Specialist
Master Knight
Thanks.
as0017 said:Is there another software to make bumpmap ? I use photoshop with Nvidia plugin, and I make some bumpmap from texture. But they don't looklike the bumpmap textures in commonres/texture. They look better, and have good effective.
crazybump or xnormal do the trickas0017 said:as0017 said:Is there another software to make bumpmap ? I use photoshop with Nvidia plugin, and I make some bumpmap from texture. But they don't looklike the bumpmap textures in commonres/texture. They look better, and have good effective.
Nobody have solution ?
Thank you.Specialist said:crazybump or xnormal do the trick
("replace_agent_items_assault",
[
(store_script_param, ":agent_no", 1),
(get_player_agent_no, ":player_agent"),
(agent_get_troop_id, ":troop_id", ":agent_no"),
(try_begin),
(agent_is_human, ":agent_no"),
(agent_is_active, ":agent_no"),
(neq, ":agent_no", ":player_agent"),
(is_between, ":troop_id", regular_troops_begin, regular_troops_end),
(assign, ":has_item", -1),
(assign, ":replace_item", -1),
(try_begin),
(agent_has_item_equipped, ":agent_no", "itm_kopyo"),
(assign, ":has_item","itm_kopyo"),
(assign, ":replace_item", "itm_sablya_pure_c"),
(try_end),
(try_begin),
(gt, ":replace_item", 0),
(agent_unequip_item, ":agent_no", ":has_item"),
(agent_equip_item, ":agent_no", ":replace_item"),
(try_end),
## Dismount Unless Cavalry
(store_script_param, ":agent_no", 1),
(try_begin),
(agent_is_active, ":agent_no"),
#(this_or_next|troop_is_mounted, ":agent_no"),
#( troop_is_guarantee_horse, ":agent_no"),
(troop_get_class, ":agent_class", ":agent_no"),
#(neq, ":agent_class", 2), # class 2 = cavalry
(try_for_range, ":horse", horses_begin, horses_end),
(troop_has_item_equipped, ":agent_no", ":horse"),
(agent_unequip_item, ":agent_no", ":horse"),
(try_end),
(try_for_range, ":horse", oim_horses_begin, oim_horses_end),
(troop_has_item_equipped, ":agent_no", ":horse"),
(agent_unequip_item, ":agent_no", ":horse"),
(try_end),
(try_end),
## End Dismount Only Cavalry
The hard coded limit is probably quite high, but you'll run into a RAM-based limit much sooner. Loading up sounds will quickly spend the RAM assigned for the game and cause RGL errors. See the recent discussion Hm. I think M&B Warband's music system can't handle a certain amount music added and xeno's info in the Tutorial section [Info] Optimization Announcement: Sound and your Mods.xPearse said:Hey could someone answer me this, is there a limit on how much sounds you can have in mount and blade.
See Arch3r OS: Random weather for multiplayer gamemodes (fixed) or the FAQ in the first post of Nordous' Sceners GuildSaint John Knight said:Someone knows how to change weather and time of the day on multiplayer maps?
Alrik der Goblin said:Hey guys, i have a question about a script (Singleplayer) :
Is there a script (or is it possible to make one) for an armor/ weapon that spawns a new troop (at a random or specific spawn point) after the wearer of the armor died?
I've someone knows such a script(or knows how to make it), would it be possible to post it here?
I need this script for trying to make a sort of a death-match style singleplayer mode (and later maybe for making exploring-scenes for the player with re-spawning monsters and bandits)
Anyone can help me?
Bye, Alrik
______________________________________
sorry for my (maybe) wrong English
(ti_on_agent_killed_or_wounded, 0, 0, [],
[
(store_trigger_param_1, ":dead_agent"),
#do stuff, like get what the agent is wearing, get its position, set the spawn position to that position, and spawn the items
]),
A number of things here. Good points on removing the flag...though you will need to do so if you want horses to appear at all. However, once an agent has spawned a horse, the spawned horse is no longer 'just' an item and is now an agent in its own right. You cannot "unequip" and agent, so this method is definitely not going to work.bobross419 said:Trying to allow only Cavalry troop class to be able to ride horses in WFaS sieges when entering through the gate or a wall breach.
Removing the override horse flag isn't working since there isn't a way to filter for only cavalry on one of the spawn points. WFaS does have a script that is called from oim_on_horse_dismount, but everything was commented out and noted as buggy.
...
The code compiles just fine for me, it just doesn't work. I've tried setting the trigger from the default ti_on_agent_dismount to ti_on_agent_spawn, but no luck. Recent posts in here indicate that before_mission_start wouldn't work for me either.
Any ideas on what it is that I'm missing?
The problem with your code is that horses are not equipment once inside a scene, they are individual agents. It becomes more difficult to work with at that level. The easiest way is either via troop inventory manipulation (in the breach menu) and restoration in the victory menu, or use a loop in the mission template calling team_give_order with rordr_dismount for all classes except grc_cavalry. The player can easily circumvent this by setting his troop classes from the party menu to all cavalry or just tell them to mount again, but it's much safer than playing with the inventory.bobross419 said:Trying to allow only Cavalry troop class to be able to ride horses in WFaS sieges when entering through the gate or a wall breach.
Caba`drin said:A number of things here. Good points on removing the flag...though you will need to do so if you want horses to appear at all. However, once an agent has spawned a horse, the spawned horse is no longer 'just' an item and is now an agent in its own right. You cannot "unequip" and agent, so this method is definitely not going to work.bobross419 said:Trying to allow only Cavalry troop class to be able to ride horses in WFaS sieges when entering through the gate or a wall breach.
Removing the override horse flag isn't working since there isn't a way to filter for only cavalry on one of the spawn points. WFaS does have a script that is called from oim_on_horse_dismount, but everything was commented out and noted as buggy.
...
The code compiles just fine for me, it just doesn't work. I've tried setting the trigger from the default ti_on_agent_dismount to ti_on_agent_spawn, but no luck. Recent posts in here indicate that before_mission_start wouldn't work for me either.
Any ideas on what it is that I'm missing?
"ti_on_agent_dismount" only fires when an agent dismounts--either the horse dies or it gets off its horse--and you cannot force an agent to dismount, so that isn't a particularly useful trigger. Most likely the oim_ script you mention is tied to this trigger, so it too is not particularly useful (though I haven't looked at it)
Really the only thing you can try is to edit the troop template of the non-cavalry class troop and be sure there isn't a horse equipped (though, for these non-cav troops that sometimes get horses, I'm really not sure how that works in the first place). You can do a try_for_range through the troop stacks at ti_before_mission_start and remove horses from the appropriate troops. You probably want to mark those troops with a troop slot so you can add their horses back after the battle. You can capture battle end with a simple trigger (and setting a variable to make it fire) or by adding code where you see (finish_mission) or (set_trigger_result, 1), in the mission template triggers as those end the battle.
Initializing...
Compiling all global variables...
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Exporting map icons...
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Exporting faction data...
Exporting item data...
Exporting scene data...
Exporting troops data
Traceback (most recent call last):
File "process_troops.py", line 107, in <module>
save_troops()
File "process_troops.py", line 34, in save_troops
file.write("\ntrp_%s %s %s %s %d %d %d %d %d %d\n "%(convert_to_identifier(
troop[0]),replace_spaces(troop[1]),replace_spaces(troop[2]), replace_spaces(str(
troop[13])), troop[3],troop[4],troop[5], troop[6], troop[14], troop[15]))
File "D:\NMC Source Files\process_common.py", line 30, in replace_spaces
return string.replace(string.replace(s0,"\t","_")," ","_")
File "D:\ApplicationsPython27\lib\string.py", line 519, in replace
return s.replace(old, new, maxreplace)
AttributeError: 'int' object has no attribute 'replace'
Exporting particle data...
Exporting scene props...
Exporting tableau materials data...
Exporting presentations...
Exporting party_template data...
Exporting parties
Exporting quest data...
Exporting info_page data...
Exporting scripts...
Exporting mission_template data...
Exporting game menus data...
exporting simple triggers...
exporting triggers...
exporting dialogs...
Checking global variable usages...
WARNING: Global variable never used: g_jq_Back_to_shop
WARNING: Global variable never used: jq_nr
Exporting postfx_params...
______________________________
Script processing has ended.
Press any key to exit. . .
Check the syntax in your module_troops.py file. Apparently one of your troop tuples has a number where the MS expects to see a string. In troops, this is either name or plural name I think.celestialred said:Anyone have an idea what this error code could be point towards?
(store_skill_level, reg0, skl_power_draw, ":player_no"),
(display_message, "@PRUEBADESKILL1ANTERIOR22:{reg0}"),
(troop_raise_skill, ":player_no", skl_power_draw, -reg0),
(store_skill_level, reg0, skl_power_draw, ":player_no"),
(display_message, "@PRUEBADESKILL1AHORA22:{reg0}"),
(store_proficiency_level, reg0, ":player_no", wpt_one_handed_weapon),
(display_message, "@PRUEBADESKILL1ANTERIOR:{reg0}"),
(troop_raise_proficiency, ":player_no", wpt_one_handed_weapon, -reg0),
(store_proficiency_level, reg0, ":player_no", wpt_one_handed_weapon),
(display_message, "@PRUEBADESKILL1AHORA:{reg0}"),
You can't negate an identifier like reg0, only actual number constants; you would need to use (val_mul, reg0, -1) and then plain reg0.CTCCoco said:Code:(troop_raise_skill, ":player_no", skl_power_draw, -reg0),
Vornne said:You can't negate an identifier like reg0, only actual number constants; you would need to use (val_mul, reg0, -1) and then plain reg0.CTCCoco said:Code:(troop_raise_skill, ":player_no", skl_power_draw, -reg0),
(assign, ":min_distance_1", 100000),
(assign, ":min_distance_2", 100000),
(assign, ":min_distance_3", 100000),
(try_begin),
(lt, ":cur_dist", ":min_distance_1"),
(assign, ":min_distance_3", ":min_distance_2"),
(assign, ":min_distance_2", ":min_distance_1"),
(assign, ":min_distance_1", ":cur_dist"),
(else_try),
(lt, ":cur_dist", ":min_distance_2"),
(assign, ":min_distance_3", ":min_distance_2"),
(assign, ":min_distance_2", ":cur_dist"),
(else_try),
(lt, ":cur_dist", ":min_distance_3"),
(assign, ":min_distance_3", ":cur_dist"),
(try_end),
(try_end),
(try_for_agents,":cur_agent"),
(agent_is_alive, ":cur_agent"),
(agent_is_human, ":cur_agent"),
(agent_get_team, ":agent_team", ":cur_agent"),
(teams_are_enemies, ":agent_team", ":team_no"),
(agent_get_position, pos2, ":cur_agent"),
(get_distance_between_positions,":cur_dist",pos2,pos1),
(try_begin),
(lt, ":cur_dist", ":min_distance_1"),
(assign, ":min_distance_3", ":min_distance_2"),
(assign, ":min_distance_2", ":min_distance_1"),
(assign, ":min_distance_1", ":cur_dist"),
(else_try),
(lt, ":cur_dist", ":min_distance_2"),
(assign, ":min_distance_3", ":min_distance_2"),
(assign, ":min_distance_2", ":cur_dist"),
(else_try),
(lt, ":cur_dist", ":min_distance_3"),
(assign, ":min_distance_3", ":cur_dist"),
(try_end),
(try_end),