In edit mode, ai mesh, I cant use face mode, edit mode look like:
How can I fix this?
Avareee said:Hi guys, I have a question;
Can someone tell me how I can fix the horse archers in native(diplomacy+pbod)?
There is this script to do just that. But I don't know where I have to use it exactly and how to.https://forums.taleworlds.com/index.php/topic,366006.0.html
So I would appreciate it if you guys could help a noob such as me, out.
aleeque said:Avareee said:Hi guys, I have a question;
Can someone tell me how I can fix the horse archers in native(diplomacy+pbod)?
There is this script to do just that. But I don't know where I have to use it exactly and how to.https://forums.taleworlds.com/index.php/topic,366006.0.html
So I would appreciate it if you guys could help a noob such as me, out.
The functions used in that script were introduced in 1.163 or whatever. IIRC diplomacy+pbod requires 1.153 or so.
MadGuarang said:HI All!
In my mod player can give orders to scouts and patrols of his own faction. (Yes, I made patrols, scouts and mercenaries to spawn again , but it is not the matter here).
So I give them orders like Patrol around town X and it works fine. However when I tell them to attack stronger enemy they always run away, changing their minds.
If I ask them to escort me it is the same, they see bigger army and come back after *I* deal with it.
So these descriptions from Lav's say:
Code:# Retrieves what position is currently used as object for AI behavior. get_party_ai_current_behavior = 2293 # (get_party_ai_current_behavior, <destination>, <party_id>), # Retrieves current AI behavior pattern when it was overridden by current situation (fleeing from enemy when en route to destination). get_party_ai_current_object = 2294 # (get_party_ai_current_object, <destination>, <party_id>), # Retrieves what party has caused temporary behavior switch.
that any ai army change its behaviour 'because something is happened' for example they met stronger army and decided to flee instead of fighting for me.
I have tried to mess with 'helpfulness' and 'courage', 'aggressivnes' but that doesn't help.
Is there any way, to turn off their AI and FORCE them to to my biddings?
Agents have this 'scripted mode' but is there something like that for parties?
elcapo29 said:So I tried to change the background of the main screen and I lost the text, start a new game, etc..
Is there a good tutorial for changing the starting screne?
I added this for reset hours but not work.("tunel_tamamlandi",[],"attack by tunnel with men",[(store_current_hours, "$tunel_saat"),
(try_begin),
(ge, "$tunel_saat", 12),
(display_message, "@tunel is ready, you are attack"),(assign, "$tunel_saat",0), #reset for current hours
(else_try),
(display_message, "@tunel is not ready"),
(try_end),
]),
(assign, "$tunel_saat",0),
("tunel_tamamlandi", [],
"Attack by tunnel with men.",
[
(store_add, ":end_hour", "$tunel_saat", 12),
(store_current_hours, ":cur_time"),
(try_begin),
(ge, ":cur_time", ":end_hour"),
(store_current_hours, "$tunel_saat"), #assign global
(try_begin),
(ge, "$cheat_mode", 1), #debug
(assign, reg0, ":cur_time"),
(assign, reg1, ":end_hour"),
(assign, reg2, "$tunel_saat"),
(display_message, "@{!}DEBUG -- cur_time=({reg0} >= {reg1})end_hour(tunel_saat {reg2} + 12)^Tunel is ready."),
(else_try),
(display_message, "@Tunel is ready, you can start the attack."),
(try_end),
(else_try),
(try_begin),
(ge, "$cheat_mode", 1), #debug
(assign, reg0, ":cur_time"),
(assign, reg1, ":end_hour"),
(assign, reg2, "$tunel_saat"),
(display_message, "@{!}DEBUG -- cur_time=({reg0} >= {reg1})end_hour(tunel_saat {reg2} + 12)^Tunel is not ready."),
(else_try),
(store_sub, reg3, ":end_hour", ":cur_time"),
(store_sub, reg4, reg3, 1),
(display_message, "@Tunel is not ready. You need to wait {reg3} {reg4?hours:hour}."),
(try_end),
(try_end),
]
),
But just defender reinforcement coming when defender number decreased, but attacker reinfrocement not coming why?common_siege_defender_reinforcement_check,
common_siege_defender_reinforcement_archer_reposition,
common_siege_attacker_reinforcement_check,
(
"tunel_kale",mtf_battle_mode,-1,
"Default town visit",
[
(1, mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,9,[]), #player and army
(10, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]), #enemy
(11, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]), #enemy
(15, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]), #enemy
(40, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]), #enemy
(41, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]), #enemy
(42, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]), #enemy
(43, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]), #enemy
(44, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]), #enemy
(62, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]), #enemy
(63, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]), #enemy
frozenpainter said:I add a new mission templates, for siege battle, I added this for new wawe coming.
I added 2 new triggers for reinforcement, attackers reinforcement not come but defender reinforcement come 4 times in 10 seconds,kalarhan said:frozenpainter said:I add a new mission templates, for siege battle, I added this for new wawe coming.
check the global values, in special your init values.
tunel_attackers_reinforce = (
1, 0, 5,
[
(store_normalized_team_count,":num_attackers",1),
(lt,":num_attackers",15)
],
[
(add_reinforcements_to_entry, 1, 8),
])
tunel_defenders_reinforce = (
1, 0, 5,
[
(store_normalized_team_count,":num_attackers_2",0),
(lt,":num_attackers_2",15)
],
[
(add_reinforcements_to_entry, 1, 8),
])
(
"tunel_kale",mtf_battle_mode,-1,
"Default town visit",
[
(1, mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,9,[]),
(10, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
(11, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
(15, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
(40, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
(41, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
(42, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
(43, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
(44, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
(62, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
(63, mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
frozenpainter said:(add_reinforcements_to_entry, 1, ,
add_reinforcements_to_entry = 1930 # (add_reinforcements_to_entry, <mission_template_spawn_record>, <wave_size>),
# For battle missions, adds reinforcement wave to the specified spawn record (not the entry point). Additional parameter determines relative wave size. Agents in reinforcement wave are taken from all parties of the side that the entry point belongs to due to mtef_team_* flags.
# 5) List of spawn records (list): Each spawn record is a tuple that contains the following fields:
# 5.1) entry-no: Troops spawned from this spawn record will use this entry
MadGuarang said:Hi!
I am developer of PARADIGM WORLDS https://www.moddb.com/mods/paradigm-worlds
I have a huge issue, and as for last 4 month tried to locate my problem I have failed many times. From almost perfect running mod my work changed into a festival of unknown bug, or whole set of bugs. My coding ability is very limited, and I don't know really what to do at this point.
PROBLEM: World map stutter. Around 2-3 weeks (in-game) it begins to stutter, first just a little, but with every day it is worse and worse. My 1.00 version of mod was stutter-free, but all next versions (up to 1.20) seem to have this stutter problem. I sacrificed around lots of time (4 month+) trying to locate the issue, but I have failed.
1. Did anyone have such an issue - MAP STUTTER? What can be a reason for that?
2. Between 1.00 and 1.20 there were lots of changes but I wonder if that stutter does have anything with WEATHER effects. In Warband this fog / haze is disabled and I brought it back, is it possible that TW turned it off because it was causing troubles?
3. Is there any tool for monitoring game engine / debugging / performance so at least I could see what I am dealing with?
There are many people counting on me, so I cannot just close project and tell them that I failed. Of course it is also important to me. When you spend over 2 years of your life and you see how your project is developing into smth really interesting it is very painful to see it falling down now. Any help very much appreciated. I can upload code or anything that could be needed.
Please at least point me at some direction...
UPDATE: Just to clarify, stuttering problem happens only on world map, battles, even large 250+ work great.
It surely has to do something with number of parties on the world map and unoptimized triggers.
What's the average savegame size of your mod?
Iron Sight said:I'm trying to learn arrays and while I know what I need to do with them, I can't completely figure them out. I want to create an array that stores items for troops like a virtual inventory and have that inventory apply itself every time the game is loaded. I've read the dynamic arrays post and this is most definitely what I want to use but I can't figure out or find an example of how I would create an item array for troops. Any help would be greatly appreciated. Also, I'm open to examples of how to use other types of arrays, like slots and whatever else there may be. Thanks.
### These are used as arrays in the scripts.
["temp_array_a","{!}temp_array_a","{!}temp_array_a",tf_hero|tf_inactive, 0,reserved, fac_neutral,[],def_attrib|level(18),wp(60),knows_inventory_management_10, 0],
["temp_array_b","{!}temp_array_b","{!}temp_array_b",tf_hero|tf_inactive, 0,reserved, fac_neutral,[],def_attrib|level(18),wp(60),knows_inventory_management_10, 0],
["temp_array_c","{!}temp_array_c","{!}temp_array_c",tf_hero|tf_inactive, 0,reserved, fac_neutral,[],def_attrib|level(18),wp(60),knows_inventory_management_10, 0],