Roemerboy said:Somebody said:Rotate the shield in Y by 45 degrees, then 90 degrees. Never seen map icons like those before. Make sure your texture size is a power of 2.
Thanks for this tip. The shields are now fine. But the textures are still buggy.
And if I build module, I get now this ERROR:
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
Exporting particle data...
Exporting scene props...
Exporting tableau materials data...
Exporting presentations...
Exporting party_template data...
Exporting parties
Traceback (most recent call last):
File "process_parties.py", line 69, in <module>
save_parties(parties)
File "process_parties.py", line 45, in save_parties
file.write("%f %f "%(default_behavior_location[0],default_behavior_location[
1]))
TypeError: 'int' object is unsubscriptable
Exporting quest data...
Exporting info_page data...
Exporting scripts...
WARNING: Local variable never used: lair_y, at: spawn_bandits
Exporting mission_template data...
Exporting game menus data...
exporting simple triggers...
exporting triggers...
exporting dialogs...
Checking global variable usages...
Exporting postfx_params...
______________________________
Script processing has ended.
Press any key to exit. . .
This is because your terrain code for module_scenes is not the same as the one used by your friend. That causes a different terrain to generate, which causes the problem with different elevations, wrong terrain, etc.Roemerboy said:The only bug was, that the ground height was flase. The houses were half in the earth etc..
So, my question. Which kind of bug is this?
Roemerboy said:Hi,
I have a little problem again. A friend designed me a scene for a town. Yesterday I got the finished version of this scene, and now is there a bug. I copyed the ...sco files, but if I start the game and enter this scenes, is there an old Native scene. And one more thing. The town was called Dhirim in Native. But now I have there a scene of an old sarranid town.
Now I tried to rename my .sco files for town_6. And thats the really mysterious thing. In town_6 is the scene of my friend succesfully loaded.
Did you edit module_scenes and module_strings with the new maps in the correct places? This thread explains it: http://forums.taleworlds.com/index.php/topic,112508.0.htmlRoemerboy said:Hm, ok I can fix this. Thanks.
But the really important problem is this.
Roemerboy said:Hi,
I have a little problem again. A friend designed me a scene for a town. Yesterday I got the finished version of this scene, and now is there a bug. I copyed the ...sco files, but if I start the game and enter this scenes, is there an old Native scene. And one more thing. The town was called Dhirim in Native. But now I have there a scene of an old sarranid town.
Now I tried to rename my .sco files for town_6. And thats the really mysterious thing. In town_6 is the scene of my friend succesfully loaded.
["reload_crossbow", 0, amf_priority_reload|amf_use_weapon_speed|amf_play,
[3.0, "reload_musket", 0, 309, blend_in_ready|arf_stick_item_to_left_hand|arf_make_custom_sound, pack2f(0.40, 0.94)],
],
sirwho said:Alright I have a question about the arf_play_custom_sound line in Module_animations. I am trying to get a sound to play when reloading a pistol, like is already being done for the crossbow. Heres a look at the crossbows reload code in module_animations:
Code:["reload_crossbow", 0, amf_priority_reload|amf_use_weapon_speed|amf_play, [3.0, "reload_musket", 0, 309, blend_in_ready|arf_stick_item_to_left_hand|arf_make_custom_sound, pack2f(0.40, 0.94)], ],
I've changed things on it so ignore any inconsistencies, what I already know is:
pack2f indicates that 2 sounds will be played.
(0.40, 0.94) are the frames of the animation at which the sounds will be played.
What I can't figure out is how does it know what sounds are supposed to be played? There is nothing here to tell it what sounds to play, and arf_make_custom_sound is being used for many things such as for drawing a bow, falling down etc. so there must be something somewhere that defined what animations will use what sounds but I sure can't find anything. Anyone else know something about this?
You make a picture and upload it somewhere. Then you tell people the BB code to use to put it in their forum signature, like this:xPearse said:Ok I don't really know if this is the right place but how could I set-up signatures for my mod, I don't really know how to go about it so could anyone help me out or point me in the right direction.
Andrews said:Hi, I made a multiplayer Native Compatible mod for duels and when here have passed some few fightings the bodies that are left become so annoying, So I want to know if there is any way to do that when an agent dies and ends the ragdoll animation , the corpse fade out (and also remove weapons if possible). Thanks
EDIT: I try this after "ti_on_agent_killed_or_wounded":
(try_begin),
(eq, "$g_multiplayer_game_type", multiplayer_game_type_duel),
(try_for_agents, ":cur_agent"),
(neg|agent_is_alive, ":cur_agent"),
(agent_fade_out, ":cur_agent"),
(try_end),
But with this, the agent fade out just at the moment of energy is "0", before of ragdoll animation, so this looks like the agent pauses and fade out in pause, so ugly
MadVader said:You make a picture and upload it somewhere. Then you tell people the BB code to use to put it in their forum signature, like this:xPearse said:Ok I don't really know if this is the right place but how could I set-up signatures for my mod, I don't really know how to go about it so could anyone help me out or point me in the right direction.
Caba`drin said:Andrews said:Hi, I made a multiplayer Native Compatible mod for duels and when here have passed some few fightings the bodies that are left become so annoying, So I want to know if there is any way to do that when an agent dies and ends the ragdoll animation , the corpse fade out (and also remove weapons if possible). Thanks
EDIT: I try this after "ti_on_agent_killed_or_wounded":
(try_begin),
(eq, "$g_multiplayer_game_type", multiplayer_game_type_duel),
(try_for_agents, ":cur_agent"),
(neg|agent_is_alive, ":cur_agent"),
(agent_fade_out, ":cur_agent"),
(try_end),
But with this, the agent fade out just at the moment of energy is "0", before of ragdoll animation, so this looks like the agent pauses and fade out in pause, so ugly
A couple things on your code snippet:
1) looks like you are missing a try_end (unless it just wasn't copied) as you'd need 1 for the try_for_agents and 1 for the try_begin
2) if this is in the on_agent_killed_or_wounded, there's no need to loop through all agents, just use the agent ID stored on the trigger getting called
For a gap between death and fade out, what you'll probably want to do is use an agent slot and store the mission time of death in it; then have an every 5 second (or so) trigger fire, loop over all agents, find the dead ones and check that the current time is 5 seconds or so after death to ensure time for ragdoll animations to finish.
To remove items from dropping, WSE has a 'prune time' you can set, or for non-WSE, using the same death trigger, unequip the agent so there's nothing that can be spawned. It might look ugly, I'm not sure. You could take a look at how xenoargh does it in Blood & Steel.