Nord Champion said:Actually, I have another question that may be common.
I took your advice and edited the banner selection to be race selection (thanks btw!!!). But I'm having trouble figuring out what I should use to detect the player's character so I can change the race.
Currently, I have
Code:("race_longclaw", [ (multiplayer_get_my_player, ":my_player_no"), (player_get_agent_id, ":player_agent", ":my_player_no"), (try_begin), (player_set_skin, ":player_agent", 2), (display_message,"@You_have_choosen_the_Long_Claw_race!"), (try_end), ]),
Which, I have a feeling is wrong, since it doesn't work. I get the debug message, but I get an error saying I used the wrong agent detector(not exact words, but I hope you get what I am saying.) Anyways, thanks for the help, and any more help would be greatly appreciated.
Somebody said:Code:("game_get_date_text", [ (store_script_param_2, ":num_hours"), (store_div, ":num_days", ":num_hours", 24), (store_add, ":cur_day", ":num_days", 23), (assign, ":cur_month", 3), (assign, ":cur_year", 1257),
By the module system, the file is module_scripts, and the script is "game_get_date_text". Find the line:bonzomannen said:I am wondering how to change the start date.
I want to change it from 1257 to 1401, any help?
Azrooh said:How do you cancel a musket (not crossbow) reload? I've tried setting the defend action, the attack action, and setting the agent as running away - no luck.
This is in multiplayer.
SonKidd said:Azrooh said:How do you cancel a musket (not crossbow) reload? I've tried setting the defend action, the attack action, and setting the agent as running away - no luck.
This is in multiplayer.
Try setting an animation with higher priority than that of the reloading animation.
Yes.nothingpersonal said:Hi there!
According quest making:
Is it possible for quest to start disregard player's actions? i.e. for example no conversations with NPCs, no entering to the cities, and so on.
What exact I'm going to do:
1st quest starts with the new game, and cannot be finished by player - only time
2nd starts immediately when 1st is failed
Many thanks in advance!
Best currently possible is bringing up the 'escape' screen where you have the save, load, quit, etc options by calling: (change_screen_quit),Ruthven said:Is it possible to make the game save through a code? Alternatively, can I alter the mtf_battle mission template so that pressing Escape brings up the save game screen? (The default mission template doesn't allow idle horses to be killed, which is sort of important.)
I'm pretty sure that change_screen_quit exits you right out of the game, so I don't think that will work too well.Caba`drin said:Best currently possible is bringing up the 'escape' screen where you have the save, load, quit, etc options by calling: (change_screen_quit),Ruthven said:Is it possible to make the game save through a code? Alternatively, can I alter the mtf_battle mission template so that pressing Escape brings up the save game screen? (The default mission template doesn't allow idle horses to be killed, which is sort of important.)
I think this has been requested of cmp for WSE, but I'm not sure...I know it isn't in yet.