Try making the recorded size of the shield very small, and make it so troops that wield it (unless players can buy it) have 0 proficiency in the shield skill.
Try shield_width 1.
Try shield_width 1.
Somebody said:Not sure what can be done about the force field other than lowering the size. You can also try reducing the speed (and resistance) to make sure the troop can't use it properly as a shield. Have you tried modelling it as a glove instead?
No: absolutely no type of general purpose module system variable is automatically synchronized between server and clients - the only data transferred by the game engine are things like movement, animations, and sounds linked to agents, particle system bursts, and a few hard coded player attributes (not slots).CTCCoco said:Somebody knows if the positions (pos) are shared between the client and server at the same time
MadocComadrin said:I wish it was...oh, you're talking about M&B. Yes, it is. I believe it's mostly presentations (iirc).
##diplomacy
dplmc_death_camera = (
0, 0, 0,
[(eq, "$g_dplmc_battle_continuation", 0),
(main_hero_fallen),
(eq, "$g_dplmc_cam_activated", 1),
],
[
#(agent_get_look_position, pos1, ":player_agent"),
(get_player_agent_no, ":player_agent"),
(agent_get_team, ":player_team", ":player_agent"),
(try_begin),
(eq, "$g_dplmc_charge_when_dead", 1),
(team_get_movement_order, ":cur_order", ":player_team", grc_everyone),
(neq, ":cur_order", mordr_charge),
(team_give_order, ":player_team", grc_everyone, mordr_charge),
(try_end),
(mission_cam_get_position, pos1),
(assign, "$g_camera_rotate_x", 0),
(assign, "$g_camera_rotate_y", 0),
(assign, "$g_camera_rotate_z", 0),
(assign, "$g_camera_x", 0),
(assign, "$g_camera_y", 0),
(assign, "$g_camera_z", 0),
(try_begin),
(key_is_down, key_a),
(mission_cam_set_mode, 1),
(val_add, "$g_camera_x", 10),
(try_end),
(try_begin),
(key_is_down, key_d),
(mission_cam_set_mode, 1),
(val_sub, "$g_camera_x", 10),
(try_end),
(position_move_x, pos1, "$g_camera_x"),
(try_begin),
(key_is_down, key_w),
(mission_cam_set_mode, 1),
(val_add, "$g_camera_y", 10),
(try_end),
(try_begin),
(key_is_down, key_s),
(mission_cam_set_mode, 1),
(val_sub, "$g_camera_y", 10),
(try_end),
(position_move_y, pos1, "$g_camera_y"),
(try_begin),
(key_is_down, key_numpad_plus),
(mission_cam_set_mode, 1),
(val_add, "$g_camera_z", 10),
(try_end),
(try_begin),
(key_is_down, key_numpad_minus),
(mission_cam_set_mode, 1),
(val_sub, "$g_camera_z", 10),
(try_end),
(position_move_z, pos1, "$g_camera_z"),
(try_begin),
(key_is_down, key_numpad_6),
(mission_cam_set_mode, 1),
(val_add, "$g_camera_rotate_z", 1),
(try_end),
(try_begin),
(key_is_down, key_numpad_4),
(mission_cam_set_mode, 1),
(val_sub, "$g_camera_rotate_z", 1),
(try_end),
(position_rotate_z, pos1, "$g_camera_rotate_z"),
(try_begin),
(key_is_down, key_numpad_1),
(mission_cam_set_mode, 1),
(val_add, "$g_camera_rotate_y", 1),
(try_end),
(try_begin),
(key_is_down, key_numpad_3),
(mission_cam_set_mode, 1),
(val_sub, "$g_camera_rotate_y", 1),
(try_end),
(position_rotate_y, pos1, "$g_camera_rotate_y"),
(try_begin),
(key_is_down, key_numpad_8),
(mission_cam_set_mode, 1),
(val_add, "$g_camera_rotate_x", 1),
(try_end),
(try_begin),
(key_is_down, key_numpad_2),
(mission_cam_set_mode, 1),
(val_sub, "$g_camera_rotate_x", 1),
(try_end),
(position_rotate_x, pos1, "$g_camera_rotate_x"),
(mission_cam_set_position, pos1),
(try_begin),
(this_or_next|game_key_clicked, gk_view_char),
(this_or_next|game_key_clicked, gk_zoom),
(game_key_clicked, gk_cam_toggle),
(mission_cam_set_mode, 0),
(try_end),
])
dplmc_battle_mode_triggers = [
dplmc_death_camera,
]
##diplomacy end
[anyone|plyr ,"lord_2quest", [], "C'est un honneur de combattre a vos cotés.", "lord_2quest2",
[
#lancer quete
(play_sound,"snd_start_quest"),
(str_store_string, s2, "@L'étrange bergere qui dit etre un messager de Dieu, m'as demandé de l'accompagner aux tourelles d'Orléans afin d'y faire partir les Anglois qui coupent le ravitaillement de la ville.pour une raison qui m'échape j'ai accepté, j'éspère qu'elle es vraiment ce qu'elle dit etre et non une pauvre femme rendue folle par la guerre ."),
(call_script, "script_start_quest", "qst_jeanne_arc_orleans_siege", "$g_talk_troop"),
#
(assign, "$temp", spai_accompanying_army),
(assign, "$temp_2", "p_main_party"),
(store_current_hours, ":hours"),
(party_set_slot, "$g_talk_troop_party", slot_party_following_orders_of_troop, "trp_kingdom_heroes_including_player_begin"),
(party_set_slot, "$g_talk_troop_party", slot_party_orders_type, "$temp"),
(party_set_slot, "$g_talk_troop_party", slot_party_orders_object, "$temp_2"),
(party_set_slot, "$g_talk_troop_party", slot_party_orders_time, ":hours"),
(call_script, "script_party_set_ai_state", "$g_talk_troop_party", "$temp", "$temp_2"),
(str_clear, s12),
(try_begin),
# (neg|faction_slot_eq, "$g_talk_troop_faction", slot_faction_marshall, "trp_player"),
# (neg|faction_slot_eq, "$g_talk_troop_faction", slot_faction_leader, "trp_player"),
(str_store_string, s12, "str_but_if_this_goes_badly"),
(try_end),
]],
[anyone ,"lord_2quest2", [],"Dieu soit loué, allons les surprendres aux tourelles Messire, et une dérnière chose... appellez moi simplement Jeanne.", "close_window",[(assign, "$g_leave_encounter",1)]],
So you changed the names of the troops? Looks up in module_troops at the end of the file the upgrade sequence.Jarvisimo said:I expect this is a very easy question to answer.
So I've done my Isengard troop tree.
Upon compiling, I get this error:
What did I miss?Code:Error with upgrade def: Unable to find troop2-id: (khergit troops. I replaced Khergits with Isengard)
["ramrod", "Ramrod", [("ramrod_a",0)], itp_type_polearm|itp_wooden_parry|itp_two_handed|itp_primary|itp_cant_use_on_horseback|itp_no_blur|itp_next_item_as_melee, itc_cutting_spear|itcf_carry_spear, 0, weight(4.8)|difficulty(0)|spd_rtng(70)|weapon_length(185)|swing_damage(17,blunt)|thrust_damage(11,blunt), imodbits_none ],
["ramrod_alt", "Ramrod", [("ramrod_b",0)], itp_type_polearm|itp_wooden_parry|itp_two_handed|itp_primary|itp_cant_use_on_horseback|itp_no_blur, itc_cutting_spear|itcf_carry_spear, 0, weight(4.8)|difficulty(0)|spd_rtng(70)|weapon_length(170)|swing_damage(20,blunt)|thrust_damage(14,blunt), imodbits_none ],
_Sebastian_ said:Good morning.
I runned into a little problem with an item.
It has a secondary mode and this second item uses a different model.
The problem is, that the model wont be changed if I switch to the secondary mode.
I tried different weapon types, flag orders, etc. but it sill wont work.
I hope someone of you knows a solution... here is the item.
Code:["ramrod", "Ramrod", [("ramrod_a",0)], itp_type_polearm|itp_wooden_parry|itp_two_handed|itp_primary|itp_cant_use_on_horseback|itp_no_blur|itp_next_item_as_melee, itc_cutting_spear|itcf_carry_spear, 0, weight(4.8)|difficulty(0)|spd_rtng(70)|weapon_length(185)|swing_damage(17,blunt)|thrust_damage(11,blunt), imodbits_none ], ["ramrod_alt", "Ramrod", [("ramrod_b",0)], itp_type_polearm|itp_wooden_parry|itp_two_handed|itp_primary|itp_cant_use_on_horseback|itp_no_blur, itc_cutting_spear|itcf_carry_spear, 0, weight(4.8)|difficulty(0)|spd_rtng(70)|weapon_length(170)|swing_damage(20,blunt)|thrust_damage(14,blunt), imodbits_none ],
Doesn't matter as long as the numbers of vertices are equal.Crazy-Q said:As far as I know that's not possible to do. I think you need to keep the same mesh.
They have the same number... it's just the same model rotated by 180° arround the z-axis.Dusk Voyager said:Doesn't matter as long as the numbers of vertices are equal.Crazy-Q said:As far as I know that's not possible to do. I think you need to keep the same mesh.
["Pennsylvania_rifle", "Pennsylvania Rifle", [("Pennsylvania_rifle",0)], itp_type_musket |itp_merchandise|itp_primary ,itcf_shoot_musket|itcf_reload_musket, 230 , weight(1.5)|difficulty(0)|spd_rtng(38) | shoot_speed(160) | thrust_damage(45 ,pierce)|max_ammo(1)|accuracy(90),imodbits_none,
[(ti_on_weapon_attack, [(play_sound,"snd_pistol_shot"),(position_move_x, pos1,15),[b](position_move_y, pos1,40),(particle_system_burst, "psys_pan_flash", pos1, 18),(position_move_y, pos1,40),(particle_system_burst, "psys_musket_flash", pos1, 15),(position_move_y, pos1,40),(particle_system_burst, "psys_musket_smoke", pos1, 15),(position_move_y, pos1,40),(particle_system_burst, "psys_pan_smoke", pos1, 18)[/b]])]],