOURLETTER slot and populate it in the script "initialize_faction_troop_types" with the others and call it in the appropriate reinforcement scripts. A quick search for slot_faction_reinforcements_a in module_scripts will show you the places you need to edit (not many, and other than declaring the slot in constants and creating the new template(s), that's the only file that needs editing).
Thank you that seems to have worked perfectly :smile:
 
Specialist said:
Is there a script that allows blunt weapons to have a chance to kill? They seem too reliable, and I was playing around with some settings. I have a weapon that does (depending on which of the 3 you buy) does between 40 and 60 damage. Historically the weapon would crush bones and kill people a good bit of time due to blunt force, but in Warband, that doesn't work.
This is pure theory, but you can try this:

Create a ti_on_agent_hit trigger. When detecting a fatal hit on regular troop agent with a blunt weapon, call:
Code:
(store_random_in_range, ":random", 0, 100),
(try_begin),
  (lt, ":random", "$g_death_by_blunt_weapon_chance"),
  (set_trigger_result, 0),
  (agent_deliver_damage_to_agent, ":attacker_agent_id", ":defender_agent_id", ":same_damage"),
(try_end),
I'm not sure though. It's possible that agent_deliver_damage_to_agent will use damage type for attacker's currently selected weapon. In this case you'll have to store his current weapon, replace it with any sharp weapon before calling agent_deliver_damage_to_agent, and then replace it back (either in some trigger running every frame, or in ti_on_agent_killed_or_wounded trigger by detecting that the agent has been killed using your special weapon replacer).
 
A noob question about Single Player modding (never mod in SinglePlayer, just multiplayer).

Where I should put a trigger (it can be from module_triggers.py or module_mission_templates). I just want to make it work during a singleplayer battle.

Somebody?  :smile:
 
CTCCoco said:
A noob question about Single Player modding (never mod in SinglePlayer, just multiplayer).

Where I should put a trigger (it can be from module_triggers.py or module_mission_templates). I just want to make it work during a singleplayer battle.

Somebody?  :smile:
You put a trigger into the corresponding section of a mission template declaration.

There are several mission templates which are used for different battle situations, depending on your needs you'll have to insert your trigger to all of them or to some of them.
 
Lav said:
CTCCoco said:
A noob question about Single Player modding (never mod in SinglePlayer, just multiplayer).

Where I should put a trigger (it can be from module_triggers.py or module_mission_templates). I just want to make it work during a singleplayer battle.

Somebody?  :smile:
You put a trigger into the corresponding section of a mission template declaration.

There are several mission templates which are used for different battle situations, depending on your needs you'll have to insert your trigger to all of them or to some of them.

I'll need it all the time, because it's a shield effect, it checks when you push 'q' from your keyboard and check then if you are clicking right mouse, and do some things.
 
Could someone explain the sf_priority to me. This is related to sounds so when the number is higher is it what, please answer.
 
Question that isn't really related to mod but to server caping "thing". I tried using the information from an older post, it sais using an hex.exe to find certain string, and then change "3e" digits to, for example "7f". Where 3e is "64" for player cap.

The problem is that verison has changed, and using the Hex browser at the server, I cannot find the exact string this guy said http://forums.taleworlds.com/index.php/topic,108129.msg3388422.html#msg3388422  seems it changed in last verisons.
 
I posted the video so you can see what I mean by the audio and stuff. The voices are differenting in pitch adn I think its the sf_priority so can someone clear this up for me.

http://www.youtube.com/watch?v=E2QyVcTKxlo&feature=youtu.be
 
Couple questions...

1) Any way to increase load time when testing minor tweaks?  Its a real pain in the butt to have to wait 90-120 seconds for 10 seconds of testing.  I tried fiddling with the Load Textures on Demand and Single Threading, but there was no noticeable difference.  Even if it makes game performance horrible I don't mind as I can always turn it off when I'm not testing stuff.

2) Is there a guide or anything to packaging up OSP script resources for easy porting to mods?  I've been doing a lot of tweaking to the WFaS caravans and would like to share my work and its a bit too much for just posting code in the forum.

Thanks!
 
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