OSP Code Combat Shield Bash kit. Bug fixed and expanded!

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I can't get that module system to work, i did what the tutorial said but it did not work. Is there such a thing as a installer for this mod? Or some files i could replace?
 
eliteman123 说:
How do I get this action? I cannot seem to find the Module Scripts anywhere. I nearly searched my whole entire Mount&Blade Folder, but found nothing but Module.ini contents. Somebody help me...

Have you installed the Module System editor? You'll need it to mod! :wink:
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Double wielding attack?
With this "Bash" effect, would it be possible to replace the shield texture with, let's say, an axe.. And then you'll actually be able to attack with both hands!??  :twisted:
 
I am new to this game and forum, can anyone please with all do respect guide me on how I install the shield bash kit onto my game?
 
Thymo 说:
eliteman123 说:
How do I get this action? I cannot seem to find the Module Scripts anywhere. I nearly searched my whole entire Mount&Blade Folder, but found nothing but Module.ini contents. Somebody help me...

Have you installed the Module System editor? You'll need it to mod! :wink:
_____________________-
Double wielding attack?
With this "Bash" effect, would it be possible to replace the shield texture with, let's say, an axe.. And then you'll actually be able to attack with both hands!??  :twisted:

I like how you think.  That could be implemented for sure with this new sheild bash.
 
the attack itself yeah its definitely possible, though an animation for it would be a problem, so it'd look lame and pointless.
 
I'm not familiar with scripts infortunately :/ i have 1 question:

Does it work with 1.xxx? if yes i'm willing to try and mess with those scripts... thank you very much for the mod as i always wanted to someone wake up and see how much cooler the games become when u can use your shiled like that.

Don't we all scream "uuuuuhh" when they do that on the movies ? :wink:
 
hmm i get it. lately i'm finally being bolder in aplying more complicated mods so i can get familliar and maybe some day implement some little changes of my own.. i have so many ideas :/
because afterall the game only needs minor changes in depth to be perfect :smile:
 
I tried using it, for a while the key bindings didnt work for anything... after a while though they started working, dont know why.
 
Key bindings work in Age of Machinery in 1.011 for the custom troop formations.  We'll have to see if this works for my mod when I port it to 1.011.
 
Attempting to make a (Most likely crap) mod, and I wanted to get this in. Everythings done except Mission templates. Tried figuring it out, but I cant figure out which need itand where to put it. 'Tis pissing me off rather royally :sad:

So by any chance could someone paste an example for it?



...Or you could always just upload a native mission template python file with it in :razz: Then again, wouldnt help me much >.<
 
Yeah, second what Taimat said - only I think it could be useful for those of us that don' t know where to put the changes properly.

Worst case, posting the modded native file(s) (the one(s) you need to include shield bash) would allow people to use it as a starting point.
The mini-mod I'm making now, e.g., only has changes to the troop tree and weapon properties, so the shield bash script would probably not interfere with anything else at this point.

Also: Can there be set multiple ranges for the shields that are affected?
 
It's not the key-bindings but the items that has changed place. This code won't test for the shields, you have to write
(try_for_range,":shield","itm_wooden_shield","itm_jarid"),
in the module_missiontemplates file.

The animation works but I don't do any damage though...
 
Ive tried numerous times to install it, but to no avail... I think I'm doing the last one wrong, I try to paste it over unused human animations in module ani., but I keep getting a very long big error full of lots of puntuation marks that doesnt look like anything to do with the shield bash animation. Any suggestions?
 
Taimat396 说:
Attempting to make a (Most likely crap) mod, and I wanted to get this in. Everythings done except Mission templates. Tried figuring it out, but I cant figure out which need itand where to put it. 'Tis pissing me off rather royally :sad:

So by any chance could someone paste an example for it?



...Or you could always just upload a native mission template python file with it in :razz: Then again, wouldnt help me much >.<

Yea I got everything to work except mission templates too, matter of placing it in the right spot I guess....I'll keep trying...anyone knows where to exactly place it let me know.
This "Shieldbash script" is for 1.011 right?
 
i'll do this when i get 'round to it - but if someone wants to pick up the sword on this....

if anyone looks long and hard at mission_templates.py, the first part sets up universal calls 'to do' something - like common_battle_mission_start, common_battle_tab_press, etc which is simply a repeating call (timer, ti, whatever). it's used so that redundant commands can be easily added, and reduce space makes an easier read.

what i propose is to drive the bash script call into one of these formats, so that instead of adding all these lines to each mission, and call it something like, shield_bash_toolkit.

it'd work, and look nice. maw
 
ok...

here's how ta do something different....

after adding the cf_ scripts to module_scripts.py, and after adding the animations to module_animations.py, add to module_mission_templates.py this immediately before mission_templates = [


shield_bash_kit = [

      (ti_before_mission_start, 0, 0, [], [(assign,"$bash_readiness",0)]),


      (0.1, 0, 0, [], [(val_add,"$bash_readiness",1),]),


      (0, 0, 0, [(game_key_is_down, gk_defend),(game_key_clicked, gk_attack),],
      [(assign,":continue",0),
        (get_player_agent_no,":player"),
        (agent_is_alive,":player"),
        (try_for_range,":shield","itm_wooden_shield","itm_heraldic_mail_with_surcoat"),
            (agent_has_item_equipped,":player",":shield"),
            (assign,":continue",1),
        (end_try),
        (eq,":continue",1),
        (agent_get_horse,":horse",":player"),
        (neg|gt,":horse",0),
        (ge,"$bash_readiness",10),
        (assign,"$bash_readiness",0),
        (call_script,"script_cf_agent_shield_bash",":player"),
        ]),

      (1.0, 0, 0, [],
      [(get_player_agent_no,":player"),
        (try_for_agents,":agent"),
          (agent_is_alive,":agent"),
          (agent_is_human,":agent"),
          (neq,":agent",":player"),
          (agent_get_class ,":class", ":agent"),
          (neq,":class",grc_cavalry),
          (assign,":continue",0),
          (try_for_range,":shield","itm_wooden_shield","itm_heraldic_mail_with_surcoat"),
              (agent_has_item_equipped,":agent",":shield"),
              (assign,":continue",1),
          (end_try),
          (eq,":continue",1),
          (assign,":chances",0),
          (agent_get_team,":team",":agent"),
          (agent_get_position,pos1,":agent"),
          (try_for_agents,":eek:ther"),
                (agent_is_alive,":eek:ther"),
                (agent_is_human,":eek:ther"),
                (agent_get_class ,":class", ":eek:ther"),
                (neq,":class",grc_cavalry),
                (agent_get_team,":eek:therteam",":eek:ther"),
                (neq,":team",":eek:therteam"),
                (agent_get_position,pos2,":eek:ther"),
                (get_distance_between_positions,":dist",pos1,pos2),
                (neg|position_is_behind_position,pos2,pos1),
                (lt,":dist",200),
                (val_add,":chances",1),
          (end_try),
          (store_agent_hit_points,":health",":agent",0),
          (val_mul,":health",-1),
          (val_add,":health",100),
          (val_div,":health",10),
          (val_mul,":chances",":health"),
          (store_random_in_range,":rand",1,25),
          (lt,":rand",":chances"),
          (call_script,"script_cf_agent_shield_bash",":agent"),
        (end_try),]),

]



then, add     

shield_bash_kit,

after every instance of common_battle_inventory, and change the timing of the script (the one that contains immediately above it:

      (1, 4, ti_once, [(main_hero_fallen)],

from 1,4, to 1,12,

works for me. hah! maw

PS - you can also add the death script in a similar manner, or any other repetitive script you want to pop; or even just a really convoluted long script that you don't want to gum up the mission template visually - that way as you make edits, it only has to be done in the inititial setting rather than in ten instances throughout the mission_templates.
 
wow. what the hell is all that?

well - i didn't get it. off the cuff, i'm thinking a ] is missing, or one too many. maw
 
This is pretty brilliant.  Mad props. Thanks for your easier version tweak Maw, was attempting to figure out how to do that myself, but I'm not that great with python.  Goin' in my mini-mod yay.
 
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