Modding Q&A [For Quick Questions and Answers]

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kalarhan said:
Gess1t said:
yep i saw that but the thing is that we can only set the entry as : scn_reyvadin_tavern, but that'll only make it spawn at the reyvadin one



that is why I listed two options. First is a quick way to a particular scene. Second is generic (spawns in any place you tell it to).

done it, after that i've added a one line script to give the quest and here is the non-sense (from module_dialog).
this is why i hate this non-sense cause there is no tutorial for creating quest :

Code:
WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_se
lect_1_mounted
WARNING: Global variable never used: $g_presentation_obj_coop_companion_random_s
elect_1
WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_1
WARNING: Global variable never used: $g_presentation_obj_coop_companion_1
WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_1
WARNING: Global variable never used: $g_presentation_obj_coop_companion_1
WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_se
lect_1_infantry
WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_se
lect_1_ranged
WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_se
lect_1_mounted
WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_se
lect_1_infantry
WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_1
WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_se
lect_1_ranged
WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_1
WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_se
lect_1_mounted
WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_1
WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_mp_coop_last_king_wave
WARNING: Global variable never used: $g_mp_coop_king_waves
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_prison_cart_point
WARNING: Global variable never used: $g_presentation_obj_assign_drop_container
WARNING: Global variable never used: $g_presentation_obj_assign_drop_container
WARNING: Global variable never used: $g_presentation_obj_assign_drop_container
WARNING: Global variable never used: $g_presentation_obj_assign_drop_container
WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_player

WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_player

WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_player

WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_player

WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_player

WARNING: Global variable never used: $g_coop_assign_drop_companion_1
WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
ion_1
WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
ion_1
WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
ion_1
WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
ion_1
WARNING: Global variable never used: $g_coop_assign_drop_companion_2
WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
ion_2
WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
ion_2
WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
ion_2
WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
ion_2
WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_noone
WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_noone
WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_noone
WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_player

WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
ion_1
WARNING: Global variable never used: $g_coop_assign_drop_companion_1
WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_compan
ion_2
WARNING: Global variable never used: $g_coop_assign_drop_companion_2
WARNING: Global variable never used: $g_presentation_obj_coop_assign_drop_noone
WARNING: Global variable never used: $g_multiplayer_respawn_wave_hint_overlay
WARNING: Global variable never used: $g_multiplayer_respawn_wave_hint_overlay
WARNING: Global variable never used: $g_multiplayer_respawn_wave_hint_overlay
WARNING: Global variable never used: $g_multiplayer_respawn_wave_hint_overlay
WARNING: Global variable never used: $g_multiplayer_ccoop_next_wave_start_time
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_mp_coop_last_king_wave
WARNING: Global variable never used: $g_mp_coop_king_waves
WARNING: Global variable never used: $g_mp_coop_king_waves
WARNING: Global variable never used: $g_multiplayer_respawn_wave_hint_overlay
WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty_string_i
WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty_string_i
WARNING: Global variable never used: $g_multiplayer_ccoop_victory_overlay
WARNING: Global variable never used: $g_multiplayer_ccoop_victory_overlay
WARNING: Global variable never used: $g_multiplayer_ccoop_victory_overlay
WARNING: Global variable never used: $g_multiplayer_ccoop_victory_overlay
WARNING: Global variable never used: $g_multiplayer_ccoop_victory_subtitle_overl
ay
WARNING: Global variable never used: $g_multiplayer_ccoop_victory_subtitle_overl
ay
WARNING: Global variable never used: $g_multiplayer_ccoop_victory_subtitle_overl
ay
WARNING: Global variable never used: $g_multiplayer_ccoop_victory_subtitle_overl
ay
WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
WARNING: Global variable never used: $g_ccoop_disallow_horses
WARNING: Global variable never used: $g_ccoop_disallow_horses
WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_multiplayer_ccoop_enable_count_down
WARNING: Global variable never used: $g_multiplayer_ccoop_next_wave_start_time
WARNING: Global variable never used: $g_multiplayer_ccoop_next_wave_start_time
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_prison_cart_point
WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty_string_i
WARNING: Global variable never used: $g_ccoop_king_troop
WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_mp_coop_last_king_wave
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_mp_coop_king_waves
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_mp_coop_last_king_wave
WARNING: Global variable never used: $g_ccoop_king_troop
WARNING: Global variable never used: $g_mp_coop_lord_waves
WARNING: Global variable never used: $g_mp_coop_lord_waves
WARNING: Global variable never used: $g_mp_coop_lord_waves
WARNING: Global variable never used: $g_ccoop_king_troop
WARNING: Global variable never used: $g_mp_coop_lord_waves
WARNING: Global variable never used: $g_ccoop_king_troop
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_presentation_obj_coop_companion_0
WARNING: Global variable never used: $g_presentation_obj_coop_companion_1
WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_0
WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_0
WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_1
WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_prison_cart_previous_point
WARNING: Global variable never used: $g_prison_cart_point
WARNING: Global variable never used: $g_prison_cart_point
WARNING: Global variable never used: $g_prison_cart_point
WARNING: Global variable never used: $g_prison_cart_point
WARNING: Global variable never used: $g_prison_cart_point
WARNING: Global variable never used: $g_prison_cart_point
WARNING: Global variable never used: $g_multiplayer_ccoop_move_prison_cart
WARNING: Global variable never used: $g_multiplayer_ccoop_move_prison_cart
WARNING: Global variable never used: $g_prison_cart_previous_point
WARNING: Global variable never used: $g_prison_cart_point
WARNING: Global variable never used: $g_prison_cart_point
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_prison_cart_previous_point
WARNING: Global variable never used: $g_prison_cart_previous_point
WARNING: Global variable never used: $g_prison_cart_previous_point
WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
WARNING: Global variable never used: $g_multiplayer_is_game_type_captain
WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_alive_player_squ
ad_and_minus_one_first_spawn_slots_and_minus_one_first_spawn_slots
WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_alive_player_squ
ad_and_minus_one_first_spawn_slots_and_minus_one_first_spawn_slots
WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_player_and_squad
_counter
WARNING: Global variable never used: $g_ccoop_currently_dropping_item
WARNING: Global variable never used: $g_ccoop_currently_dropping_item
WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
WARNING: Global variable never used: $g_mp_coop_king_waves
WARNING: Global variable never used: $g_mp_coop_king_waves
WARNING: Global variable never used: $g_mp_coop_king_waves
WARNING: Global variable never used: $g_multiplayer_ccoop_game_started
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_ccoop_disallow_horses
WARNING: Global variable never used: $g_ccoop_disallow_horses
WARNING: Global variable never used: $g_presentation_obj_coop_companion_0
WARNING: Global variable never used: $g_presentation_obj_coop_companion_1
WARNING: Global variable never used: $g_presentation_obj_coop_companion_1
WARNING: Global variable never used: $g_presentation_obj_coop_companion_0
WARNING: Global variable never used: $g_presentation_obj_coop_companion_1
WARNING: Global variable never used: $g_presentation_obj_coop_companion_1
WARNING: Global variable never used: $g_presentation_obj_coop_companion_1
WARNING: Global variable never used: $g_presentation_obj_coop_companion_0
WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_0
WARNING: Global variable never used: $g_presentation_obj_coop_companion_1
WARNING: Global variable never used: $g_presentation_obj_coop_companion_class_1
WARNING: Global variable never used: $g_mp_coop_lord_waves
WARNING: Global variable never used: $g_mp_coop_king_waves
WARNING: Global variable never used: $g_mp_coop_last_king_wave
WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_prison_cart_coun
ter
WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_player_and_squad
_counter
WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_alive_player_squ
ad_and_minus_one_first_spawn_slots_and_minus_one_first_spawn_slots
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_multiplayer_ccoop_game_started
WARNING: Global variable never used: $g_multiplayer_ccoop_enable_count_down
WARNING: Global variable never used: $g_multiplayer_ccoop_change_map
WARNING: Global variable never used: $g_multiplayer_ccoop_enable_count_down
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_game_started
WARNING: Global variable never used: $g_ccoop_king_troop
WARNING: Global variable never used: $g_mp_coop_last_king_wave
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_mp_coop_king_waves
WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_mp_coop_last_king_wave
WARNING: Global variable never used: $g_multiplayer_ccoop_change_map
WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_difficulty
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_mp_coop_last_king_wave
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_mp_coop_king_waves
WARNING: Global variable never used: $g_multiplayer_ccoop_change_map
WARNING: Global variable never used: $g_multiplayer_ccoop_enable_count_down
WARNING: Global variable never used: $g_multiplayer_ccoop_change_map
WARNING: Global variable never used: $g_multiplayer_ccoop_change_map
WARNING: Global variable never used: $g_multiplayer_ccoop_change_map
WARNING: Global variable never used: $g_multiplayer_ccoop_change_map
WARNING: Global variable never used: $g_multiplayer_ccoop_enable_count_down
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_wave_no
WARNING: Global variable never used: $g_multiplayer_ccoop_next_wave_start_time
WARNING: Global variable never used: $g_multiplayer_ccoop_next_wave_start_time
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_move_prison_cart
WARNING: Global variable never used: $g_multiplayer_ccoop_move_prison_cart
WARNING: Global variable never used: $g_multiplayer_ccoop_move_prison_cart
WARNING: Global variable never used: $g_prison_cart_point
WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_alive_player_squ
ad_and_minus_one_first_spawn_slots_and_minus_one_first_spawn_slots
WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_player_and_squad
_counter
WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_prison_cart_coun
ter
WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_prison_cart_coun
ter
WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_prison_cart_coun
ter
WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_prison_cart_coun
ter
WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_prison_cart_coun
ter
WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_player_and_squad
_counter
WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_player_and_squad
_counter
WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_player_and_squad
_counter
WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_alive_player_squ
ad_and_minus_one_first_spawn_slots_and_minus_one_first_spawn_slots
WARNING: Global variable never used: $g_multiplayer_ccoop_spawn_alive_player_squ
ad_and_minus_one_first_spawn_slots_and_minus_one_first_spawn_slots
WARNING: Global variable never used: $g_multiplayer_ccoop_game_started
WARNING: Global variable never used: $g_multiplayer_ccoop_game_started
WARNING: Global variable never used: $g_multiplayer_ccoop_enemy_respawn_secs
WARNING: Global variable never used: $g_multiplayer_ccoop_enable_count_down
Exporting postfx_params...

______________________________

Script processing has ended.
Press any key to exit. . .

with the code :
Code:
[trp_npc_quest_1_survivor_warrior, "start", [
 (troop_slot_eq, "$g_talk_troop", slot_troop_met_previously, 0),
 ], "Hello Sire, i have a problem that you can probably solve.", "warrior_survivor_d_1",[]],
 [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_1", [], "What's the problem ?", "warrior_survivor_d_2", [
  (troop_set_slot, "$g_talk_troop", slot_troop_met_previously, 1),
  ]],
  [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_1", [], "Got other problems on the hand .", "warrior_survivor_d_l",[]],
  [trp_npc_quest_1_survivor_warrior, "warrior_survivor_d_2", [], "Well, our problem is big, sticky and have eaten all my friends.\
 He's probably on the way to our actual position.", "warrior_survivor_d_3",[]],
  [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_3", [], "How can i help you ?", "warrior_survivor_d_4",[]],
  [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_3", [], " (censored) .", "warrior_survivor_bad",[]],
  [trp_npc_quest_1_survivor_warrior,"warrior_survivor_d_4", [], "Killing this 'thing' is probably\
 the best way to help me, we'll have to wait for it here", "warrior_survivor_d_5",[]],
  [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_5", [], "Alright, i'll help you .", "warrior_survivor_d_6",[]],
  [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_5", [], "I've to do other things before i can help you .", "warrior_survivor_bad",[]],
  [trp_npc_quest_1_survivor_warrior, "warrior_survivor_d_6", [], "Thanks you sire, the 'thing' will be here in about 3 days .", "close_window", [
  (call_script, "script_start_quest", "qst_a_sticky_problem", "$g_talk_troop")],
  [trp_npc_quest_1_survivor_warrior, "warrior_survivor_bad", [], "Well, tell me when you'll be ready to help me .", "close_window",[]],
  [trp_npc_quest_1_survivor_warrior, "warrior_survivor_d_b_2", [], "I hope you die bastard .", "close_windows",[]],
  [trp_npc_quest_1_survivor_warrior, "warrior_survivor_d_back", [], "You're ready ?", "warrior_survivor_d_back_2",[]],
  [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_back_2", [], "Yeah, i'm ready to fight the 'thing' .", "close_window",[
  (call_script, "script_start_quest", "qst_a_sticky_problem", "$g_talk_troop")],
  [trp_npc_quest_1_survivor_warrior|plyr, "warrior_survivor_d_back_2", [], "Not yet, wait a bit .", "close_window",[]],
 
Gess1t said:
syntax and bugs

its not nonsense, it is the compiler telling you something is wrong (something you did). So go back to your changes, review them, even delete them and go slower (a few lines at time), until you find the issue, fix it, and then you can continue.

if you added 20 dialogs, delete 10 and see if the error is there. If not, copy 5 more (15) and check the compiler. If yes, delete 5 (so you have 5 in total) and try again.

you can use a text editor like Sublime to help you by color-coding, much easier to spot syntax errors.

baby steps and compile often

unused globals means you have trash code (stuff that is never used for anything) or you broke the syntax and the compiler cant read the entire file.
 
kalarhan said:
Gess1t said:
syntax and bugs

its not nonsense, it is the compiler telling you something is wrong (something you did). So go back to your changes, review them, even delete them and go slower (a few lines at time), until you find the issue, fix it, and then you can continue.

if you added 20 dialogs, delete 10 and see if the error is there. If not, copy 5 more (15) and check the compiler. If yes, delete 5 (so you have 5 in total) and try again.

you can use a text editor like Sublime to help you by color-coding, much easier to spot syntax errors.

baby steps and compile often

unused globals means you have trash code (stuff that is never used for anything) or you broke the syntax and the compiler cant read the entire file.

i'm definitely triggered cause this happened when i've added 1 LINE, almost redoned as i don't know how to use the kind of "hey have already saw you in the past, so go to the other dialog"
definitely triggered

EDIT1 : maybe that it, i'll see if that work, i'll definitely need help to the attribute quest code and the variable to avoid obtaining multiple quest (that detect that i've already the quest)

EDIT2: this non-sense is working finally but i've tried to use the other quest code to give the quest ( (call_script, "script_start_quest", "qst_a_sticky_problem", "$g_talk_troop"), ) and all this non_sense appeared. banner where a lot easier than this.

- A working quest giving script
- A working Variable to know if quest is already taken

that what i'm searching for right now, i'll try to create the troop besieging the town after that.
 
Gess1t said:
- A working Variable to know if quest is already taken

you can check a quest status by using the appropriate quest operations


Code:
################################################################################
# [ Z11 ] QUESTS
################################################################################

  # Quests are just that: some tasks that characters in the game world want the
  # player to do. It's interesting to note that in Warband quests can have three
  # possible outcomes: success, failure and conclusion. Generally the last
  # option is used to indicate some "intermediate" quest result, which is
  # neither a full success, nor a total failure.

# Conditional operations

check_quest_active            =  200  # (check_quest_active, <quest_id>),
                                      # Checks that the quest has been started but not yet cancelled or completed. Will not fail for concluded, failed or succeeded quests for as long as they have not yet been completed.
check_quest_finished          =  201  # (check_quest_finished, <quest_id>),
                                      # Checks that the quest has been completed (result does not matter) and not taken again yet.
check_quest_succeeded         =  202  # (check_quest_succeeded, <quest_id>),
                                      # Checks that the quest has succeeded and not taken again yet (check will be successful even after the quest is completed).
check_quest_failed            =  203  # (check_quest_failed, <quest_id>),
                                      # Checks that the quest has failed and not taken again yet (check will be successful even after the quest is completed).
check_quest_concluded         =  204  # (check_quest_concluded, <quest_id>),
                                      # Checks that the quest was concluded with any result and not taken again yet.
 
Noticed this operation the other day, and it appeared to work fine as a client side operation, but not on a server. Any idea if it could be made to work on a server?

(agent_set_visibility, <agent_id>, <value>),
 
pete99 said:
Noticed this operation the other day, and it appeared to work fine as a client side operation, but not on a server. Any idea if it could be made to work on a server?

(agent_set_visibility, <agent_id>, <value>),

Ofc it works on a server, but it doesn't synce to the clients automatically.
So you gotta inform the clients by using multiplayer events and then execute the said operation locally (using the <agent_id> and <value> which logically must be sent from the server itself).
 
I have a question about Formations and FormAI mod.
At the start of the battle I am able to press F4 and choose formation of my soldiers, but after pressing '1','2' or '3' to select type of infantry the F4 menu dissapears. When I select the type of troop with the numbers, I can only see the native tactics menus, but the F4 menu flashes for a split second.
Any ideas would be grateful

Thanks - Max
 
I have another question, I am currently using modmerger. Am I able to keep all the modmerger files  for a mod in a seperate folder. I don't like how in my module system folder there are 19 files for 'formations_.py'
Am i able to put them in a folder and name it like 'Modmerger files' ?

Thanks - Max
 
Max2150 said:
Am i able to put them in a folder a

you will need to learn how to use Python import to organize your files, or use a build folder to compile. Those things will require you to google around as they are not part of the basic way the modsys works.
 
This is still letting me enter the lord's hall during the day while this quest is active. Why?
Code:
      ("castle_castle",
      [
        (party_slot_eq,"$current_town",slot_party_type, spt_castle),

        (eq, "$sneaked_into_town", 0),

        (str_clear, s1),
        (try_begin),
          (store_faction_of_party, ":center_faction", "$current_town"),
          (faction_slot_eq, ":center_faction", slot_faction_ai_state, sfai_feast),
          (faction_slot_eq, ":center_faction", slot_faction_ai_object, "$current_town"),
          (str_store_string, s1, "str__join_the_feast"),
        (try_end),
        ],"Go to the Lord's hall{s1}.",
       [
		(try_begin),
			(eq, "$current_town", "p_town_8"),
			(check_quest_active, "qst_return_to_the_hernar_agent"),
			(try_begin),
				(is_currently_night),
				(assign, "$town_entered", 1),
				(call_script, "script_enter_court", "$current_town"),
			(else_try),
				(jump_to_menu, "mnu_cannot_enter_court_nordenfjoror"),
			(try_end),
	   (try_end),
... rest of menu

Code:
      ("town_castle",[
          (party_slot_eq,"$current_town",slot_party_type, spt_town),
          (eq,"$entry_to_town_forbidden",0),
          (str_clear, s1),
          (try_begin),
            (store_faction_of_party, ":center_faction", "$current_town"),
            (faction_slot_eq, ":center_faction", slot_faction_ai_state, sfai_feast),
            (faction_slot_eq, ":center_faction", slot_faction_ai_object, "$current_town"),
            (str_store_string, s1, "str__join_the_feast"),
          (try_end),

          ],"Go to the Lord's hall{s1}.",
       [
		(try_begin),
			(eq, "$current_town", "p_town_8"),
			(check_quest_active, "qst_return_to_the_hernar_agent"),
			(try_begin),
				(is_currently_night),
				(assign, "$town_entered", 1),
				(call_script, "script_enter_court", "$current_town"),
			(else_try),
				(jump_to_menu, "mnu_cannot_enter_court_nordenfjoror"),
			(try_end),
	   (try_end),
... rest of menu
 
Because jump_to_menu doesn't terminate the current code block, it still runs to the end of the consequence block, entering script_enter_court where it will override your choice of jump_to_menu.
 
pete99 said:
Is there some way to make items/weapons not disappear after a certain amount of time sitting on the ground?
Code:
mission_object_prune_time = 180
It's measured in seconds...
Setting it to 0 will prevent the items from despawning during a mission, however I don't recommend that for performance reasons.
Note that this wont apply to items which are spawned via code.
 
Since I am doing this for NW (which for some reason doesn't appear to have this option) would I be able to just put that line in? Or is there another way to go about doing it. Thanks.
 
I have a question that I am really confused about. So I've added new units in with new crossbows and bolts. They all work fine.. when I use them.
However, when in battle and i have quite a few crossbowmen i realised that 90% of their shots are above the heads of their enemies. I had 24 crossbowmen lose to 13 tundra bandits because they kept firing above their head.
Anyone know why?
Thanks - Max
 
pete99 said:
Since I am doing this for NW (which for some reason doesn't appear to have this option) would I be able to just put that line in? Or is there another way to go about doing it. Thanks.
In case you're doing a server side only mod, you're stuck.
As the operation doesn't automatically synce to clients you have to mod the client version as well.

@Max2150
Try adjusting the shot_speed of the crossbow to a more common range like other crossbows... What value is it btw?

 
Is it possible to copy sceneprops from one scene to another with similar size, saving their rotation and emplacement?
I almost finished a scene, but I have a strange bug (invisible in edit mode gun, which appear only in gamemodes and cannot be deleted, after deleting it and restarting the map, it appears again), so I want to move all sceneprops except for guns to another scene so I can place guns anew.
 
Ivkolya said:
Is it possible to copy sceneprops from one scene to another with similar size, saving their rotation and emplacement?
I almost finished a scene, but I have a strange bug (invisible in edit mode gun, which appear only in gamemodes and cannot be deleted, after deleting it and restarting the map, it appears again), so I want to move all sceneprops except for guns to another scene so I can place guns anew.

Rather than deleting the offending gun in the scene editor, try deleting the entry for it in module_scene_props.py. Hopefully, that way you shouldn’t need to move all the other props.
 
Thank you, it's an interesting aproach, will keep it in mind for the future.

Somehow that gun problem solved itself (I deleted all guns from Edit mode, restarted game and there were no guns. I tried this before, but that particular gun stayed still)

But question of transfering props to another scene is still interesting for me - I want to make a bigger version of my scene, so I guess I need or transfer all props to another scene, or to make scene borders bigger, or if that is not possible, just manually place all needed sceneprops.
 
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