OSP Code Combat Spear Bracing Kit (Updated)

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Good modder should accomodate, not only people who like all features his mod has, but also some who don't like any of the features. So he put ability to turn off/disable the feature.That the $setting_use_spearwall 's used for.
The variable usualy be set or reset in camp menu. If you want to test and make the spearwall always be on, put (assign, " $setting_use_spearwall", 1) somewhere on "start" script.
 
So, with that $setting_use_spearwall the player has a choice whether it is activated or not? If so, I don't think I'll disable it. :smile:
 
Oddly enough, I can no longer brace at all. Can anyone see what's wrong with this:
Code:
pilgrim_disguise = [itm_turban1,itm_lolrobe3,itm_mace_2, itm_throwing_daggers]
af_castle_lord = af_override_horse | af_override_weapons| af_require_civilian

#ADDED CRUGER BEGIN-----------------------------------------------------------------------------
spearwall_trigger_1 = (0.2, 0, ti_once, [(eq,"$setting_use_spearwall",1)], [
        (assign,"$spear_in_position",0),
		#THIS IS TWEAKED FROM THE ORIGINAL IN ORDER TO MAKE IT WORK
        (assign,"$setting_use_spearwall",1),
		#THIS IS TWEAKED FROM THE ORIGINAL IN ORDER TO MAKE IT WORK
        (try_for_agents,":agent"),
          (agent_set_slot,":agent",slot_agent_spearwall,0),
          (agent_set_slot,":agent",slot_agent_x,0),
          (agent_set_slot,":agent",slot_agent_y,0),
          (agent_set_slot,":agent",slot_agent_z,0),
          (agent_set_slot,":agent",slot_agent_speed,0),
        (try_end),
        ])

spearwall_trigger_2 = (0.2, 0, 0, [(eq,"$setting_use_spearwall",1)], [
        (set_fixed_point_multiplier, 100),
        (try_for_agents,":agent"),
          (agent_is_alive,":agent"),
          (agent_get_slot,":oldagentx",":agent",slot_agent_x),
          (agent_get_slot,":oldagenty",":agent",slot_agent_y),
          (agent_get_slot,":oldagentz",":agent",slot_agent_z),
          (agent_get_position, pos1, ":agent"),
          (position_get_x,":agentx",pos1),
          (position_get_y,":agenty",pos1),
          (position_get_z,":agentz",pos1),
          (position_set_x,pos2,":oldagentx"),
          (position_set_y,pos2,":oldagenty"),
          (position_set_z,pos2,":oldagentz"),
          (position_set_x,pos1,":agentx"),
          (position_set_y,pos1,":agenty"),
          (position_set_z,pos1,":agentz"),
          (get_distance_between_positions,":speed",pos1,pos2),
          (agent_set_slot,":agent",slot_agent_x,":agentx"),
          (agent_set_slot,":agent",slot_agent_y,":agenty"),
          (agent_set_slot,":agent",slot_agent_z,":agentz"),
          (agent_set_slot,":agent",slot_agent_speed,":speed"),
        (try_end),
        ])

spearwall_trigger_3 = (0, 0, 0, [(eq,"$spear_in_position",1),(this_or_next|game_key_clicked, gk_attack),
        (this_or_next|game_key_clicked, gk_defend),(this_or_next|game_key_clicked, gk_defend),
        (this_or_next|game_key_clicked, gk_move_forward),(this_or_next|game_key_clicked, gk_move_backward),
        (this_or_next|game_key_clicked, gk_move_left),(this_or_next|game_key_clicked, gk_move_right),
        (this_or_next|game_key_clicked, gk_equip_primary_weapon),(this_or_next|game_key_clicked, gk_equip_secondary_weapon),
        (this_or_next|game_key_clicked, gk_action),(game_key_clicked, gk_sheath_weapon)
        ], 
       [(get_player_agent_no,":player"),
        (agent_is_alive,":player"),
        (display_message,"@Releasing spear.",0x6495ed),
        (agent_set_animation, ":player", "anim_release_thrust_staff"),
        (assign,"$spear_in_position",0),
        ])

spearwall_trigger_4 = (0.2, 0, 0, [(eq,"$setting_use_spearwall",1)], [
        (try_for_agents,":agent"),
          (agent_get_horse,":horse",":agent"),
          (neg|gt,":horse",0),
          (agent_get_slot,":speartimer",":agent",slot_agent_spearwall),
          (lt,":speartimer",10),
          (val_add,":speartimer",2),
          (agent_set_slot,":agent",slot_agent_spearwall,":speartimer"),
        (try_end),
        ])

spearwall_trigger_5 = (3, 0, 0, [(eq,"$spear_in_position",1)],[
        (get_player_agent_no,":player"),
        (agent_is_alive,":player"),
        (agent_set_animation, ":player", "anim_spearwall_hold"),
        ])

spearwall_trigger_6 = (0.1, 0, 0, [(eq,"$setting_use_spearwall",1)], [
        (get_player_agent_no,":player"),
        (agent_get_team,":playerteam",":player"),
        (try_for_agents,":agent"),
           (agent_is_alive,":agent"),
           (neq,":agent",":player"),
           (agent_is_human,":agent"),
           (agent_get_horse,":horse",":agent"),
           (neg|gt,":horse",0),
           (agent_get_slot,":speartimer",":agent",slot_agent_spearwall),
           (ge,":speartimer",10),
           (agent_get_simple_behavior,":state",":agent"),
           (agent_get_team,":team1",":agent"),
           (agent_get_class,":class",":agent"),
           (team_get_movement_order,":order",":team1",":class"),
           (assign,":continue",0),
           (try_begin),
              (neq,":team1",":playerteam"),
              (this_or_next|eq,":state",aisb_hold),
              (this_or_next|eq,":state",aisb_flock),
              (eq,":state",aisb_go_to_pos),
              (assign,":continue",1),
           (else_try),
              (this_or_next|eq,":order",mordr_hold),
              (eq,":order",mordr_stand_ground),
              (this_or_next|eq,":state",aisb_hold),
              (this_or_next|eq,":state",aisb_flock),
              (this_or_next|eq,":state",aisb_melee),
              (eq,":state",aisb_go_to_pos),
              (assign,":continue",1),
           (try_end),
           (eq,":continue",1),
           (assign,":continue",0),
           (try_begin),
              (eq,":team1",":playerteam"),
#              (eq,"$rout",0),
              (assign,":continue",1),
           (else_try),
#              (eq,"$airout",0),
              (assign,":continue",1),
           (try_end),
           (eq,":continue",1),
           (assign,":continue",0),
           (agent_get_wielded_item, ":handone", ":agent", 0),
           (agent_get_wielded_item, ":handtwo", ":agent", 1),
           (assign,":speardist",145),
           (try_for_range,":spear","itm_pitch_fork","itm_fredrikshield"),
              (this_or_next|eq,":handone",":spear"),
              (eq,":handtwo",":spear"),
              (assign,":continue",1),
              (try_begin),
                 (eq,":spear","itm_boar_spear"),
                 (assign,":speardist",157),
              (else_try),
                 (eq,":spear","itm_sulsucpike1"),
                 (assign,":speardist",400),
            (else_try), 
                 (eq,":spear","itm_rrr1_spear"),
                 (assign,":speardist",160),
            (else_try), 
                 (eq,":spear","itm_rrr2_spear"),
                 (assign,":speardist",160),
            (else_try), 
                 (eq,":spear","itm_rrr3_spear"),
                 (assign,":speardist",160),
           (else_try), 
                 (eq,":spear","itm_spear"),
                 (assign,":speardist",135),
            (else_try), 
                 (eq,":spear","itm_war_spear"),
                 (assign,":speardist",160),
            (else_try), 
                 (eq,":spear","itm_military_scythe"),
                 (assign,":speardist",200),
              (else_try),
                 (eq,":spear","itm_pike"),
                 (assign,":speardist",245),
              (else_try),
                 (eq,":spear","itm_long_spear"),
                 (assign,":speardist",245),
              (else_try),
                 (eq,":spear","itm_broad_spear"),
                 (assign,":speardist",160),
              (else_try),
                 (eq,":spear","itm_pike1"),
                 (assign,":speardist",167),
             (else_try),
                 (assign,":continue",0),
                 (try_end),

           (try_end),
           (eq,":continue",1),
           (assign,":victim",-1),
           (agent_get_position,pos1,":agent"),
           (try_for_agents,":possible_victim"),
              (agent_is_alive,":possible_victim"),
              (neg|agent_is_human,":possible_victim"),
              (agent_get_rider,":rider",":possible_victim"),
              (ge,":rider",0),
              (agent_get_team,":team2",":rider"),
              (teams_are_enemies,":team1",":team2"),
              (agent_get_position,pos2,":possible_victim"),
              (get_distance_between_positions,":dist",pos1,pos2),
              (lt,":dist",":speardist"),
              (neg|position_is_behind_position,pos2,pos1),
              (agent_get_slot,":speed",":possible_victim",slot_agent_speed),
              (ge,":speed",120), # Remember to change this if the timing on speed checks changes
              (assign,":victim",":possible_victim"),
           (try_end),
           (gt,":victim",-1),
           (agent_set_animation, ":agent", "anim_spearwall_hold"),
           (agent_play_sound,":victim","snd_metal_hit_high_armor_high_damage"),
           (store_agent_hit_points,":hp",":victim",0),
           (store_agent_hit_points,":oldhp",":victim",1),
           (val_div,":speed",2), # Remember to change this if the timing on speed checks changes
           (val_sub,":speed",15),
           (val_sub,":hp",":speed"),
           (val_max,":hp",0),
           (agent_set_slot,":agent",slot_agent_spearwall,0),
           (agent_get_horse,":playerhorse",":player"),           
           (agent_set_hit_points,":victim",":hp",0),
           (agent_deliver_damage_to_agent,":victim",":victim"),
           (try_begin),
              (eq,":victim",":playerhorse"),
              (store_agent_hit_points,":hp",":victim",1),
              (val_sub,":oldhp",":hp"),
              (assign,reg1,":oldhp"),
              (display_message,"@Your horse received {reg1} damage from a braced spear!",0xff4040),
           (try_end),
        (try_end),
        ])
spearwall_trigger_7 = (0.1, 0, 0, [(eq,"$spear_in_position",1)], [
        (get_player_agent_no,":player"),
        (agent_is_alive,":player"),
        (store_agent_hit_points,":hp",":player",1),
        (lt,":hp","$spear_hp"),
        (display_message,"@The injury causes your grip on the spear to slip!",0xff4040),
        (agent_set_animation, ":player", "anim_release_thrust_staff"),
        (assign,"$spear_in_position",0),
        ])

spearwall_trigger_8 = (0.1, 0, 0, [(eq,"$spear_in_position",1)], [
        (get_player_agent_no,":player"),
        (agent_is_alive,":player"),
        (agent_get_slot,":speartimer",":player",slot_agent_spearwall),
        (ge,":speartimer",10),
        (assign,":victim",-1),
        (agent_get_position,pos1,":player"),
        (try_for_agents,":possible_victim"),
           (agent_is_alive,":possible_victim"),
           (neg|agent_is_human,":possible_victim"),
           (agent_get_rider,":rider",":possible_victim"),
           (ge,":rider",0),
           (neg|agent_is_ally,":rider"),
           (agent_get_position,pos2,":possible_victim"),
           (get_distance_between_positions,":dist",pos1,pos2),
           (lt,":dist","$spear_dist"),
           (neg|position_is_behind_position,pos2,pos1),
           (agent_get_slot,":speed",":possible_victim",slot_agent_speed),
           (ge,":speed",120), # Remember to change this if the timing on speed checks changes
           (assign,":victim",":possible_victim"),
        (try_end),
        (gt,":victim",-1),
        (agent_play_sound,":victim","snd_metal_hit_high_armor_high_damage"),
        (store_agent_hit_points,":hp",":victim",0),
        (store_agent_hit_points,":oldhp",":victim",1),
        (val_div,":speed",2), # Remember to change this if the timing on speed checks changes
        (val_sub,":speed",15),
        (val_sub,":hp",":speed"),
        (val_max,":hp",0),
        (agent_set_hit_points,":victim",":hp",0),
        (agent_deliver_damage_to_agent,":victim",":victim"),
        (agent_set_slot,":player",slot_agent_spearwall,0),
        (store_agent_hit_points,":hp",":victim",1),
        (val_sub,":oldhp",":hp"),
        (assign,reg1,":oldhp"),
        (display_message,"@Spear-wall dealt {reg1} damage!"),
        ])
spearwall_trigger_9 = (0, 0, 2, [(key_clicked, key_b),(eq,"$setting_use_spearwall",1)],
       [(assign,":continue",0),
        (get_player_agent_no,":player"),
        (agent_is_alive,":player"),
        (agent_get_wielded_item, ":handone", ":player", 0),
        (agent_get_wielded_item, ":handtwo", ":player", 1),
        (assign,"$spear_dist",145),
        (try_for_range,":spear","itm_pitch_fork","itm_fredrikshield"),
            (this_or_next|eq,":handone",":spear"),
            (eq,":handtwo",":spear"),
            (assign,":continue",1),
              (try_begin),
                 (eq,":spear","itm_boar_spear"),
                 (assign,"$spear_dist",157),
              (else_try),
                 (eq,":spear","itm_sulsucpike1"),
                 (assign,"$spear_dist",400),
        (else_try), 
                 (eq,":spear","itm_rrr1_spear"),
                 (assign,"$spear_dist",160),
            (else_try), 
                 (eq,":spear","itm_rrr2_spear"),
                 (assign,"$spear_dist",160),
            (else_try), 
                 (eq,":spear","itm_rrr3_spear"),
                 (assign,"$spear_dist",160),
           (else_try), 
                 (eq,":spear","itm_spear"),
                 (assign,"$spear_dist",135),
            (else_try), 
                 (eq,":spear","itm_war_spear"),
                 (assign,"$spear_dist",160),
            (else_try), 
                 (eq,":spear","itm_military_scythe"),
                 (assign,"$spear_dist",200),
              (else_try),
                 (eq,":spear","itm_pike"),
                 (assign,"$spear_dist",245),
              (else_try),
                 (eq,":spear","itm_long_spear"),
                 (assign,"$spear_dist",245),
              (else_try),
                 (eq,":spear","itm_broad_spear"),
                 (assign,"$spear_dist",160),
              (else_try),
                 (eq,":spear","itm_pike1"),
                 (assign,"$spear_dist",167),
             (else_try),
                 (assign,":continue",0),
                 (try_end), 
        (try_end),
        (eq,":continue",1),
         (agent_get_horse,":horse",":player"),
        (neg|gt,":horse",0),
        (neq, "$spear_in_position", 1),
        (display_message,"@Bracing spear for charge.",0x6495ed),
        (agent_set_animation, ":player", "anim_spearwall_hold"),
        (assign, "$spear_in_position", 1),
        (store_agent_hit_points,"$spear_hp",":player",1),
        ])

common_battle_mission_start = (
  ti_before_mission_start, 0, 0, [],
  [
    (team_set_relation, 0, 2, 1),
    (team_set_relation, 1, 3, 1),
    (call_script, "script_change_banners_and_chest"),
    ])
I'll have to point out this is more or less CinuzIta's stuff, only with my items and item lengths. Credit therefore goes to him and, apparently, to Cruger.
 
hi is there a mod version of this spear bracing kit? as it seems a really good idea, and I would like it in my game.
But I don't have the know-how to put it in my native game :smile:
 
I learn rubik's improved autoloot codes, and I think it can be used to optimize spearbrace code as below that I 'd like to share in this forum.
What I do is to add slot_item_weapon_length to all weapon, so it will make easier to check spear length.

First, rewrite parts of rubik's improved autoloot codes used, if you don't have it yet. If you have it already, just add lines that I sign with # for spearbrace.
On the begining module_scripts.py
Code:
# -*- coding: cp1254 -*-
from header_common import *
from header_operations import *
from module_constants import *
from header_parties import *
from header_skills import *
from header_mission_templates import *
from header_items import *
from header_triggers import *
from header_terrain_types import *
from header_music import *
from ID_animations import *       

  #### Autoloot improved by rubik begin
ibf_item_type_mask = 0x000000ff
  
def set_item_difficulty():
  item_difficulty = []
  for i_item in xrange(len(items)):
    item_difficulty.append((item_set_slot, i_item, slot_item_difficulty, get_difficulty(items[i_item][6])))
  return item_difficulty[:]

def set_item_base_score():
  item_base_score = []
  for i_item in xrange(len(items)):
    if items[i_item][3] & ibf_item_type_mask == itp_type_two_handed_wpn and items[i_item][3] & itp_two_handed == 0:
      item_base_score.append((item_set_slot, i_item, slot_two_handed_one_handed, 1))
    type = items[i_item][3] & ibf_item_type_mask
    if type >= itp_type_head_armor and type <= itp_type_hand_armor:
      item_base_score.append((item_set_slot, i_item, slot_item_head_armor, get_head_armor(items[i_item][6])))
      item_base_score.append((item_set_slot, i_item, slot_item_body_armor, get_body_armor(items[i_item][6])))
      item_base_score.append((item_set_slot, i_item, slot_item_leg_armor, get_leg_armor(items[i_item][6])))
    elif type >= itp_type_one_handed_wpn and type <= itp_type_thrown and type != itp_type_shield:
      item_base_score.append((item_set_slot, i_item, slot_item_thrust_damage, get_thrust_damage(items[i_item][6])))
      item_base_score.append((item_set_slot, i_item, slot_item_swing_damage, get_swing_damage(items[i_item][6])))
      item_base_score.append((item_set_slot, i_item, slot_item_weapon_length, get_weapon_length(items[i_item][6])))   # for spearbrace
    elif type == itp_type_horse:
      item_base_score.append((item_set_slot, i_item, slot_item_horse_speed, get_missile_speed(items[i_item][6])))
      item_base_score.append((item_set_slot, i_item, slot_item_horse_armor, get_body_armor(items[i_item][6])))
    elif type == itp_type_shield:
      item_base_score.append((item_set_slot, i_item, slot_item_shield_size, get_weapon_length(items[i_item][6])))
      item_base_score.append((item_set_slot, i_item, slot_item_shield_armor, get_body_armor(items[i_item][6])))
  return item_base_score[:]
  #### Autoloot improved by rubik end

on "game start" script :
Code:
scripts = [

  #script_game_start:
  # This script is called when a new game is started
  # INPUT: none
  ("game_start",
   [
      #Autoloot:
      # initialization hook
      (call_script, "script_init_item_difficulties"),
      #end Autoloot:     
      #### Autoloot improved by rubik begin


before the last ] :
Code:
  #### Autoloot improved by rubik begin
  ("init_item_difficulties", set_item_difficulty()),
  #### Autoloot improved by rubik end

] #Last ]

Put somewhere on module_constants.py :
Code:
###################################################################################
# AutoLoot: Modified Constants
# Most of these are slot definitions, make sure they do not clash with your mod's other slot usage
###################################################################################
# This is an item slot
slot_item_difficulty = 5

## Autoloot BEGIN

  #### Autoloot improved by rubik begin
slot_item_head_armor      = 6
slot_item_body_armor      = 7
slot_item_leg_armor       = 8

# slots redefine, no need to create more new slots, 3 is enough
slot_item_thrust_damage      = slot_item_head_armor
slot_item_swing_damage       = slot_item_body_armor
slot_two_handed_one_handed   = slot_item_leg_armor

slot_item_horse_speed        = slot_item_head_armor
slot_item_horse_armor        = slot_item_body_armor

slot_item_shield_size        = slot_item_head_armor
slot_item_shield_armor       = slot_item_body_armor
  #### Autoloot improved by rubik end

## Autoloot END

slot_item_weapon_length = 9 ## for Spearbrace

Ok, by running script_init_item_difficulties, then slot_item_weapon_length is set to all spears to use.
 
I'm sorry, must be splited. My post was cut for Line limit.
This is the 2nd part:

Optimizer of Spearbrace Code, ORIGINAL :
Code:
           (assign,":continue",0),
           (agent_get_wielded_item, ":handone", ":agent", 0),
           (agent_get_wielded_item, ":handtwo", ":agent", 1),
           (assign,":speardist",145),
           (try_for_range,":spear","itm_pitch_fork","itm_wooden_shield"),
              (this_or_next|eq,":handone",":spear"),
              (eq,":handtwo",":spear"),
              (assign,":continue",1),
              (try_begin),
                 (eq,":spear","itm_war_spear"),
                 (assign,":speardist",160),
              (else_try),
                 (eq,":spear","itm_spear_e_2-5m"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_light_lance"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_lance"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_heavy_lance"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_pike"),
                 (assign,":speardist",255),
              (else_try),
                 (eq,":spear","itm_ashwood_pike"),
                 (assign,":speardist",160),
              (else_try),
                 (eq,":spear","itm_awlpike"),
                 (assign,":speardist",170),
              (else_try),
                 (eq,":spear","itm_pitch_fork"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_military_fork"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_battle_fork"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_boar_spear"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_glaive"),
                 (assign,":speardist",167),
              (else_try),
                 (eq,":spear","itm_poleaxe"),
                 (assign,":speardist",180),
              (else_try),
                 (eq,":spear","itm_polehammer"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_shortened_spear"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_staff"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_quarter_staff"),
                 (assign,":continue",0),
              (else_try),
                 (eq,":spear","itm_iron_staff"),
                 (assign,":continue",0),
              (try_end),
           (try_end),
           (eq,":continue",1),

Change to :
Code:
    (agent_get_wielded_item, ":weapon", ":agent", 0),
    (gt, ":weapon", 0),
    (item_get_type, ":type", ":weapon"),
    (eq, ":type", itp_type_polearm),
    (item_get_slot,":speardist",":weapon",slot_item_weapon_length),


All credits goes to rubik for inspiring code, and all scripters built spear brace in this thread.
 
Nice dunde.

I was just wondering, is it possible to adapt the spear brace code to remove a cavalry from her horse without killing either of them? I'd really like to simulate bill hooks.
I'm guessing I should first look at how berserker pride added the damage to the rider, but actually figuring out how to push them off the horse is beyond my imagination.
 
Piddyx said:
Can anyone verify that this modification works as advertised without bugs?
Native Expansion, Europe 1200, Hordelands. Those mods certainly have it working, so it can be done.
 
Piddyx said:
Can anyone verify that this modification works as advertised without bugs?

Witch one ?? the mercenary or dundy ?? i only tried mercenary and it works, you just have to do it to the letter. and it should be implemented without a problem.
 
I followed the instructions on the first post, and changed the weapons for my mod, but I keep getting this error:

Code:
Initializing...
Compiling all global variables...
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Exporting map icons...
Creating new tag_uses.txt file...
Creating new quick_strings.txt file...
Exporting faction data...
Exporting item data...
Exporting scene data...
Exporting troops data
Exporting particle data...
Exporting scene props...
Exporting tableau materials data...
Exporting presentations...
Exporting party_template data...
Exporting parties
Exporting quest data...
Exporting scripts...
Exporting mission_template data...
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
WARNING: Local variable never used: speardist
Exporting game menus data...
exporting simple triggers...
exporting triggers...
exporting dialogs...
Checking global variable usages...

______________________________

Script processing has ended.
Press any key to exit. . .

Some help would be appreciated, thanks :grin:
 
I am just a newb but one else is responding.  I am going to guess ":speardist" is the problem. I think you had it assigned but it never did anything with it or something .  For some reason it never got "used".
 
Have you gotten this to work in Warband? I think I get the same animation error as the shield bash kit.
 
No, I never do mods for Warband yet. I'll wait til full version released.
I missed the animations too in MnB 1.011 just like shield bash. I got hit by shield bash and losing healthpoints without any animation indicate that a shield did hit me.
 
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