Pretty nice ideaa...But it probably wont look as good as hand made...Lumos said:If your favourite 3D modelling application supports heightmaps, and your picture is a heightmap - yes.
Thorgrim's editor supports importing heightmaps if I recall correctly.Beobart said:Is there a way to make a new world map based on a 2D picture?
DarkNord said:How do i get party id if i only have party template?
spawn_around_party = 1100 # (spawn_around_party, <party_id>, <party_template_id>),
# Creates a new party from a party template and puts it's <party_id> into reg0.
party_get_template_id = 1609 # (party_get_template_id, <destination>, <party_id>),
# Retrieves what party template was used to create the party (if any). Commonly used to identify encountered party type.
sw_animation_triggers = (0, 0, 0.5, [(neg|multiplayer_is_dedicated_server)],#_Sebastian_
[
(multiplayer_get_my_player, ":my_player"),
(player_get_agent_id, ":agent", ":my_player"),
(ge, ":agent", 0),
(agent_get_animation, ":cur_anim", ":agent", 0),
#crouching
(try_begin),
(game_key_is_down, gk_crouch_mode),
(agent_get_horse, ":horse", ":agent"),
(lt, ":horse", 0),
(try_begin),
(neg|is_between, ":cur_anim", "anim_stand_to_crouch_new", "anim_crouch_end"),
#(neg|is_presentation_active, "prsnt_multiplayer_get_admin_message"), #Sherlock not needed anymore
(agent_get_position, pos1, ":agent"),
(copy_position, pos2, pos1),
(position_set_z_to_ground_level, pos2),
(get_distance_between_positions, ":distance", pos1, pos2),
(le, ":distance", 0),
(multiplayer_send_int_to_server,multiplayer_player_crouch_request, "anim_stand_to_crouch_new"),
(else_try),
(eq, ":cur_anim", "anim_crouch"),
(game_key_is_down, gk_move_forward),
(multiplayer_send_int_to_server,multiplayer_player_crouch_request, "anim_crouch_walk"),
(else_try),
(eq, ":cur_anim", "anim_crouch_walk"),
(neg|game_key_is_down, gk_move_forward),
(multiplayer_send_int_to_server,multiplayer_player_crouch_request, "anim_crouch"),
(try_end),
(else_try),
# (player_get_agent_id, ":agent", ":my_player"),#_Sebastian_ disable
# (ge, ":agent", 0),
(is_between, ":cur_anim", "anim_stand_to_crouch_new", "anim_crouch_end"),
(neq, ":cur_anim", "anim_crouch_to_stand_new"),
(multiplayer_send_int_to_server,multiplayer_player_crouch_request, "anim_crouch_to_stand_new"),
(try_end),
#/crouching
#sprinting
(try_begin),
(agent_slot_eq, ":agent", slot_agent_using_force, force_sprint),
(neg|is_between, ":cur_anim", "anim_stand_to_crouch_new", "anim_crouch_end"),
(store_add, ":stances_end", "anim_jedi_stance_2", 1),
(neg|is_between, ":cur_anim", "anim_jedi_stance_1", ":stances_end"),
(try_begin),
(game_key_is_down, gk_move_forward),
(agent_get_position, pos1, ":agent"),
(copy_position, pos2, pos1),
(position_set_z_to_ground_level, pos2),
(get_distance_between_positions, ":distance", pos1, pos2),
(le, ":distance", 0),
(game_key_is_down, gk_move_forward),
(multiplayer_send_int_to_server,multiplayer_player_crouch_request, "anim_sprint"),
(else_try),
(neg|game_key_is_down, gk_move_forward),
(eq, ":cur_anim", "anim_jedi_stance_1"),
(multiplayer_send_int_to_server,multiplayer_player_crouch_request, "anim_end_animation"),
(try_end),
(try_end),
])
sw_animation_triggers = (0, 0, 0, [(neg|multiplayer_is_dedicated_server)],#_Sebastian_
[
(multiplayer_get_my_player, ":my_player"),
(player_get_agent_id, ":agent", ":my_player"),
(ge, ":agent", 0),
(agent_get_animation, ":cur_anim", ":agent", 0),
#crouching
(try_begin),
(game_key_is_down, gk_crouch_mode),
(agent_get_horse, ":horse", ":agent"),
(lt, ":horse", 0),
(try_begin),
(neg|is_between, ":cur_anim", "anim_stand_to_crouch_new", "anim_crouch_end"),
#(neg|is_presentation_active, "prsnt_multiplayer_get_admin_message"), #Sherlock not needed anymore
(agent_get_position, pos1, ":agent"),
(copy_position, pos2, pos1),
(position_set_z_to_ground_level, pos2),
(get_distance_between_positions, ":distance", pos1, pos2),
(le, ":distance", 0),
(multiplayer_send_int_to_server,multiplayer_player_crouch_request, "anim_stand_to_crouch_new"),
(else_try),
(eq, ":cur_anim", "anim_crouch"),
(game_key_is_down, gk_move_forward),
(multiplayer_send_int_to_server,multiplayer_player_crouch_request, "anim_crouch_walk"),
(else_try),
(eq, ":cur_anim", "anim_crouch_walk"),
(neg|game_key_is_down, gk_move_forward),
(multiplayer_send_int_to_server,multiplayer_player_crouch_request, "anim_crouch"),
(try_end),
(else_try),
# (player_get_agent_id, ":agent", ":my_player"),#_Sebastian_ disable
# (ge, ":agent", 0),
(is_between, ":cur_anim", "anim_stand_to_crouch_new", "anim_crouch_end"),
(neq, ":cur_anim", "anim_crouch_to_stand_new"),
(multiplayer_send_int_to_server,multiplayer_player_crouch_request, "anim_crouch_to_stand_new"),
(try_end),
#/crouching
#sprinting
(try_begin),
(agent_slot_eq, ":agent", slot_agent_using_force, force_sprint),
(neg|is_between, ":cur_anim", "anim_stand_to_crouch_new", "anim_crouch_end"),
(store_add, ":stances_end", "anim_jedi_stance_2", 1),
(neg|is_between, ":cur_anim", "anim_jedi_stance_1", ":stances_end"),
(try_begin),
(game_key_is_down, gk_move_forward),
(agent_get_position, pos1, ":agent"),
(copy_position, pos2, pos1),
(position_set_z_to_ground_level, pos2),
(get_distance_between_positions, ":distance", pos1, pos2),
(le, ":distance", 0),
(game_key_is_down, gk_move_forward),
(multiplayer_send_int_to_server,multiplayer_player_crouch_request, "anim_sprint"),
(else_try),
(neg|game_key_is_down, gk_move_forward),
(eq, ":cur_anim", "anim_jedi_stance_1"),
(multiplayer_send_int_to_server,multiplayer_player_crouch_request, "anim_end_animation"),
(try_end),
(try_end),
])
1) Check interval: How frequently this trigger will be checked.
2) Delay interval: How long to wait before applying the consequences of the trigger after its conditions block has succeeded.
3) Re-arm interval: How much time must pass after applying the consequences of the trigger for the trigger to become active again.
The Carpenter said:I see mod like TLD have items restriction for certain race, how they did that??
I've seen their module system and can't find the script(s), please anyone help me.
("game_inventory_window", 0, "tableau_with_transparency", 1024, 1024, 0, 0, 180, 270,
[(store_script_param, ":troop_no", 1),
(try_begin), # TLD equipment appropriateness check
(eq, "$tld_option_crossdressing", 0),
(this_or_next|eq, ":troop_no", "trp_player"),
(is_between, ":troop_no", companions_begin, companions_end),
(call_script, "script_check_equipped_items", ":troop_no"),
(try_end),
(0, 0, 24, [], [
#(is_between, ":lord", active_npcs_begin, active_npcs_end),
#(troop_slot_eq, ":lord", slot_troop_occupation, slto_kingdom_hero),
(store_faction_of_troop, ":lord_faction", active_npcs_begin, active_npcs_end),
(eq, ":lord_faction", "fac_player_supporters_faction"),
(troop_set_slot, ":lord_faction", slot_troop_original_faction, "fac_kingdom_11"), #player kingdom troops-custom troops
]),
frozenpainter said:What is the wrong?
DarkNord said:@Frozen painter i dont see any way how can this work as i see you just put that lord in slot...
frozenpainter said:(0, 0, 24, [], [
Yeah. Never seen that happen before.EmielRegis said:Dafuq you did builder to that poor post Its so big.