LSP Kit Combat Project Age of Machinery [Released!]

KnightV

Squire
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HyperCharge said:
KnightV said:
HyperCharge said:
you may need to make some replacements. for "setup_random_scene" as I remember.
It is very bad if you have some doubts ,it means that i cant add mod in my mod((((Hmm Do you want to be a member of my team modders for some time?
Sorry but I cant. Because I am making a mod. :razz:

Hmm:smile:)) can we discuss modding somewhere else?

I see you are good man .Help me with finding codes for machinery,please?I shall credit you as one of the  devepolers of "our" mod.Please it is very important for me  and i will help you if i can
 

KnightV

Squire
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Try to remember all scripts that i need to replace because i have bugs with it in game ,please
 

kalarhan

Python Saint
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KnightV said:
Try to remember all scripts that i need to replace because i have bugs with it in game ,please
HyperCharge said:
you can search project age of machinery words in every single one of module_ prefix files.
get a decent text editor (like Notepad++ or SublimeText), you can use them to search in all files at the same time. A merging tool like WinMerge can also help, as you can compare the code with and without the changes from the OSP.

rest is up to the modder (in this case you @KnightV). Seems like his is your first time merging mods, so it will take some extra work until you learn how to use tools and you get used to the process. Once you do things will be much easier (for future projects)
 

KnightV

Squire
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I know how to find scripts but i dont know what scripts i shall to replace and camparing all modules is very very very very long.....
 

kalarhan

Python Saint
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KnightV said:
I know how to find scripts but i dont know what scripts i shall to replace and camparing all modules is very very very very long.....
that is the point. Once you have more experience you could do it in a day (few hours) at worst, but as you are still learning the basics you need to power thought it. Only way to get experience is with time.

if you have specific issues you can always visit the Q&A thread as well.

Cheers

 

builder of the gods

Sergeant at Arms
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Beautiful work exporting this!

1 Got an idea about this
use ti_on_scene_prop_hit, assing a hp value that is not used ingame,  then set a condition on our missile type, if condition is met substract 1/3 from hp, if hp <= 0 then.
Particles dust, partly collaps

However today i tried implenting Project Age Of Machinery and i am now at the point where it compiles fine however gives me a script error on opcode.
Because

I tried
1: Replace with scene_prop_get_slot, however you weeld need to get the specified instance first.


Error codes

module_triggers
Code:
At Trigger [1] Consequences. At Trigger [1] Consequences. At Trigger [1] Consequences. SCRIPT ERROR ON OPCODE 567: Invalid Item Kind ID: 1039; LINE NO: 1: 
At Trigger [1] Consequences. At Trigger [1] Consequences. At Trigger [1] Consequences. SCRIPT ERROR ON OPCODE 567: Invalid Item Kind ID: 1040; LINE NO: 1:

module_presentations
Code:
SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1039; LINE NO: 16: 
 At Presentation [44] prsnt_artillery_building Trigger [0]. At Presentation [44] prsnt_artillery_building Trigger [0]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1038; LINE NO: 60: 
 At Presentation [44] prsnt_artillery_building Trigger [0]. At Presentation [44] prsnt_artillery_building Trigger [0]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1040; LINE NO: 104: 
 At Presentation [44] prsnt_artillery_building Trigger [0]. At Presentation [44] prsnt_artillery_building Trigger [0]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1040; LINE NO: 24: 
 At Presentation [44] prsnt_artillery_building Trigger [1]. At Presentation [44] prsnt_artillery_building Trigger [1]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1038; LINE NO: 29: 
 At Presentation [44] prsnt_artillery_building Trigger [1]. At Presentation [44] prsnt_artillery_building Trigger [1]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1039; LINE NO: 34: 
 At Presentation [44] prsnt_artillery_building Trigger [1]. At Presentation [44] prsnt_artillery_building Trigger [1]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1039; LINE NO: 45: 
 At Presentation [44] prsnt_artillery_building Trigger [1]. At Presentation [44] prsnt_artillery_building Trigger [1]. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1039; LINE NO: 47: 
 At Presentation [44] prsnt_artillery_building Trigger [1]. At Presentation [44] prsnt_artillery_building Trigger [1]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1038; LINE NO: 54: 
 At Presentation [44] prsnt_artillery_building Trigger [1]. At Presentation [44] prsnt_artillery_building Trigger [1]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1039; LINE NO: 54: 
 At Presentation [44] prsnt_artillery_building Trigger [1]. At Presentation [44] prsnt_artillery_building Trigger [1]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1040; LINE NO: 54: 
 At Presentation [44] prsnt_artillery_building Trigger [1]. At Presentation [44] prsnt_artillery_building Trigger [1]. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1039; LINE NO: 58: 
 At Presentation [44] prsnt_artillery_building Trigger [1]. At Presentation [44] prsnt_artillery_building Trigger [1]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1039; LINE NO: 78: 
 At Presentation [44] prsnt_artillery_building Trigger [1]. At Presentation [44] prsnt_artillery_building Trigger [1]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1040; LINE NO: 226: 
 At Presentation [44] prsnt_artillery_building Trigger [1]. At Presentation [44] prsnt_artillery_building Trigger [1]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1040; LINE NO: 226: 
 At Presentation [44] prsnt_artillery_building Trigger [1]. At Presentation [44] prsnt_artillery_building Trigger [1]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1040; LINE NO: 226: 
 At Presentation [44] prsnt_artillery_building Trigger [1]. At Presentation [44] prsnt_artillery_building Trigger [1]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1040; LINE NO: 226: 
 At Presentation [44] prsnt_artillery_building Trigger [1]. At Presentation [44] prsnt_artillery_building Trigger [1]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1038; LINE NO: 94:

module_scripts --> game_start
Code:
 SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1038; LINE NO: 654: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1038; LINE NO: 655: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1038; LINE NO: 656: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1038; LINE NO: 657: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1038; LINE NO: 658: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1038; LINE NO: 659: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1038; LINE NO: 660: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1038; LINE NO: 661: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1038; LINE NO: 662: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1038; LINE NO: 663: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1038; LINE NO: 664: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1040; LINE NO: 665: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1040; LINE NO: 666: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1040; LINE NO: 667: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1040; LINE NO: 668: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1040; LINE NO: 669: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1040; LINE NO: 670: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1040; LINE NO: 671: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1040; LINE NO: 672: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1040; LINE NO: 673: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1040; LINE NO: 674: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1040; LINE NO: 675: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1039; LINE NO: 676: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1039; LINE NO: 677: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1039; LINE NO: 678: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1039; LINE NO: 679: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1039; LINE NO: 680: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1039; LINE NO: 681: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1039; LINE NO: 682: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1039; LINE NO: 683: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1039; LINE NO: 684: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1039; LINE NO: 685: 
 At Script [0] game_start. At Script [0] game_start. SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 1039; LINE NO: 686:

At Presentation [44] prsnt_artillery_building Trigger [0]. At Presentation [44] prsnt_artillery_building Trigger [0]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1038; LINE NO: 60:
At Presentation [44] prsnt_artillery_building Trigger [0]. At Presentation [44] prsnt_artillery_building Trigger [0]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1040; LINE NO: 104:
At Presentation [44] prsnt_artillery_building Trigger [0]. At Presentation [44] prsnt_artillery_building Trigger [0]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1040; LINE NO: 24:
At Presentation [44] prsnt_artillery_building Trigger [1]. At Presentation [44] prsnt_artillery_building Trigger [1]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1038; LINE NO: 29:
At Presentation [44] prsnt_artillery_building Trigger [1]. At Presentation [44] prsnt_artillery_building Trigger [1]. SCRIPT ERROR ON OPCODE 527: Invalid Item Kind ID: 1039; LINE NO: 34:
At Trigger [1] Consequences. At Trigger [1] Consequences. At Trigger [1] Consequences. SCRIPT ERROR ON OPCODE 567: Invalid Item Kind ID: 1039; LINE NO: 1:
At Trigger [1] Consequences. At Trigger [1] Consequences. At Trigger [1] Consequences. SCRIPT ERROR ON OPCODE 567: Invalid Item Kind ID: 1040; LINE NO: 1:

I know the ones who implented this before me had this to and i am in doubt should i change the operation to scene_prop_get and set slot or exchange the props for items?

little bit of code
Code:
  (try_for_range,reg1,"spr_art_mangonel","spr_cannonball"),
    (item_slot_ge,reg1,230,1),
    (item_get_slot,":time_left",reg1,229),
   (item_get_slot,reg3,"spr_art_onager",230),
actual operations
Code:
527 = item_get_slot
507 = item_set_slot
567 = item_slot_ge
All are fired upon scene props giving me a error.
 

builder of the gods

Sergeant at Arms
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HyperCharge said:
Are there any new constants you added as 229-230 or something?
No only the default ones, however the parts of code i gave are only examples the problem is every time there is uses item_get_slot or item_set_slot on a spr_
slot_center_smithies = 229 #tools
slot_center_tanneries = 230 #leatherwork


But how does that affect your code?

#Project Age of Machinery begin-----------------------------------------------
slot_party_num_cannons = 200
cbt_cannonball = 0
cbt_grenade = 1
cbt_swadian_fire = 2
slot_castle_num_att_art = 200
slot_castle_num_def_art = 201
#Project Age of Machinery begin-----------------------------------------------

Ps updated initial post
 

builder of the gods

Sergeant at Arms
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0
HyperCharge said:
builder of the gods said:
unused items
I was about to write this. :grin:

It is nice to see that this package is used by people. :razz:
Yeah i still need to adjust it to my mod im now halfway trough as i can actualy build them but the unit select presentation looks weird and the siege engines don't show up in battle.
However i hope i will fix that soon and maybe make some changes to your presentations to give them a even cooler look
Ofc will share everything with you in this folder

Oh and as im implenting this in a roman mod for which i already got a cool scene prop for a ballista (shooting stones), i might actually also add it and release code in this topic.

But ofcourse first debugging to my module :smile:

EDIT: you need to overwrite the sceneobj of the random scenes?
 

HyperCharge

Section Moderator
M&BWBWF&SNWVC
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builder of the gods said:
However i hope i will fix that soon and maybe make some changes to your presentations to give them a even cooler look
It would be nice if you do that.  :grin:

builder of the gods said:
Oh and as im implenting this in a roman mod for which i already got a cool scene prop for a ballista (shooting stones), i might actually also add it and release code in this topic.
That could be extremely necessary for sieges. Well, you need bigger castle scenes to feel the immersive while using this package. But smaller versions of artillery could be fit for sieges!  :smile:

builder of the gods said:
EDIT: you need to overwrite the sceneobj of the random scenes?
Just the battle scenes. Look at module_scenes to see which one are they.
 

builder of the gods

Sergeant at Arms
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HyperCharge said:
builder of the gods said:
However i hope i will fix that soon and maybe make some changes to your presentations to give them a even cooler look
It would be nice if you do that.  :grin:

builder of the gods said:
Oh and as im implenting this in a roman mod for which i already got a cool scene prop for a ballista (shooting stones), i might actually also add it and release code in this topic.
That could be extremely necessary for sieges. Well, you need bigger castle scenes to feel the immersive while using this package. But smaller versions of artillery could be fit for sieges!  :smile:

builder of the gods said:
EDIT: you need to overwrite the sceneobj of the random scenes?
Just the battle scenes. Look at module_scenes to see which one are they.
I happen to be using actual city sieges not just the walls so i have big scenes and that is what makes this so perfect
ps i got it to work now however my artillery wont fire, while all the enemy kings with mercenary engineers do fire
 

hendrixs43

Recruit
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how to fix this Problem can some one help

Initializing...
Compiling all global variables...
Exporting strings...
Exporting skills...
Exporting music...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Exporting map_icons...
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Exporting factions...
Exporting items...
Exporting scenes...
Exporting troops...
Exporting particle_sys...
Exporting scene_props...
Exporting tableau_materials...
Exporting presentations...
WARNING:local variable never used: value, at:0
WARNING:Usage of unassigned global variable: $g_presentation_obj_7
Exporting party_tmps...
Exporting parties...
Exporting quests...
Exporting info_pages...
Exporting scripts...
WARNING:local variable never used: cannon_no, at: field_artillery_sawn_a
WARNING:local variable never used: cannon_no, at: field_artillery_sawn_b
WARNING:local variable never used: cannon_no, at: field_artillery_sawn_c
Exporting mission_tmps...
WARNING:local variable never used: num_other_cannon, at:0
WARNING:local variable never used: num_other_cannon, at:0
WARNING:local variable never used: player_agent, at:0
Exporting  game_menus...
Exporting simple_triggers...
Exporting dialogs...
checking global_variables_unused...
WARNING: Global variable never used: $g_presentation_obj_7
Exporting postfx...


------------------------

Script processing has ended.
 

HyperCharge

Section Moderator
M&BWBWF&SNWVC
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You can fix the $g_presentation_obj_7 by writing it to variables.txt in your ms folder.

The rest is normal to get.
 

KnightV

Squire
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Exporting particle data...
Exporting scene props...
Exporting tableau materials data...
Exporting presentations...
WARNING: Local variable never used: value, at: 0
Exporting party_template data...
Exporting parties
Exporting quest data...
Exporting info_page data...
Exporting scripts...
WARNING: Local variable never used: cannon_no, at: field_artillery_spawn_a
WARNING: Local variable never used: cannon_no, at: field_artillery_spawn_b
WARNING: Local variable never used: cannon_no, at: siege_artillery_spawn_a
WARNING: Local variable never used: cannon_no, at: siege_artillery_spawn_b
ERROR: Usage of unassigned local variable: :amount
ERROR: Usage of unassigned local variable: :amount
Exporting mission_template data...
WARNING: Local variable never used: num_other_cannons, at: 0
WARNING: Local variable never used: num_other_cannons, at: 0
WARNING: Local variable never used: player_agent, at: 0
WARNING: Local variable never used: num_other_cannons, at: 0
WARNING: Local variable never used: player_agent, at: 0
Exporting game menus data...
exporting simple triggers...
exporting triggers...
exporting dialogs...
Checking global variable usages...
Exporting postfx_params...

______________________________
how to fix it
 

HyperCharge

Section Moderator
M&BWBWF&SNWVC
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They are normal to get, yet the ":amount" variable shouldn't be seen here. Would you try to add again? You may have missed something.