Ramaraunt said:If I use VC code in my mod, does that mean only people with VC can play it?
https://forums.taleworlds.com/index.php/topic,349080.0.html
TLDR: code is fine, just need credits. Binary assets are for submods only
Ramaraunt said:If I use VC code in my mod, does that mean only people with VC can play it?
What I assume he means by validation is to ensure that you aren't trying to recruit yourself to the party, you can do this with a simple neq check.- I have no idea how to 'validate' those slots. I also can't find where I would check where those slots are being called, etc, in relation to troop_id; the recruitment scripts don't mention troop_id, as far as I can see.
(troop_get_slot, ":destination", "trp_name", ":slot_id"),
#BEGIN DEBUG
(assign, reg10, ":destination"), #Assign troop slot to display message
(str_clear, s10), #Clear s10
(str_store_string, s10, "@Troop: {reg10}"),
(display_message, s10), #Display the data
#END DEBUG
There are several slots with the same constants number, this is not a problem, and you don't need a new number for every single constant, things like factions and parties for instance can have same constant number 1 to 100, they shouldn't cause issues as far as I am aware.- After checking module_constants, I found a few overlapping ones which I switched out to different numbers, which didn't seem to fix anything. I'm not sure how far I can go with assigning numbers to new constants, or when constants stop having the potential to 'overlap' - it SEEMS to be the big commented title breaks, but I'm not too sure.
As always keep backups and diagnose, retreat backwards in a binary search form if you have too many backups and can't figure a solution out.Really lost on this one.
Maybe I need to start from scratch, fresh Diplomacy module system, and use slot_faction_tier_X_troop and derivations thereof, instead of doing what I did. I haven't added THAT much genuinely unique code that I can't easily copy from my current module system to use in the new one, and it would mean not messing with game_start to the extent that I have (although I would be making slot_faction_tier_X_troop_female, I suppose, so still messing with a lot of things, MORE things looking at how many times slot_faction_tier_X_troop shows up by the looks of it).
TheCaitularity said:- After checking module_constants, I found a few overlapping ones which I switched out to different numbers, which didn't seem to fix anything. I'm not sure how far I can go with assigning numbers to new constants, or when constants stop having the potential to 'overlap' - it SEEMS to be the big commented title breaks, but I'm not too sure.
Ramaraunt said:Hey, the character background slots are what category? player slots?Figured it out by looking at module_game_menus.py
I added a new menu to the game start, where credits for the mod i'm making are listed. However, its causing a wierd bug,where after character face and skill creation, it restarts the game menus from the begenning. Also, it never asks which kingdom you want to start in, and the starting quest doesn't happen. Instead, you spawn in a random loaction in the world map and the game starts. Any way to fix this? I can't figure out how menu_game_phase_2 is called up... Its nowhere.
Ramaraunt said:I'm wondering how physics props work. I want to make a head prop that spawns after you get decapitated. Just paste the code, thanks!
Also how do you make an invisible helmet?
Ramaraunt said:Having an issue with character creation. Yes I got permission to modify the OSP.
https://youtu.be/3xe6E5oCaLY
# PRESENTATION TRIGGERS (used in module_presentations)
ti_on_presentation_load = -60.0 # Presentation has been loaded by the engine. Use this trigger to initialize the presentation and it's overlays.
ti_on_presentation_run = -61.0 # This trigger is activated every frame while the presentation is running. Use it to handle real-time behavior within the presentation.
# trigger param 1 = how much time has passed since presentation has been started (in milliseconds)
ti_on_presentation_event_state_change = -62.0 # Some overlay has changed it's state (button clicked, checkbox switched state, slider moved, list has it's active element changed etc).
# trigger param 1 = overlay_id of the object that initiated the event
# trigger param 2 = new overlay value (if appropriate)
ti_on_presentation_mouse_enter_leave = -63.0 # Reports that mouse cursor has entered or left an overlay.
# trigger param 1 = overlay_id of the object that mouse enters/leaves
# trigger param 2 = 0 if mouse enters, 1 if mouse leaves
ti_on_presentation_mouse_press = -64.0 # A mouse click has been detected on one of presentation overlays.
# trigger param 1 = overlay_id of the object that mouse is pressed on
# trigger param 2 = 0: left mouse button, 1 right mouse button, 2 middle mouse button
emir512 said:I used wreck with ms 1143,
Ramaraunt said:Also, my mod is going good, but I want to disable the multiplayer button. Where is the main menu presentation?
Ramaraunt said:Also, my mod is going good, but I want to disable the multiplayer button. Where is the main menu presentation?
Nate said:What is squared distance (versus regular distance)?
Nate said:What is squared distance (versus regular distance)? I've been trying to figure out the difference between get_distance_between_positions and get_sq_distance_between_positions, but I think this is some concept of math that I'm unfamiliar with. When I tested this a bit, it seemed like the squared distance was not merely the value of the regular distance times itself.