No. The compiler can only handle math operations when working on actual constants, not references ("trp_id") or variables.Sayd Ûthman said:Little question : will {reg15+reg16+reg17} display correctly as a single number in the game menus ??
No. The compiler can only handle math operations when working on actual constants, not references ("trp_id") or variables.Sayd Ûthman said:Little question : will {reg15+reg16+reg17} display correctly as a single number in the game menus ??
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: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 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.Sayd Ûthman said:also it looks like the troops doesn't like using pikes anymore if they get a sideweapon
Seek help with mod problems in that mod's thread/board.The Wicked said: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?
Thank you that seems to have worked perfectlyCaba`drin said:Ah, understood, sorry.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?
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).
This is pure theory, but you can try this: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.
(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),
You put a trigger into the corresponding section of a mission template declaration.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?
Lav said:You put a trigger into the corresponding section of a mission template declaration.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?
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.