can you explain more please thanks!kozure okami said:Hello,
For cheer animation with player, make a new trigger in mission_template.py. (appropriate mission template) or independant trigger
Inside the trigger.
Victory condition and the fonction animation for player agent.
Precise the key for activate the animation.
Greetings.
Aruda said:Is it possible to make it so that when pressed the key again it stops playing the animation? I ask because I'm tweaking it to give morale bonus to friendly units mid battle.
Corbul said:Sorry to necro the thread but can I have a more clear tutorial on this?
I added the code to module_mission_templates, but when I try to compile the module, it gives me an error.
Where do I put the code? Exactly?
Thanks!
PitchPL said:what error, where you put it...
It's not the 'victoire' part, because I tried changing it to 'victory' and I still got this error.Loading module... FAILED.
MODULE `mission_templates` ERROR:
Traceback (most recent call last):
File "compile.py", line 95, in <module>
from module_mission_templates import *
File "C:\Users\home\Desktop\warband modding\Red Stars - Awra\Module_system 1.1
66\module_mission_templates.py", line 1269
animation_victoire = ( 0, 0, 4,
^
SyntaxError: invalid syntax
COMPILATION FAILED.
pilgrim_disguise = [itm_pilgrim_hood,itm_pilgrim_disguise,itm_practice_staff, itm_throwing_daggers]
af_castle_lord = af_override_horse | af_override_weapons| af_require_civilian
pilgrim_disguise = [itm_pilgrim_hood,itm_pilgrim_disguise,itm_practice_staff, itm_throwing_daggers]
af_castle_lord = af_override_horse | af_override_weapons| af_require_civilian
animation_victoire = ( 0, 0, 4,
[
(key_clicked, key_k),
(all_enemies_defeated, 5), # si victoire
],
[
(get_player_agent_no,":player"),
(agent_is_alive, ":player"),
(agent_set_animation, ":player", "anim_cheer",1),
])
"lead_charge",mtf_battle_mode|mtf_synch_inventory,charge,
"You lead your men to battle.",
"lead_charge",mtf_battle_mode|mtf_synch_inventory,charge,
"You lead your men to battle.",
[
(1,mtef_defenders|mtef_team_0,0,aif_start_alarmed,12,[]),
(0,mtef_defenders|mtef_team_0,0,aif_start_alarmed,0,[]),
(4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,12,[]),
(4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,0,[]),
],
[
(ti_on_agent_spawn, 0, 0, [],
[
(store_trigger_param_1, ":agent_no"),
(call_script, "script_agent_reassign_team", ":agent_no"),
(assign, ":initial_courage_score", 5000),
(agent_get_troop_id, ":troop_id", ":agent_no"),
(store_character_level, ":troop_level", ":troop_id"),
(val_mul, ":troop_level", 35),
(val_add, ":initial_courage_score", ":troop_level"), #average : 20 * 35 = 700
(store_random_in_range, ":randomized_addition_courage", 0, 3000), #average : 1500
(val_add, ":initial_courage_score", ":randomized_addition_courage"),
(agent_get_party_id, ":agent_party", ":agent_no"),
(party_get_morale, ":cur_morale", ":agent_party"),
(store_sub, ":morale_effect_on_courage", ":cur_morale", 70),
(val_mul, ":morale_effect_on_courage", 30), #this can effect morale with -2100..900
(val_add, ":initial_courage_score", ":morale_effect_on_courage"),
#average = 5000 + 700 + 1500 = 7200; min : 5700, max : 8700
#morale effect = min : -2100(party morale is 0), average : 0(party morale is 70), max : 900(party morale is 100)
#min starting : 3600, max starting : 9600, average starting : 7200
(agent_set_slot, ":agent_no", slot_agent_courage_score, ":initial_courage_score"),
]),
common_battle_init_banner,
animation_victoire,
animation_victoire = ( 0, 0, 4,
[
(key_clicked, key_k),
(all_enemies_defeated, 5), # si victoire
],
[
(get_player_agent_no, ":player"),
(agent_is_alive, ":player"),
(agent_set_animation, ":player", "anim_cheer", 1),
(try_begin),
(eq, "$character_gender", tf_female),
(agent_play_sound, ":player", "snd_woman_yell"),
(else_try),
(agent_play_sound, ":player", "snd_man_victory"),
(try_end),
])
Kinda late reply on my part, but thanksPitchPL said:put it after
Code:pilgrim_disguise = [itm_pilgrim_hood,itm_pilgrim_disguise,itm_practice_staff, itm_throwing_daggers] af_castle_lord = af_override_horse | af_override_weapons| af_require_civilian
in module_mission_templates.py
This should looks like that
Code:pilgrim_disguise = [itm_pilgrim_hood,itm_pilgrim_disguise,itm_practice_staff, itm_throwing_daggers] af_castle_lord = af_override_horse | af_override_weapons| af_require_civilian animation_victoire = ( 0, 0, 4, [ (key_clicked, key_k), (all_enemies_defeated, 5), # si victoire ], [ (get_player_agent_no,":player"), (agent_is_alive, ":player"), (agent_set_animation, ":player", "anim_cheer",1), ])
Keep in mind that you need add this triger somewhere. So find
Code:"lead_charge",mtf_battle_mode|mtf_synch_inventory,charge, "You lead your men to battle.",
Under common_battle_init_banner, add
animation_victoire,
This should look like this;
Code:"lead_charge",mtf_battle_mode|mtf_synch_inventory,charge, "You lead your men to battle.", [ (1,mtef_defenders|mtef_team_0,0,aif_start_alarmed,12,[]), (0,mtef_defenders|mtef_team_0,0,aif_start_alarmed,0,[]), (4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,12,[]), (4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,0,[]), ], [ (ti_on_agent_spawn, 0, 0, [], [ (store_trigger_param_1, ":agent_no"), (call_script, "script_agent_reassign_team", ":agent_no"), (assign, ":initial_courage_score", 5000), (agent_get_troop_id, ":troop_id", ":agent_no"), (store_character_level, ":troop_level", ":troop_id"), (val_mul, ":troop_level", 35), (val_add, ":initial_courage_score", ":troop_level"), #average : 20 * 35 = 700 (store_random_in_range, ":randomized_addition_courage", 0, 3000), #average : 1500 (val_add, ":initial_courage_score", ":randomized_addition_courage"), (agent_get_party_id, ":agent_party", ":agent_no"), (party_get_morale, ":cur_morale", ":agent_party"), (store_sub, ":morale_effect_on_courage", ":cur_morale", 70), (val_mul, ":morale_effect_on_courage", 30), #this can effect morale with -2100..900 (val_add, ":initial_courage_score", ":morale_effect_on_courage"), #average = 5000 + 700 + 1500 = 7200; min : 5700, max : 8700 #morale effect = min : -2100(party morale is 0), average : 0(party morale is 70), max : 900(party morale is 100) #min starting : 3600, max starting : 9600, average starting : 7200 (agent_set_slot, ":agent_no", slot_agent_courage_score, ":initial_courage_score"), ]), common_battle_init_banner, animation_victoire,
Last thing you need to do is ... read modding tutorials.