Try using your screenshot to calculate the original texts' width and height in proportion to the screen.
HyperCharge said:hello.I have a question.
I added a music.I didnt put the mtf_module_track.So it will never plays in game.
Then,can i make play on necessary places in event result ?(event result like: start of new era)
is this operation gives my questions answer ?
Code:music_set_situation = 603 # (music_set_situation, <situation_type>), # Sets current situation(s) in the game (see mtf_* flags in header_music.py for reference) so the game engine can pick matching tracks from module_music.py. Use 0 to stop any currently playing music (it will resume when situation is later set to something).
(eq, ":var", lwbr_player_list__tp_to_player),
(this_or_next|eq, ":value", -1),#1st team = team 0
(eq, ":value", -2),#2nd team = team 1
(try_for_agents, ":agent"),
(agent_get_player_id, ":player_no", ":agent"),
(player_is_active, ":player_no"),
(str_store_player_username, s11, ":player_no"),
(agent_slot_eq, ":agent", slot_agent_is_teleporting, 1),
(agent_set_slot, ":agent", slot_agent_is_teleporting, 0),
(val_add, ":value", 3),
(val_mod, ":value", 2),
(store_add, reg10, ":value", 1),
(multiplayer_find_spawn_point, pos1, ":value", 1, 0),#1, 0 = examine_all_spawn_points, not_horseman
(agent_set_position, ":agent", pos1),
(try_begin),
(agent_get_horse, ":horse", ":agent"),
(agent_is_active, ":horse"),
(agent_set_position, ":horse", pos1),
(try_end),
(str_store_string, s1, "@Admin {s10} has teleported player {s11} to team {reg10} spawn."),
(server_add_message_to_log, s1),
(call_script, "script_lwbr_send_msg_to_all_players"),
(try_end),
Illegal lvalue in statement; Opcode = 425; LINE NO: 716:
At script: game_receive_network_message. Illegal lvalue in statement; Opcode = 425; LINE NO: 716:
At script: game_receive_network_message. Illegal lvalue in statement; Opcode = 425; LINE NO: 716:
At script: game_receive_network_message.
slot_center_oracle = 102
#Antonis_oracle_script
oracle_begin = "trp_oracle_1"
oracle_end = "trp_kingdom_heroes_including_player_begin"
tavern_minstrels_begin = "trp_tavern_minstrel_1"
tavern_minstrels_end = oracle_begin
#oracle_end
If you do a "Find in files" on the Native module system folder for "multiplayer_find_spawn_point" you can see multiplayer_find_spawn_point returns an entry point instead of a position.Ikaguia said:which means somehow it's getting a negative value in multiplayer_find_spawn_point, but I don't see how that is possible.
(multiplayer_find_spawn_point, pos1, ":value", 1, 0),#1, 0 = examine_all_spawn_points, not_horseman
(multiplayer_find_spawn_point, ":entry_point", ":value", 1, 0),#1, 0 = examine_all_spawn_points, not_horseman
(entry_point_get_position, pos1, ":entry_point"),
["asikahramangorev", "Asi Nord Kahramani", "New troops", tf_hero,scn_castle_10_interior|entry(42),reserved, fac_commoners, [itm_double_axe,itm_one_handed_battle_axe_c,itm_throwing_spears,itm_heavy_throwing_axes,itm_b_heavyshield,itm_nord_coat_of_plates,itm_nord_splinted_greaves,itm_brass_lamellar_gauntlets,itm_1257helmets_3,itm_hourglass_gauntlets,itm_wisby_gauntlets_red], def_attrib|level(31), wp(205), knows_ironflesh_8|knows_power_strike_9|knows_power_throw_8|knows_riding_2|knows_athletics_9|knows_shield_8, nord_face_middle_1, nord_face_older_2 ],
shokkueibu said:If you do a "Find in files" on the Native module system folder for "multiplayer_find_spawn_point" you can see multiplayer_find_spawn_point returns an entry point instead of a position.Ikaguia said:which means somehow it's getting a negative value in multiplayer_find_spawn_point, but I don't see how that is possible.
You can replace
withCode:(multiplayer_find_spawn_point, pos1, ":value", 1, 0),#1, 0 = examine_all_spawn_points, not_horseman
Code:(multiplayer_find_spawn_point, ":entry_point", ":value", 1, 0),#1, 0 = examine_all_spawn_points, not_horseman (entry_point_get_position, pos1, ":entry_point"),
(ti_on_presentation_load,[
(set_fixed_point_multiplier, 1000),
(create_mesh_overlay, reg0, "mesh_mp_ingame_menu"),
(position_set_x, pos1, 250),
(position_set_y, pos1, 80),
(overlay_set_position, reg0, pos1),
(position_set_x, pos1, 1000),
(position_set_y, pos1, 1000),
(overlay_set_size, reg0, pos1),
(str_clear, s0),
(create_text_overlay, "$g_presentation_obj_show_players_1", s0, tf_scrollable_style_2),
(position_set_x, pos1, 285),
(position_set_y, pos1, 125),
(overlay_set_position, "$g_presentation_obj_show_players_1", pos1),
(position_set_x, pos1, 405),
(position_set_y, pos1, 500),
(overlay_set_area_size, "$g_presentation_obj_show_players_1", pos1),
(set_container_overlay, "$g_presentation_obj_show_players_1"),
#(assign, ":cur_y", 450),
(multiplayer_get_my_player, ":my_player_no"),
(assign, ":cur_y", 10),
(get_max_players, ":num_players"),
(try_for_range, ":player_no", 1, ":num_players"), #0 is server no need to write it
(player_is_active, ":player_no"),
(assign, ":continue", 0),
(try_begin),
(neq, "$g_multiplayer_players_list_action_type", 5),
(neq, "$g_multiplayer_players_list_action_type", 6),
(assign, ":continue", 1),
(else_try),
(eq, "$g_multiplayer_players_list_action_type", 5),
(neq, ":player_no", ":my_player_no"),
(player_get_is_muted, ":is_muted", ":player_no"),
(eq, ":is_muted", 0),
(assign, ":continue", 1),
(else_try),
(eq, "$g_multiplayer_players_list_action_type", 6),
(neq, ":player_no", ":my_player_no"),
(player_get_is_muted, ":is_muted", ":player_no"),
(eq, ":is_muted", 1),
(assign, ":continue", 1),
(try_end),
(eq, ":continue", 1),
(val_add, ":cur_y", escape_menu_item_height),
(try_end),
(create_text_overlay, reg0, "str_choose_a_player", 0),
(overlay_set_color, reg0, 0xFFFFFF),
(position_set_x, pos1, 0),
(position_set_y, pos1, ":cur_y"),
(overlay_set_position, reg0, pos1),
(val_sub, ":cur_y", escape_menu_item_height),
(get_max_players, ":num_players"),
(try_for_range, ":player_no", 1, ":num_players"), #0 is server no need to write it
(player_is_active, ":player_no"),
(player_set_slot, ":player_no", slot_player_button_index, -1),
(assign, ":continue", 0),
(try_begin),
(neq, "$g_multiplayer_players_list_action_type", 5),
(neq, "$g_multiplayer_players_list_action_type", 6),
(assign, ":continue", 1),
(else_try),
(eq, "$g_multiplayer_players_list_action_type", 5),
(neq, ":player_no", ":my_player_no"),
(player_get_is_muted, ":is_muted", ":player_no"),
(eq, ":is_muted", 0),
(assign, ":continue", 1),
(else_try),
(eq, "$g_multiplayer_players_list_action_type", 6),
(neq, ":player_no", ":my_player_no"),
(player_get_is_muted, ":is_muted", ":player_no"),
(eq, ":is_muted", 1),
(assign, ":continue", 1),
(try_end),
##LWBR
(try_begin),#Can't use admin cheats on other admins
(is_between, "$g_multiplayer_players_list_action_type", lwbr_player_list__last, lwbr_player_list__slay + 1),
(multiplayer_get_my_player, ":my_player_no"),
(neq, ":player_no", ":my_player_no"),
(player_is_admin, ":player_no"),
(assign, ":continue", 0),
(try_end),
(try_begin),#you can give gold or heal another admin as you wish
(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__heal),
(eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__last, lwbr_player_list__gold),
(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__heal),
(gt, "$g_lwbr_give_gold", 0),#can't remove gold from other admins
(assign, ":continue", 1),
(try_end),
(try_begin),#These cheats do not work on spectators
(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__swap_team),
(eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__spec),
(player_get_team_no, ":team", ":player_no"),
(eq, ":team", 2),
(assign, ":continue", 0),
(try_end),
(try_begin),#These cheats require a living valid agent
(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__slay),
(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__freeze),
(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__heal),
(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__invul),
(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__freeze),
(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__tp_player_to),#can't tp bodies
(eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__fadeout),
(player_get_agent_id, ":agent", ":player_no"),
(try_begin),
(neg|agent_is_active, ":agent"),
(assign, ":continue", 0),
(try_end),
(try_begin),
(agent_is_active, ":agent"),
(neg|agent_is_alive, ":agent"),
(assign, ":continue", 0),
(try_end),
(try_end),
(try_begin),#These cheats require a dead valid agent
#(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__),
(eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__respawn),
(player_get_agent_id, ":agent", ":player_no"),
(try_begin),
(neg|agent_is_active, ":agent"),
(assign, ":continue", 0),
(try_end),
(try_begin),
(agent_is_active, ":agent"),
(agent_is_alive, ":agent"),
(assign, ":continue", 0),
(try_end),
(try_end),
(try_begin),#These cheats require a valid agent
#(this_or_next|eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__),
(eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__tp_to_player),#you can tp to the bodies
(player_get_agent_id, ":agent", ":player_no"),
(try_begin),
(neg|agent_is_active, ":agent"),
(assign, ":continue", 0),
(try_end),
(try_end),
##LWBR
(eq, ":continue", 1),
(str_store_player_username, s0, ":player_no"),
(create_button_overlay, ":overlay_id", s0, 0),
(overlay_set_color, ":overlay_id", 0xFFFFFF),
(position_set_x, pos1, 130),
(position_set_y, pos1, ":cur_y"),
(overlay_set_position, ":overlay_id", pos1),
(val_sub, ":cur_y", escape_menu_item_height),
(player_set_slot, ":player_no", slot_player_button_index, ":overlay_id"),
(try_end),
##LWBR
(assign, "$lwbr_overlay1", -1),
(assign, "$lwbr_overlay2", -1),
(assign, "$lwbr_overlay3", -1),
(assign, "$lwbr_overlay4", -1),
(assign, "$lwbr_overlay5", -1),
(try_begin),
(eq, "$g_multiplayer_players_list_action_type", lwbr_player_list__tp_to_player),
(create_game_button_overlay, "$lwbr_overlay2", "@Team 1 Spawn", 0),
(overlay_set_color, "$lwbr_overlay2", 0xFFFFFF),
(position_set_x, pos1, 130),
(position_set_y, pos1, ":cur_y"),
(overlay_set_position, "$lwbr_overlay2", pos1),
(val_sub, ":cur_y", escape_menu_item_height),
(create_game_button_overlay, "$lwbr_overlay3", "@Team 2 Spawn", 0),
(overlay_set_color, "$lwbr_overlay3", 0xFFFFFF),
(position_set_x, pos1, 130),
(position_set_y, pos1, ":cur_y"),
(overlay_set_position, "$lwbr_overlay3", pos1),
(val_sub, ":cur_y", escape_menu_item_height),
(try_end),
(try_begin),
(neq, "$g_multiplayer_players_list_action_type", lwbr_player_list__tp_to_player),
#
(create_game_button_overlay, "$lwbr_overlay1", "@All players", 0),
(overlay_set_color, "$lwbr_overlay1", 0xFFFFFF),
(position_set_x, pos1, 130),
(position_set_y, pos1, ":cur_y"),
(overlay_set_position, "$lwbr_overlay1", pos1),
(val_sub, ":cur_y", escape_menu_item_height),
#
(create_game_button_overlay, "$lwbr_overlay4", "@Team 1", 0),
(overlay_set_color, "$lwbr_overlay4", 0xFFFFFF),
(position_set_x, pos1, 130),
(position_set_y, pos1, ":cur_y"),
(overlay_set_position, "$lwbr_overlay4", pos1),
(val_sub, ":cur_y", escape_menu_item_height),
#
(create_game_button_overlay, "$lwbr_overlay5", "@Team 2", 0),
(overlay_set_color, "$lwbr_overlay5", 0xFFFFFF),
(position_set_x, pos1, 130),
(position_set_y, pos1, ":cur_y"),
(overlay_set_position, "$lwbr_overlay5", pos1),
(val_sub, ":cur_y", escape_menu_item_height),
(try_end),
##LWBR
(presentation_set_duration, 999999),
]),
[/ code] or the [spoiler][/spoiler]????
sorry i'm a first time moder
this is line of code, with the line that comes right before and right after, that the error is referring too,
["short_tunic", "Red Tunic", [("rich_tunic_a",0)], itp_type_body_armor |itp_civilian |itp_covers_legs ,0,
10 , weight(1)|abundance(100)|head_armor(0)|body_armor(7)|leg_armor(1)|difficulty(0) ,imodbits_cloth ],
[b] ["red_shirt", "Red Shirt", [("rich_tunic_a",0)], itp_merchandise| itp_type_body_armor |itp_civilian |itp_covers_legs ,0,
10 , weight(1)|abundance(100)|head_armor(0)|body_armor(7)|leg_armor(1)|difficulty(0) ,imodbits_cloth ],[/b]
["red_tunic", "Red Tunic", [("arena_tunicR_new",0)], itp_merchandise| itp_type_body_armor |itp_civilian |itp_covers_legs ,0,
10 , weight(1)|abundance(100)|head_armor(0)|body_armor(7)|leg_armor(1)|difficulty(0) ,imodbits_cloth ],
Docm30 said:I've got a couple of problems with a presentation that I start through a dialogue maybe someone could help me with. The first problem is that the little box with the NPC's name and the word 'Talk' is appearing over the presentation (since you start through dialogue you're naturally aimed at the NPC). Is there an easy way to fix that or will I have to find a hacky way?
The other problem is that when I end the presentation the background mesh remains and I have to hit escape or tab out of the scene to clear it. Is there a way to clear the background mesh? Setting the duration to 0 and using change_screen_return don't seem to do it.
Try playing around with the material's render order? I think Native goes around this by jumping to a menu from dialogs, but that may not be what you want.Docm30 said:I've got a couple of problems with a presentation that I start through a dialogue maybe someone could help me with. The first problem is that the little box with the NPC's name and the word 'Talk' is appearing over the presentation (since you start through dialogue you're naturally aimed at the NPC). Is there an easy way to fix that or will I have to find a hacky way?
The other problem is that when I end the presentation the background mesh remains and I have to hit escape or tab out of the scene to clear it. Is there a way to clear the background mesh? Setting the duration to 0 and using change_screen_return don't seem to do it.
Don't mix morgh's editor with the module system. Normally you'd just doOgrecorps said:How do I stop them from spawning altogether?
(store_random_in_range, l.troop_no, mercenary_troops_begin, mercenary_troops_end),
aleeque said:So does anyone know how to make rain/snow/fog happen more often in combat? I'd love to know if that's possible. It seems that some mods managed to accomplish this but I have no idea how.