Module system for version 0.731

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Winter 说:
fisheye 说:
If you start a mission (via a mission template) and a game menu is active (e.g. if you started the mission from a game menu, or if you deliberately used a jump_to_menu just before change_screen_mission), once the mission is over, control automatically reverts to that game menu.

This allows you to catch retreats or tab-outs from any mission template.
Damn, that explains a few things! I wish I'd known this before I spent four hours trying to fiddle with the dungeon crawl menus yesterday. Now I see great possibilities, plots within plots, oh yes...

Polytechnically,
Winter

Yep this totally removes the need for my horrible catcher parties kludge... furthermore it functions in almost exactly the same way so almost nothing needs to be changed for the dungeon crawl to comply with the new command. Things seem a lot stabler now that I'm playing by the rules.

There's also a new variable called $auto_menu, which gets automatically activated when the current menu closes (I think, not sure at all about this).
 
FYI: As of v0.731, AI and players are no longer able to just walk off the edge of a steep drop. They have to deliberately jump off.

EDIT: Unfortunately in SOME situations (don't know which ones!) repeatedly trying to walk off a ledge at a fast run causes a crash.
 
Anyone having trouble getting custom map icons recognized? I cant seem to get it to accept minas tirith or any other customs during compiling.

I added that mcn_no_shadow or whatever that standard towns have. That doesnt seem to be it.
 
Ancientwanker 说:
Anyone having trouble getting custom map icons recognized? I cant seem to get it to accept minas tirith or any other customs during compiling.

I added that mcn_no_shadow or whatever that standard towns have. That doesnt seem to be it.
That's strange, I had no problems whatsoever getting the Storymod icons ported. What error does the compiler give?

Here's an example of one of my working icons:

("razed_camp",mcn_no_shadow,"Camp", 1.1,snd_footstep_grass),

Trustworthily,
Winter
 
I pulled all the custom icons so I can move on to the next thing for now and can still see a warning pass by..

File "process_map_icons.py line10 in save_map_icons ofile.write <"%s %d %s %f %d \n" % <map_icon[0], map_icon[1],map_icon[2],map_icon[3],map_icon[4]>>
Index error tuple index out of range

from header_map_icons import *
from ID_sounds import *

####################################################################################################################
# Each map icon record contains the following fields:
# 1) Map icon id: used for referencing map icons in other files.
# The prefix icon_ is automatically added before each map icon id.
# 2) Map icon flags. See header_map icons.py for a list of available flags
# 3) Mesh name.
# 4) Scale.
# 5) Sound.
####################################################################################################################



map_icons = [
("player",0,"player", 0.2, snd_footstep_grass),
("player_horseman",0,"player_horseman", 0.2, snd_gallop),
("gray_knight",0,"knight_a", 0.2, snd_gallop),
("vaegir_knight","knight_b", 0.2, snd_gallop),
("peasant",0,"peasant_a", 0.2,snd_footstep_grass),
("khergit",0,"khergit_horseman", 0.2,snd_gallop),
("axeman",0,"bandit_a", 0.2,snd_footstep_grass),
("woman",0,"woman_a", 0.2,snd_footstep_grass),
("town",mcn_no_shadow,"City", 0.9,snd_footstep_grass),
("Morannon",mcn_no_shadow,"Morannon", 0.9,snd_footstep_grass),
("Edoras",mcn_no_shadow,"Edoras", 0.9,snd_footstep_grass),
("Minas_Tirith",mcn_no_shadow,"Minas_Tirith", 1,snd_footstep_grass),
("Isengard",mcn_no_shadow,"Isengard", 0.2,snd_footstep_grass),
("Helms_Deep",mcn_no_shadow,"Helms_Deep", 0.8,snd_footstep_grass),
("Fort1",mcn_no_shadow,"Fort1", 1.00000,snd_footstep_grass),
("RohanTown1",mcn_no_shadow,"RohanTown1", 0.9,snd_footstep_grass),

]

Must be forgetting something somewhere....
 
AW: I don't know if this'll do it or not, but try changing the scale field in the Minas Tirith entry from 1 to 1.0. There may be a type error embedded here.
 
Fujiwara 说:
Ah, good eye.
Plenty of experience hunting down such buggers.
And still end up missing such things in my own code sometimes after several takes. It can be hard to spot such problems after looking at almost the same code over a long period of time; the eye tends to skim right past such problems. :smile:

Ancientwanker 说:
Thats it, thanks Janus. Back to the other 1,000,000 errors.
Good luck, The Last Days mod is still easily my favorite.
 
Armagan, (or anyone) I've got a question:

插入代码块:
itcf_shoot_bow                                       = 0x0000000000001000
itcf_shoot_javelin                                   = 0x0000000000002000
itcf_shoot_crossbow                                  = 0x0000000000004000

itcf_throw_stone                                     = 0x0000000000010000
itcf_throw_knife                                     = 0x0000000000020000
itcf_throw_axe                                       = 0x0000000000030000
itcf_throw_javelin                                   = 0x0000000000040000
itcf_shoot_pistol                                    = 0x0000000000070000
itcf_shoot_musket                                    = 0x0000000000080000
itcf_shoot_mask                                      = 0x00000000000ff000

What can and can't be used together? Or another way, which of these are a bit mask (if any) and which are enum values? I used to have the itcf_shoot_x values as a bit mask and itcf_throw values as an enum, but the new values make it seem like they all should just be an enum.
 
Interesting new feature I just discovered in v0.731:

The camera position no longer clips through walls in third person mode. Makes interiors much more natural since you can't "see through" a wall into the vast empty space beyond, or worse, into the next room.
 
Hi Effidian,

These are all enums. Only one of them can be picked...

Effidian 说:
Armagan, (or anyone) I've got a question:

插入代码块:
itcf_shoot_bow                                       = 0x0000000000001000
itcf_shoot_javelin                                   = 0x0000000000002000
itcf_shoot_crossbow                                  = 0x0000000000004000

itcf_throw_stone                                     = 0x0000000000010000
itcf_throw_knife                                     = 0x0000000000020000
itcf_throw_axe                                       = 0x0000000000030000
itcf_throw_javelin                                   = 0x0000000000040000
itcf_shoot_pistol                                    = 0x0000000000070000
itcf_shoot_musket                                    = 0x0000000000080000
itcf_shoot_mask                                      = 0x00000000000ff000

What can and can't be used together? Or another way, which of these are a bit mask (if any) and which are enum values? I used to have the itcf_shoot_x values as a bit mask and itcf_throw values as an enum, but the new values make it seem like they all should just be an enum.
 
Thanks Armagan. Another question.

For simple triggers does the check interval have to be one of the trigger intervals defined in header_triggers.py or can it be any value?

Do those special trigger intervals have any meaning for normal triggers (other than ti_once)?
 
Hi Effidian,

Actually I was planning to remove all normal triggers and use simple triggers for everything, but I decided to keep them for some. However I'll add any new stuff to the simple triggers only.

Simple triggers used in simple_triggers.txt can have any non-negative check interval. Also for the time being, they can have only the following special value:
ti_on_party_encounter

Simple triggers defined in items can't have non-negative values. They can only have:
ti_on_init_item
ti_on_weapon_attack

Similarly, triggers defined in scene props can only have:
ti_on_init_scene_prop

Also, the special value ti_before_mission_start can only be used in mission_template triggers.

I'll try to document this stuff properly in the upcoming versions :wink: Also, I'll probably be adding some new special values and new possibilities.

Thanks for your help and happy coding!
 
I am slightly confused. Does this need .net framework, or does the actual editing of the python files need .net framework? Sorry if it is blatantly obvious :oops:
 
Hughbèr 说:
I am slightly confused. Does this need .net framework, or does the actual editing of the python files need .net framework? Sorry if it is blatantly obvious :oops:
AFAIK it does not require .NET - just the python system.
http://forums.taleworlds.com/viewtopic.php?t=5408

DE
 
armagan 说:
I'll try to document this stuff properly in the upcoming versions :wink: Also, I'll probably be adding some new special values and new possibilities.

Perhaps triggers for when a weapon is drawn?
 
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