Is there any way to make night darker? (Aside from faking it with fog?) I've tried the sunlight and ambient light ops, but they only do so much. The ground and certain props and plants are the worst offenders when it comes to being too bright.
Michadr said:Yeah, just see use the shaders used for other plants (look in brfs), and that should fix it
Somebody said:Native keeps track of damage (for hero troops at least) by using. For missions involving a single agent (the player) store its health withCode:set_party_battle_mode/finish_party_battle_mode
when the player ends a mission (whether through tabbing, passages, or saving the game) and then applying it to the template throughCode:store_agent_hit_points
between missions or withCode:troop_set_health
in the next mission.Code:agent_set_hit_points
Sherlock Holmes said:I exported my map mesh from swycartographer(it was rotated and scaled fine) to map.txt, loaded it up in thorgrim's and then the map mesh and the map icons were all rotated 90°. Ctrl-R only rotates it left-right, has anyone had this before?
You can use agent_play_sound in the mission trigger activating the animation.ChiefNinja2 said:Does anyone know how I could go about tying a sound to an animation? Like, when you swing your sword there's a whoosh noise, I was wondering if I was able to add that sort of thing to custom animations I'd created?
Dusk Voyager said:You can use agent_play_sound in the mission trigger activating the animation.ChiefNinja2 said:Does anyone know how I could go about tying a sound to an animation? Like, when you swing your sword there's a whoosh noise, I was wondering if I was able to add that sort of thing to custom animations I'd created?
There's a tutorial on faction creation. It is not complete, but the points skipped by the original author are mentioned in the discussion thread. The only difference from your situation is that you'll be reusing existing centers, lords and ladies instead of adding new ones. The only real issue you'll have to address is that "script_initialize_aristocracy" which is used to initialize noble families in the game assumes there's a certain amount of lords and ladies per each kingdom, so you'll have to re-engineer that script a bit.Antonis said:How can I divide the existing Native factions in order to have more factions? I mean dividing each faction to two other, so they have a king and 10 lords each. Can it be done and if yes, how?
(agent_set_look_target_agent, <agent_id>, <agent_id>),
(agent_set_attack_action, <agent_id>, <value>, <value>), #value: -2 = clear any attack action, 0 = thrust, 1 = slashright, 2 = slashleft, 3 = overswing - second value 0 = ready and release, 1 = ready and hold
Something like this should equip your lance on every agent upon spawn, provided they have it in their equipment:FantasyWarrior said:And in the scene i don't have my lance on my hands, what codes i need for start the scene with the lance ready ?
(ti_on_agent_spawn, 0, 0, [],[
(store_trigger_param, ":agent", 1),
(assign, ":end", 4),
(try_for_range, ":cur_slot", 0, ":end"),
(agent_get_item_slot, ":cur_item", ":agent", ":cur_slot"),
(eq, ":cur_item", "itm_new_jousting_lancebluewhite"),
(agent_set_wielded_item, ":agent", ":cur_item"), # had ":cur_slot" instead of ":cur_item"
(assign, ":end", 0), # break
(try_end),
]),
(ti_on_agent_spawn, 0, 0, [],[
(try_for_agents, ":cur_agent"), #Or just :player_agent
(agent_get_troop_id, ":cur_agent_troop", ":cur_agent"),
(eq, ":cur_agent_troop", "trp_player"),
(try_begin),
(agent_get_wielded_item, ":cur_wielded_item", ":cur_agent", 0),
(assign, ":cur_wielded_item", "itm_new_jousting_lancebluewhite"),
(agent_set_wielded_item, ":cur_agent", ":cur_wielded_item"),
(try_end),
]),