zidozido said:kalarhan said:see a Native village for a example/template. You need to create the AI mesh (used for walking around) and the proper entry points to control where they go to. You can also study the mission template code used for moving them around.zidozido said:villagers are roaming in circles in an open field
i am so sorry for not clarifying the problem because i didnt provide the information in a clear way my problem that they are roaming in a field there is no village no buildings nothing except a nice green field so i would like to know where is the village ?
also i have a very weird syntax error when compiling the module and i dont know how to fix it its really annoying as almost every time i add a new thing in the mod i get the same error and fixing it by copy paste the code from a backup but the problem this time that there is no backup
here is the error :
Code:Loading module... FAILED. MODULE `scenes` ERROR: Traceback (most recent call last): File "compile.py", line 107, in <module> from module_scenes import * File "F:\Mount and Blade - Warband\Modules\Alpujarras Wars V.4 test\code\module_scenes.py", line 2139 try: ^ SyntaxError: invalid syntax COMPILATION FAILED. Press any key to continue . . .
and here is the code
Code:("enterprise_tannery",sf_generate,"ch_meet_steppe_a", "bo_encounter_spot", (-40,-40),(40,40),-100,"0x000000012004480500040902000041cb00005ae800000ff5", [],[]), ("enterprise_winery",sf_indoors,"winery_interior", "bo_winery_interior", (-40,-40),(40,40),-100,"0", [],[]), ("enterprise_mill",sf_indoors,"mill_interior", "bo_mill_interior", (-40,-40),(40,40),-100,"0", [],[]), ("enterprise_smithy",sf_indoors,"smithy_interior", "bo_smithy_interior", (-40,-40),(40,40),-100,"0", [],[]), ("enterprise_dyeworks",sf_indoors,"weavery_interior", "bo_weavery_interior", (-40,-40),(40,40),-100,"0", [],[]), ("enterprise_linen_weavery",sf_indoors,"weavery_interior", "bo_weavery_interior", (-40,-40),(40,40),-100,"0", [],[]), ("enterprise_wool_weavery",sf_indoors,"weavery_interior", "bo_weavery_interior", (-40,-40),(40,40),-100,"0", [],[]), ("enterprise_brewery",sf_indoors,"brewery_interior", "bo_brewery_interior", (-40,-40),(40,40),-100,"0", [],[]), ("enterprise_oil_press",sf_indoors,"oil_press_interior", "bo_oil_press_interior", (-40,-40),(40,40),-100,"0", [],[]), try: component_name = "scenes" var_set = { "scenes" : troops } from modmerger import modmerge modmerge(var_set) except: raise # modmerger_end # modmerger_end
Code:
and here is the code
[code]("enterprise_tannery",sf_generate,"ch_meet_steppe_a", "bo_encounter_spot", (-40,-40),(40,40),-100,"0x000000012004480500040902000041cb00005ae800000ff5",
[],[]),
("enterprise_winery",sf_indoors,"winery_interior", "bo_winery_interior", (-40,-40),(40,40),-100,"0",
[],[]),
("enterprise_mill",sf_indoors,"mill_interior", "bo_mill_interior", (-40,-40),(40,40),-100,"0",
[],[]),
("enterprise_smithy",sf_indoors,"smithy_interior", "bo_smithy_interior", (-40,-40),(40,40),-100,"0",
[],[]),
("enterprise_dyeworks",sf_indoors,"weavery_interior", "bo_weavery_interior", (-40,-40),(40,40),-100,"0",
[],[]),
("enterprise_linen_weavery",sf_indoors,"weavery_interior", "bo_weavery_interior", (-40,-40),(40,40),-100,"0",
[],[]),
("enterprise_wool_weavery",sf_indoors,"weavery_interior", "bo_weavery_interior", (-40,-40),(40,40),-100,"0",
[],[]),
("enterprise_brewery",sf_indoors,"brewery_interior", "bo_brewery_interior", (-40,-40),(40,40),-100,"0",
[],[]),
("enterprise_oil_press",sf_indoors,"oil_press_interior", "bo_oil_press_interior", (-40,-40),(40,40),-100,"0",
[],[]),
] ############ end bracket
try:
component_name = "scenes"
var_set = { "scenes" : troops }
from modmerger import modmerge
modmerge(var_set)
except:
raise
# modmerger_end
# modmerger_end