new module system stuff.

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bryce777

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start_presentation = 900 # (start_presentation, <presentation_id>),
start_background_presentation = 901 # (start_background_presentation, <presentation_id>), #can only be used in game menus

presentation_set_duration = 902 # (presentation_set_duration, <duration-in-1/100-seconds>), #there must be an active presentation
create_text_overlay = 910 # (create_text_overlay, <destination>, <string_id>), #returns overlay id
create_mesh_overlay = 911 # (create_mesh_overlay, <destination>, <mesh_id>), #returns overlay id
create_button_overlay          = 912 # (create_button_overlay, <destination>, <string_id>), #returns overlay id

VIDEOS?!?!


Item slots now possible.

display_log_message            = 1109 # (display_log_message,<string_id>,[hex_colour_code]),

setting equipped items:

troop_get_inventory_slot              = 1541 # (troop_get_inventory_slot,<destination>,<troop_id>,<inventory_slot_no>),
troop_get_inventory_slot_modifier      = 1542 # (troop_get_inventory_slot_modifier,<destination>,<troop_id>,<inventory_slot_no>),
troop_set_inventory_slot              = 1543 # (troop_set_inventory_slot,<troop_id>,<inventory_slot_no>,<value>),


I saw more stuff, but nothing else leaped out that made actual sense to me.


Finally:

party_get_current_terrain              = 1608 # (party_get_current_terrain,<destination>,<party_id>),


These should be helpful!

party_set_ai_target_position          = 1642 # (party_set_ai_target_position,<party_id>,<position_no>),
party_set_ai_patrol_radius            = 1643 # (party_set_ai_patrol_radius,<party_id>,<radius_in_km>),


Nice:
party_set_name                        = 1669  # (party_set_name, <party_id>, <string_no>),

nicer:

party_set_icon                        = 1676  # (party_set_icon, <party_id>, <map_icon_id>),
party_set_banner_icon                  = 1677  # (party_set_banner_icon, <party_id>, <map_icon_id>),
party_add_particle_system              = 1678  # (party_add_particle_system, <party_id>, <particle_system_id>),
party_clear_particle_systems          = 1679  # (party_clear_particle_systems, <party_id>),


more good stuff:
agent_set_speed_limit                  = 1736  # (agent_set_speed_limit,<agent_id>,<speed_limit(kilometers/hour)>), #Affects AI only
agent_ai_set_always_attack_in_melee    = 1737  # (agent_ai_set_always_attack_in_melee, <agent_id>,<value>), #to be used in sieges so that agents don't wait on the ladder.

agent_set_animation                    = 1740  # (agent_set_animation, <agent_id>, <anim_id>),

agent_get_team                        = 1770  # (agent_get_team  ,<destination>, <agent_id>),
agent_set_team                        = 1771  # (agent_set_team  , <agent_id>, <value>),


awesome:

team_get_movement_order                = 1785  # (team_get_movement_order, <destination>, <team_no>, <sub_class>),
team_get_riding_order                  = 1786  # (team_get_riding_order, <destination>, <team_no>, <sub_class>),
team_get_weapon_usage_order            = 1787  # (team_get_weapon_usage_order, <destination>, <team_no>, <sub_class>),
team_give_order                        = 1790  # (team_give_order, <team_no>, <sub_class>, <order_id>),
team_set_order_position                = 1791  # (team_set_order_position, <team_no>, <sub_class>, <position_no>),
team_get_leader                        = 1792  # (team_get_leader, <destination>, <team_no>),
team_set_leader                        = 1793  # (team_set_leader, <team_no>, <new_leader_agent_id>),
team_get_order_position                = 1794  # (team_get_order_position, <position_no>, <team_no>, <sub_class>),
team_set_order_listener                = 1795  # (team_set_order_listener, <team_no>, <sub_class>),
team_set_relation                      = 1796  # (team_set_relation, <team_no>, <team_no_2>, <value>), # -1 for enemy, 1 for friend, 0 for neutral


That was all the exciting stuff I have found in header operations anyhow. There is other stuff that looked less interestign or I did not understand.


 
I don't understand half of it, but it sounds really promising!
 
The "presentation" things seem to be for making GUIs, like the banner selecting screen, or the tactical battle screen (or at least, that's what it seems to be for). This could lead to very many new and exciting things - a whole new breed of modding, perhaps?
 
Definitely.  With these presentations we have an incredible amount of new interface control.

Don't limit yourselves to module_operations, through, guys.  There is a LOT of trigger-like stuff added to module_scripts.  Maybe half of the things which used to be hardcoded are now a hardcoded call to a script we can edit.  IMO that is at least as big, if not bigger, than the new operations.

Sweet!
 
I'm quite excited about the new string features. Not only can we display altered string content based on a reg value, but we can store text straight to string registers! No more miles of pre-existing strings!

What we need now is textbox input for full in-game string control. Basically an operation that pops up an input box and stores the typed result to a string reg.

Also, we're no longer limited to 2 script params. Looks like there's now a USER-DEFINED number of params available.

And HOLY CRAP, but this 'repeat object' stuff is powerful. I never saw it applied in Native before, but this will massively streamline some of my more advanced code. Too bad it doesn't work for items and such . . .

. . . And I can now display my script-based AI orders on the map screen. Oh yes. Storymod will crush all that lies before it.

Megalomaniacally,
Winter
 
:smile:

The new operations all look nice, I was particularly taken by:

party_set_ai_patrol_radius

I like the sound of this for 'protective' forces around fiefs and castles... scouts etc.  This should have a lot of uses.

s/g
 
I tried agent_set_animation and had compile errors when using "anim_cheer", anim_cheer or anything like that. It says it doesn't recognise the tag "anim"...

Changing that to 285 (seen in ID_animations) however, did not give a compile error, but I don't know if it works out - I'll have to see tomorrow.

Anyone know what I did wrong? Like I said, it won't recognise the anim tag. Maybe a problem in the module system itself? Header_common doesn't have a tag_animation either, if that has anything to do with it. :eek:
 
sirgrigor 说:
:smile:

The new operations all look nice, I was particularly taken by:

party_set_ai_patrol_radius

I like the sound of this for 'protective' forces around fiefs and castles... scouts etc.  This should have a lot of uses.

s/g

Thanks, I hadn't seen that op, it'll handily replace my slightly clumsy script-based patrol radii.

Restitutionally,
Winter
 
Highlander - cracking open header_common.py and process_operations.py, it's pretty apparent that the compiler isn't yet set up to actually capture any of those versions.

However, the ID_animations file should be able to serve as a constants definition in any file you need it in.  If I'm not mistaken, using the form without quotes (anim_cheer not "anim_cheer") after doing a "from ID_animations import *" in the file where you make the reference, should fix it for now.  This may require compiling twice; once to write the ID_animations file, so that it's available as a list of constants, and then again to actually compile with that list now available.  Try that for laughs and see what happens.
 
Hellequin 说:
Highlander - cracking open header_common.py and process_operations.py, it's pretty apparent that the compiler isn't yet set up to actually capture any of those versions.

However, the ID_animations file should be able to serve as a constants definition in any file you need it in.  If I'm not mistaken, using the form without quotes (anim_cheer not "anim_cheer") after doing a "from ID_animations import *" in the file where you make the reference, should fix it for now.  This may require compiling twice; once to write the ID_animations file, so that it's available as a list of constants, and then again to actually compile with that list now available.  Try that for laughs and see what happens.

Hey Hellequin, you should totally join the Storymod team, I could really use your help harnessing these new powers and hitching them to my plough . . . :wink:

Literately,
Winter
 
Winter 说:
Also, we're no longer limited to 2 script params. Looks like there's now a USER-DEFINED number of params available.

I noticed this also...much will be done with this. MWAHAHAHAHAHA!!! :twisted:

EDIT: Has anyone noticed the key and game_key operations? Can I take this to mean we can set up custom key bindings??  :shock: :twisted:

EDIT EDIT: And party_set_flags !!!

EDIT EDIT EDIT: And advanced math ops (abs, sqrt, power, sin, cos, tan)...OK, I'll stop now *head is imploding*
 
Has anyone noticed the key and game_key operations? Can I take this to mean we can set up custom key bindings?? 

Yes. I even remember Armagan saying there's be a few keys available. Now, if I'm right almost the entire keyboard is free for us to use. :grin:


IF player is near location X
AND key_y is pressed

THEN set_animation anim_newanimation, player
move scene prop to position [position] ((or any other consequence))


Raising a flag, opening a gate, pulling a lever, opening a door, triggering a catapult or trebuchet using a free order key (" Fire catapult!"), getting water out of a well, maybe climbing a ladder, dancing! charge animations, triggering a scream sound on a key = shouting, operation the steering wheel of a ship indirectly, patting your horse, pushing something away, other misc stuff like grabing food from the ground and items from the ground etc. etc. 

In other words, unlimited ammounts of misc stuff happening with their custom animations.
 
Me from the lands of noobs come here to ask the BIG modders is it possible to change skeletons and hitboxes or whatever is needed to make tiny/big men.
 
stop_all_sounds                = 609 # (stop_all_sounds, [options]), # 0 = default, 1 = fade out current track, 2 = stop current track

Quite nice in certain situations like menu specific tracks, ambient music and more.

Edit:

Oh, we can also trigger rains now (with different strengths and variation like snow and normal rain).
 
itp_type_animal          = 0x00000013

?

Haven't seen that before.


Also:

itp_doesnt_cover_hair    = 0x01000000
itp_civilian            = 0x20000000
itp_fit_to_head          = 0x40000000
 
Buxton 说:
itp_type_animal          = 0x00000013

?

Haven't seen that before.


Also:

itp_doesnt_cover_hair    = 0x01000000
itp_civilian            = 0x20000000
itp_fit_to_head          = 0x40000000

Ive seen itp_civilian on clothing.  I am not sure what it means.
 
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