LSP Kit Combat Project Age of Machinery [Released!]

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HyperCharge said:
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.
Don't worey about amount . It is my problem...i.know that warnings aren't dangerous , but i hate when i compile and i see something wrong ...i want clear compile , help...how to fix
 
Well, I wouldn't let them seen in your builds. But there is nothing I can do for them. At least for my code exp. Because when I tried to fix them, some other bugs shows up. Believe me, you will not want to fix them.  :lol:
 
HyperCharge said:
Well, I wouldn't let them seen in your builds. But there is nothing I can do for them. At least for my code exp. Because when I tried to fix them, some other bugs shows up. Believe me, you will not want to fix them.  :lol:
Ok, so you mean that these warnings dont cause problems and red lines in game , yes?
 
KnightV said:
HyperCharge said:
Well, I wouldn't let them seen in your builds. But there is nothing I can do for them. At least for my code exp. Because when I tried to fix them, some other bugs shows up. Believe me, you will not want to fix them.  :lol:
Ok, so you mean that these warnings dont cause problems and red lines in game , yes?
You got two options
1: find the unneccesary local variables and delete them.

2: tweak the compiler a little bit
I am using WRECK and i disabled the warning by commenting out the following line in the compile.py file
Code:
#WRECK.warnings.append('Injection: %d elements for `%s` in `%s`' % (len(inj_elements), inj_name, plugin))

In your native compiler you should also have it, just open the compiler with something like notepad++ or another text editor and comment out the line which results in a warning
(searching for the text warning could help)
commenting out in python is done (as you probably know) by putting a # in front of the code
 
KnightV said:
Why ingeneers dont use catapults?

You mean the animation? You should give more info about the problem you encountered.

If you're talking about firing, check battle orders by pressing backspace button, catapults starts with order "don't fire".



Sorry for repost. But I need to tell something important.

You can also do your custom battle scenes with the almost same conditions of adding this to siege(without assigning num_attacker_arty'ies to slots). Just don't mix which team owns them. :grin:

I will release a detailed explanation about this. Also, I am about to fix of how to integrate wall destruction. I am trying to understand the code. It is very complicated and wrote genuinely wisely.
 
HyperCharge said:
KnightV said:
Why ingeneers dont use catapults?

You mean the animation? You should give more info about the problem you encountered.

If you're talking about firing, check battle orders by pressing backspace button, catapults starts with order "don't fire".



Sorry for repost. But I need to tell something important.

You can also do your custom battle scenes with the almost same conditions of adding this to siege(without assigning num_attacker_arty'ies to slots). Just don't mix which team owns them. :grin:

I will release a detailed explanation about this. Also, I am about to fix of how to integrate wall destruction. I am trying to understand the code. It is very complicated and wrote genuinely wisely.

I mean that in battle lords don't use catapults, ingeeners simply run into battle with anothers . I know much about AI behaviour from original mount and blade game i know that  ingeneers must use catapults and stand near them all the battle time but they dont what is wrong
 
KnightV said:
I wait for your release it is great, but adding catapults to multiplayer and wall destruction will be very very awesome i wait for it

Multiplayer may be need some changes, in code. For example; who will protect the bots? They will need to be protected.

You may have missed something while porting. The code which makes engineers wait by catapults should be among with the triggers on lead charge or any battle mission in singleplayer.
 
HyperCharge said:
KnightV said:
I wait for your release it is great, but adding catapults to multiplayer and wall destruction will be very very awesome i wait for it

Multiplayer may be need some changes, in code. For example; who will protect the bots? They will need to be protected.

You may have missed something while porting. The code which makes engineers wait by catapults should be among with the triggers on lead charge or any battle mission in singleplayer.

But it is possible to make ? I believe you are working on the wall destruction and custom battle  ? I hope in future i will taste catapults in multiplayer
 
Ok, since this thread started being active again recently, I just wanted to ask if somebody managed to script a well operating cannon based on this script?
And if so would they be willing to share it?
 
HyperCharge said:
KnightV said:
I wait for your release it is great, but adding catapults to multiplayer and wall destruction will be very very awesome i wait for it

Multiplayer may be need some changes, in code. For example; who will protect the bots? They will need to be protected.

You may have missed something while porting. The code which makes engineers wait by catapults should be among with the triggers on lead charge or any battle mission in singleplayer.
I checked missions and i saw that all are right, another variants?
 
Silver Wolf said:
Ok, since this thread started being active again recently, I just wanted to ask if somebody managed to script a well operating cannon based on this script?
And if so would they be willing to share it?
It can be done with setting the firing angle.
KnightV said:
HyperCharge said:
KnightV said:
I wait for your release it is great, but adding catapults to multiplayer and wall destruction will be very very awesome i wait for it

Multiplayer may be need some changes, in code. For example; who will protect the bots? They will need to be protected.

You may have missed something while porting. The code which makes engineers wait by catapults should be among with the triggers on lead charge or any battle mission in singleplayer.
I checked missions and i saw that all are right, another variants?

Are there any formation scripts that makes everyone "hold position" at battle start? I was fixed it that with making an exception for engineers in my mod. So any troop apart from them, were making formation.

What I mean for "custom battle scenes" is not the "custom battles in main menu". It is the scene which selected by "setup_random_scene" while you are going to fight with someone on the map. :smile:
 
Ohh dumn))) but i don't understand you because as i know i when i am starting battle with somebody i can use catapults ...when i am starting battle scene is being choosen by "setup_random" or i dont know something ??

I have not any formation , what you will recommend me?
 
KnightV said:
Ohh dumn))) but i don't understand you because as i know i when i am starting battle with somebody i can use catapults ...when i am starting battle scene is being choosen by "setup_random" or i dont know something ??

I have not any formation , what you will recommend me?

Code:
(0,1,10,[],
      [
      (try_for_agents,":agent_no"),
	 (agent_get_troop_id,":troop_id",":agent_no"),
	 (is_between,":troop_id","trp_foot_gunner","trp_new_array_a"),
         (agent_is_alive,":agent_no"),
	 (agent_slot_eq,":agent_no",12,0),
	 (agent_get_team,":agent_team",":agent_no"),
	 (try_begin),
	   (neg|teams_are_enemies,":agent_team",1),
	   (assign,":agent_team",1),
	   (val_add,"$team1_gunner_spawn",1),
	   (assign,":num_cannons","$team1_num_cannons"),
	   (assign,":num_other_cannons","$team0_num_cannons"),
	   (assign,":num_gunners","$team1_gunner_spawn"),
         (else_try),
	   (neg|teams_are_enemies,":agent_team",0),
	   (assign,":agent_team",0),
	   (val_add,"$team0_gunner_spawn",1),
	   (assign,":num_gunners","$team0_gunner_spawn"),
	   (assign,":num_other_cannons","$team1_num_cannons"),
	   (assign,":num_cannons","$team0_num_cannons"),
	 (try_end),
	 (gt,":num_cannons",0),
	 (store_div,":line",":num_gunners",":num_cannons"),
	 (val_mod,":num_gunners",":num_cannons"),
	 (val_mul,":line",-100),
         (get_player_agent_no,":player_agent"),
#         (agent_get_team,":players_team",":player_agent"),
#	 (try_begin),
#	   (neq,":agent_team",":players_team"),
#           (val_add,":num_gunners",":num_other_cannons"),
#	 (try_end),
#	 (call_script,"script_get_cannon_instance",":num_gunners"),
	 (assign,":number",-1),
         (try_for_range,":scene_prop","spr_art_mangonel","spr_cannonball"),
           (scene_prop_get_num_instances,":num_instances",":scene_prop"),
           (try_for_range,":instance_no",0,":num_instances"),
	      (scene_prop_get_instance,":cannon_instance",":scene_prop",":instance_no"),
	      (item_slot_eq,":cannon_instance",204,":agent_team"),
	      (val_add,":number",1),
	      (eq,":number",":num_gunners"),
	      (assign,":instance",":cannon_instance"),
	   (try_end),
	 (try_end),
#	 (assign,":instance",reg0),
	 (prop_instance_get_position,pos1,":instance"),
	 (position_move_x,pos1,-250),
	 (position_move_y,pos1,":line"),
	 (position_set_z,pos1,10000),
	 (position_set_z_to_ground_level,pos1),
	 (agent_set_slot,":agent_no",12,2),
	 (agent_set_slot,":agent_no",13,":instance"),
	 (agent_set_position,":agent_no",pos1),
         (agent_set_scripted_destination,":agent_no",pos1),
      (try_end),
      ]),

this is the trigger which makes engineers wait by catapults.

I didn't understand what you wrote btw.  :dead:

 
HyperCharge said:
KnightV said:
Ohh dumn))) but i don't understand you because as i know i when i am starting battle with somebody i can use catapults ...when i am starting battle scene is being choosen by "setup_random" or i dont know something ??

I have not any formation , what you will recommend me?



Code:
(0,1,10,[],
      [
      (try_for_agents,":agent_no"),
	 (agent_get_troop_id,":troop_id",":agent_no"),
	 (is_between,":troop_id","trp_foot_gunner","trp_new_array_a"),
         (agent_is_alive,":agent_no"),
	 (agent_slot_eq,":agent_no",12,0),
	 (agent_get_team,":agent_team",":agent_no"),
	 (try_begin),
	   (neg|teams_are_enemies,":agent_team",1),
	   (assign,":agent_team",1),
	   (val_add,"$team1_gunner_spawn",1),
	   (assign,":num_cannons","$team1_num_cannons"),
	   (assign,":num_other_cannons","$team0_num_cannons"),
	   (assign,":num_gunners","$team1_gunner_spawn"),
         (else_try),
	   (neg|teams_are_enemies,":agent_team",0),
	   (assign,":agent_team",0),
	   (val_add,"$team0_gunner_spawn",1),
	   (assign,":num_gunners","$team0_gunner_spawn"),
	   (assign,":num_other_cannons","$team1_num_cannons"),
	   (assign,":num_cannons","$team0_num_cannons"),
	 (try_end),
	 (gt,":num_cannons",0),
	 (store_div,":line",":num_gunners",":num_cannons"),
	 (val_mod,":num_gunners",":num_cannons"),
	 (val_mul,":line",-100),
         (get_player_agent_no,":player_agent"),
#         (agent_get_team,":players_team",":player_agent"),
#	 (try_begin),
#	   (neq,":agent_team",":players_team"),
#           (val_add,":num_gunners",":num_other_cannons"),
#	 (try_end),
#	 (call_script,"script_get_cannon_instance",":num_gunners"),
	 (assign,":number",-1),
         (try_for_range,":scene_prop","spr_art_mangonel","spr_cannonball"),
           (scene_prop_get_num_instances,":num_instances",":scene_prop"),
           (try_for_range,":instance_no",0,":num_instances"),
	      (scene_prop_get_instance,":cannon_instance",":scene_prop",":instance_no"),
	      (item_slot_eq,":cannon_instance",204,":agent_team"),
	      (val_add,":number",1),
	      (eq,":number",":num_gunners"),
	      (assign,":instance",":cannon_instance"),
	   (try_end),
	 (try_end),
#	 (assign,":instance",reg0),
	 (prop_instance_get_position,pos1,":instance"),
	 (position_move_x,pos1,-250),
	 (position_move_y,pos1,":line"),
	 (position_set_z,pos1,10000),
	 (position_set_z_to_ground_level,pos1),
	 (agent_set_slot,":agent_no",12,2),
	 (agent_set_slot,":agent_no",13,":instance"),
	 (agent_set_position,":agent_no",pos1),
         (agent_set_scripted_destination,":agent_no",pos1),
      (try_end),
      ]),

this is the trigger which makes engineers wait by catapults.

I didn't understand what you wrote btw.  :dead:


Thanks for sharing it and i want to say that i cant find this trigger in your module system , maybe you have update your modsys or you haven't marked this trigger by " Project ......"

Your scripts perfectly work with 1.171 modsys?
 
KnightV said:
Thanks for sharing it and i want to say that i cant find this trigger in your module system , maybe you have update your modsys or you haven't marked this trigger by " Project ......"

#Project Age Of Machinery begin-----------------------------------------------
      (ti_before_mission_start,0,0,[],#cannon placement
      [
      (call_script,"script_artillery_variables_reset"),
      (call_script,"script_field_artillery_spawn_a"),
      ]),
      (0,0.1,ti_once,[(eq,"$error_stop_artillery",0)],
      [(call_script,"script_field_artillery_spawn_b"),
      ]),
      (3,0,0,[(eq,"$error_stop_artillery",0)],#cannon ready for fire?
      [(call_script,"script_prepare_artillery"),
      ]),
      (1,0.5,0,#cannon fire
      [(eq,"$error_stop_artillery",0),
      (call_script,"script_artillery_fire_a"),
      ],
      [(call_script,"script_artillery_fire_b"),
      ]),
      (0.1,0,0,[(eq,"$error_stop_artillery",0)],[(val_add,"$timer",1)]),
      (0.1,0,0,[(eq,"$error_stop_artillery",0)],
      [
      (assign,reg1,"$timer"),
      (val_sub,reg1,"$last_time"),
      (gt,reg1,0),
      (val_add,"$last_time",reg1),
      (try_for_range,":ammo","spr_cannonball","spr_cannonball_start_position"),
      (scene_prop_get_num_instances,":num_cannonballs",":ammo"),
      (try_for_range,":instance_no",0,":num_cannonballs"),
      (scene_prop_get_instance,":instance", ":ammo", ":instance_no"),
      (item_get_slot,":moving",":instance",216),
      (try_begin),
        (eq,":moving",1),
        (item_get_slot,":time",":instance",215),
        (val_add,":time",reg1),
        (item_set_slot,":instance",215,":time"),
      (else_try),
        (call_script,"script_get_cannon_instance",":instance_no"),
        (item_get_slot,":time",reg0,206),
        (val_sub,":time",reg1),
        (item_set_slot,reg0,206,":time"),
      (try_end),
      (try_end),
      (try_end),
      ]),
      (0.1,0,0,[(eq,"$error_stop_artillery",0)],
      [(call_script,"script_projectile_physics_field"),
      ]),
    (0,1,10,[(eq,"$error_stop_artillery",0)],
      [
      (try_for_agents,":agent_no"),
(agent_get_troop_id,":troop_id",":agent_no"),
(is_between,":troop_id","trp_foot_gunner","trp_new_array_a"),
        (agent_is_alive,":agent_no"),
(agent_slot_eq,":agent_no",12,0),
(agent_get_team,":agent_team",":agent_no"),
(try_begin),
  (neg|teams_are_enemies,":agent_team",1),
  (assign,":agent_team",1),
  (val_add,"$team1_gunner_spawn",1),
  (assign,":num_cannons","$team1_num_cannons"),
  (assign,":num_other_cannons","$team0_num_cannons"),
  (assign,":num_gunners","$team1_gunner_spawn"),
        (else_try),
  (neg|teams_are_enemies,":agent_team",0),
  (assign,":agent_team",0),
  (val_add,"$team0_gunner_spawn",1),
  (assign,":num_gunners","$team0_gunner_spawn"),
  (assign,":num_other_cannons","$team1_num_cannons"),
  (assign,":num_cannons","$team0_num_cannons"),
(try_end),
(gt,":num_cannons",0),
(store_div,":line",":num_gunners",":num_cannons"),
(val_mod,":num_gunners",":num_cannons"),
(val_mul,":line",-100),
        #(get_player_agent_no,":player_agent"), #FIX HYPERCHARGE
#        (agent_get_team,":players_team",":player_agent"),
# (try_begin),
#   (neq,":agent_team",":players_team"),
#          (val_add,":num_gunners",":num_other_cannons"),
# (try_end),
# (call_script,"script_get_cannon_instance",":num_gunners"),
(assign,":number",-1),
        (try_for_range,":scene_prop","spr_art_mangonel","spr_cannonball"),
          (scene_prop_get_num_instances,":num_instances",":scene_prop"),
          (try_for_range,":instance_no",0,":num_instances"),
      (scene_prop_get_instance,":cannon_instance",":scene_prop",":instance_no"),
      (item_slot_eq,":cannon_instance",204,":agent_team"),
      (val_add,":number",1),
      (eq,":number",":num_gunners"),
      (assign,":instance",":cannon_instance"),
  (try_end),
(try_end),
# (assign,":instance",reg0),
        (is_between,":instance",0,9999999),
(prop_instance_get_position,pos1,":instance"),
(position_move_x,pos1,-250),
(position_move_y,pos1,":line"),
(position_set_z,pos1,10000),
(position_set_z_to_ground_level,pos1),
(agent_set_slot,":agent_no",12,2),
(agent_set_slot,":agent_no",13,":instance"),
# (agent_set_position,":agent_no",pos1),
        (agent_set_scripted_destination,":agent_no",pos1),
      (try_end),
      ]),

#Project Age Of Machinery end-----------------------------------------------

It is there. Look;

http://prntscr.com/i5uvg0

http://prntscr.com/i5uvok

http://prntscr.com/i5uw15

http://prntscr.com/i5uw5d

KnightV said:
Your scripts perfectly work with 1.171 modsys?

Yes. You can port to it safely.
 
Ooooh i am stupid :wink:) i have added this before but your trigger doesnt work


Hypercharge , can we speak about modding in another place? Emm..facebook, discord, vk, skype?
 
KnightV said:
Ooooh i am stupid :wink:) i have added this before but your trigger doesnt work


Hypercharge , can we speak about modding in another place? Emm..facebook, discord, vk, skype?

I haven't gotten any report that the trigger you have problem with until now. Can you try to re-add everything?

We could have spoken, but I don't have much time for long talks. Sorry. :sad:
 
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