Specialist
Master Knight
I wish. Then I wouldn't have to make my own game in another engine...
party_end_battle = 108 # (party_end_battle,<party_no>),
is_edit_mode_enabled = 255 # (is_edit_mode_enabled),
options_get_damage_to_player = 260 # (options_get_damage_to_player, <destination>), #0 = 1/4, 1 = 1/2, 2 = 1/1
options_set_damage_to_player = 261 # (options_set_damage_to_player, <value>), #0 = 1/4, 1 = 1/2, 2 = 1/1
options_get_damage_to_friends = 262 # (options_get_damage_to_friends, <destination>), #0 = 1/2, 1 = 3/4, 2 = 1/1
options_set_damage_to_friends = 263 # (options_set_damage_to_friends, <value>), #0 = 1/2, 1 = 3/4, 2 = 1/1
options_get_combat_ai = 264 # (options_get_combat_ai, <destination>), #0 = good, 1 = average, 2 = poor
options_set_combat_ai = 265 # (options_set_combat_ai, <value>), #0 = good, 1 = average, 2 = poor
options_get_campaign_ai = 266 # (options_get_campaign_ai, <destination>), #0 = good, 1 = average, 2 = poor
options_set_campaign_ai = 267 # (options_set_campaign_ai, <value>), #0 = good, 1 = average, 2 = poor
options_get_combat_speed = 268 # (options_get_combat_speed, <destination>), #0 = slowest, 1 = slower, 2 = normal, 3 = faster, 4 = fastest
options_set_combat_speed = 269 # (options_set_combat_speed, <value>), #0 = slowest, 1 = slower, 2 = normal, 3 = faster, 4 = fastest
player_spawn_new_agent = 409 # (player_spawn_new_agent, <player_id>, <entry_point>),
store_last_sound_channel = 615 # (store_last_sound_channel, <destination>),
stop_sound_channel = 616 # (stop_sound_channel, <sound_channel_no>),
position_rotate_z = 725 # (position_rotate_z,<position_no>,<angle>,[use_global_z_axis]), # set use_global_z_axis as 1 if needed, otherwise you don't have to give that.
overlay_set_container_overlay = 951 # (overlay_set_container_overlay, <overlay_id>, <container_overlay_id>) # -1 to reset
overlay_set_additional_render_height = 952 # (overlay_set_additional_render_height, <overlay_id>, <height_adder>),
show_item_details = 970 # (show_item_details, <item_id>, <position_no>, <show_default_text_or_not>) #show_default_text_or_not should be 1 for showing "default" for default item costs
close_item_details = 971 # (close_item_details)
show_item_details_with_modifier = 972 # (show_item_details_with_modifier, <item_id>, <item_modifier>, <position_no>, <show_default_text_or_not>) #show_default_text_or_not should be 1 for showing "default" for default item costs
party_set_extra_icon = 1682 # (party_set_extra_icon, <party_id>, <map_icon_id>, <up_down_distance_fixed_point>, <up_down_frequency_fixed_point>, <rotate_frequency_fixed_point>, <fade_in_out_frequency_fixed_point>), #frequencies are in number of revolutions per second
agent_deliver_damage_to_agent = 1722 # (agent_deliver_damage_to_agent, <agent_id_deliverer>, <agent_id>, <value>, [item_id]), #if value <= 0, then damage will be calculated using the weapon item. # item_id is the item that the damage is delivered. can be ignored.
agent_unequip_item = 1774 # (agent_unequip_item, <agent_id>, <item_id>, [weapon_slot_no]), #weapon_slot_no is optional, and can be between 1-4 (used only for weapons, not armor). in either case, item_id has to be set correctly.
agent_equip_item = 1779 # (agent_equip_item, <agent_id>, <item_id>, [weapon_slot_no]), #for weapons, agent needs to have an empty weapon slot. weapon_slot_no is optional, and can be between 1-4 (used only for weapons, not armor).
scene_prop_set_prune_time = 1819 # (scene_prop_set_prune_time, <scene_prop_id>, <value>), # prune time can only be set to objects that are already on the prune queue. static objects are not affected by this operation.
scene_prop_set_cur_hit_points = 1820 # (scene_prop_set_cur_hit_points, <scene_prop_id>, <value>),
scene_prop_fade_out = 1822 # (scene_prop_fade_out, <scene_prop_id>, <fade_out_time>)
scene_prop_fade_in = 1823 # (scene_prop_fade_in, <scene_prop_id>, <fade_in_time>)
agent_get_ammo_for_slot = 1825 # (agent_get_ammo_for_slot, <destination>, <agent_id>, <slot_no>), #slot no can be between 0-3
agent_is_in_line_of_sight = 1826 # (agent_is_in_line_of_sight, <agent_id>, <position_no>), # rotation of the position register is not used.
agent_deliver_damage_to_agent_advanced = 1827 # (agent_deliver_damage_to_agent_advanced, <destination>, <agent_id_deliverer>, <agent_id>, <value>, [item_id]), #if value <= 0, then damage will be calculated using the weapon item. # item_id is the item that the damage is delivered. can be ignored.
#this advanced mode of agent_deliver_damage_to_agent has 2 differences. 1- the delivered damage is returned. 2- the damage delivery is done after checking the relationship between agents. this might cause no damage, or even damage to the shooter agent because of a friendly fire.
team_get_gap_distance = 1828 # (team_get_gap_distance, <destination>, <team_no>, <sub_class>),
add_missile = 1829 # (add_missile, <agent_id>, <starting_position>, <starting_speed_fixed_point>, <weapon_item_id>, <weapon_item_modifier>, <missile_item_id>, <missile_item_modifier>), # starting position also contains the direction of the arrow
prop_instance_play_sound = 1881 # (prop_instance_play_sound, <scene_prop_id>, <sound_id>, [flags]), # sound flags can be given
prop_instance_stop_sound = 1882 # (prop_instance_stop_sound, <scene_prop_id>),
prop_instance_clear_attached_missiles = 1885 # (prop_instance_clear_attached_missiles, <scene_prop_id>), # Works only with dynamic scene props (non-retrievable missiles)
prop_instance_add_particle_system = 1886 # (prop_instance_add_particle_system, <scene_prop_id>, <par_sys_id>, <position_no>), # position is local, not global.
prop_instance_stop_all_particle_systems= 1887 # (prop_instance_stop_all_particle_systems, <scene_prop_id>),
particle_system_burst_no_sync = 1975 # (particle_system_burst_without_sync,<par_sys_id>,<position_no>,[percentage_burst_strength]),
spawn_item_without_refill = 1976 # (spawn_item_without_refill, <item_kind_id>, <item_modifier>, [seconds_before_pruning]) #if seconds_before_pruning = 0 then item never gets pruned
agent_get_item_cur_ammo = 1977 # (agent_get_item_cur_ammo, <destination>, <agent_id>, <slot_no>)
agent_ai_get_look_target = 2080 # (agent_ai_get_look_target, <destination>, <agent_id>),
agent_ai_get_move_target = 2081 # (agent_ai_get_move_target, <destination>, <agent_id>),
agent_ai_get_behavior_target = 2082 # (agent_ai_get_behavior_target, <destination>, <agent_id>),
agent_set_max_hit_points = 2090 # set absolute to 1 if value is absolute, otherwise value will be treated as relative number in range [0..100]
# (agent_set_max_hit_points,<agent_id>,<value>,[absolute]),
agent_set_damage_modifier = 2091 # (agent_set_damage_modifier, <agent_id>, <value>), # value is in percentage, 100 is default
agent_set_accuracy_modifier = 2092 # (agent_set_accuracy_modifier, <agent_id>, <value>), # value is in percentage, 100 is default, value can be between [0..1000]
agent_set_speed_modifier = 2093 # (agent_set_speed_modifier, <agent_id>, <value>), # value is in percentage, 100 is default, value can be between [0..1000]
agent_set_reload_speed_modifier = 2094 # (agent_set_reload_speed_modifier, <agent_id>, <value>), # value is in percentage, 100 is default, value can be between [0..1000]
agent_set_use_speed_modifier = 2095 # (agent_set_use_speed_modifier, <agent_id>, <value>), # value is in percentage, 100 is default, value can be between [0..1000]
agent_set_visibility = 2096 # (agent_set_visibility, <agent_id>, <value>), # 0 for invisible, 1 for visible.
val_lshift = 2100 # (val_lshift, <destination>, <value>), # shifts the bits of destination to left by value amount.
val_rshift = 2101 # (val_rshift, <destination>, <value>), # shifts the bits of destination to right by value amount.
store_zoom_amount = 2220 # (store_zoom_amount, <destination_fixed_point>),
set_zoom_amount = 2221 # (set_zoom_amount, <value_fixed_point>),
set_cheer_at_no_enemy = 2379 # (set_cheer_at_no_enemy, <value>), # values:0->do not cheer (do as commander says), 1->cheer
set_postfx = 2386
set_river_shader_to_mud = 2387 #changes river material for muddy env
show_troop_details = 2388 #(show_troop_details, <troop_id>, <position>, <troop_price>)
set_skybox = 2389 #(set_skybox, <non_hdr_skybox_index>, <hdr_skybox_index>) #forces selected skybox for a scene, use -1 to disable
set_startup_sun_light = 2390 #(set_startup_sun_light, <r>, <g>, <b>) #changes the sun light color
set_startup_ambient_light = 2391 #(set_startup_ambient_light, <r>, <g>, <b>) #changes the ambient light color
set_startup_ground_ambient_light = 2392 #(set_startup_ground_ambient_light, <r>, <g>, <b>) #changes the ground ambient light color
rebuild_shadow_map = 2393 #(rebuild_shadow_map),
set_shader_param_int = 2400 # (set_shader_param_int, <parameter_name>, <value>), #Sets the int shader parameter <parameter_name> to <value>
set_shader_param_float = 2401 # (set_shader_param_float, <parameter_name>, <value>), #Sets the float shader parameter <parameter_name> to <value>
set_shader_param_float4 = 2402 # (set_shader_param_float4, <parameter_name>, <valuex>, <valuey>, <valuez>, <valuew>), #Sets the float4 shader parameter <parameter_name> to <valuex/y/z/w>
set_shader_param_float4x4 = 2403 # (set_shader_param_float4x4, <parameter_name>, [0][0], [0][1], [0][2], [1][0], [1][1], [1][2], [2][0], [2][1], [2][2], [3][0], [3][1], [3][2]), #Sets the float4x4 shader parameter <parameter_name> to the given values .w components are 0001 by default
Shader:
set_shader_param_int = 2400 # (set_shader_param_int, <parameter_name>, <value>), #Sets the int shader parameter <parameter_name> to <value>
set_shader_param_float = 2401 # (set_shader_param_float, <parameter_name>, <value>), #Sets the float shader parameter <parameter_name> to <value>
set_shader_param_float4 = 2402 # (set_shader_param_float4, <parameter_name>, <valuex>, <valuey>, <valuez>, <valuew>), #Sets the float4 shader parameter <parameter_name> to <valuex/y/z/w>
set_shader_param_float4x4 = 2403 # (set_shader_param_float4x4, <parameter_name>, [0][0], [0][1], [0][2], [1][0], [1][1], [1][2], [2][0], [2][1], [2][2], [3][0], [3][1], [3][2]), #Sets the float4x4 shader parameter <parameter_name> to the given values .w components are 0001 by default
Zoom:
store_zoom_amount = 2220 # (store_zoom_amount, <destination_fixed_point>),
set_zoom_amount = 2221 # (set_zoom_amount, <value_fixed_point>),
Hehe...: (WSE has this... and I actually coded a whole scene-prop simulator for it; this should have been added WAAAY back!)
add_missile = 1829 # (add_missile, <agent_id>, <starting_position>, <starting_speed_fixed_point>, <weapon_item_id>, <weapon_item_modifier>, <missile_item_id>, <missile_item_modifier>), # starting position also contains the direction of the arrow
Others:
agent_deliver_damage_to_agent = 1722 # (agent_deliver_damage_to_agent, <agent_id_deliverer>, <agent_id>, <value>, [item_id]), #if value <= 0, then damage will be calculated using the weapon item. # item_id is the item that the damage is delivered. can be ignored.
(Enhanced, no more headshot figures I guess...)
A lot of WSE-derived things in that there list. Interesting.header_operations diff check said:...snip...
We want MONIES!!Specialist said:The fun of making new operations for a commercial game is that your ideas can be repurposed.... Really ridiculous for TW to do it if you ask me, but it is for the betterment of us all
Hmm, I'm pretty sure that most of the new commands are in-game to support the DLC that was released. If they can get it to work I'm sure we can.xenoargh said:I'll have to look into the reload / firing stuff, see what can be done. The whole crouching animation stuff is, erm, very very much feeling like it was never tested properly with Native and I am thinking that we're going to need some custom animations for that pretty quickly.
With a couple trips in game and what others are reporting in the Guildhall's thread (e.g. backwards crossbowmen), it is very much feeling like most of the engine changes weren't tested properly in Native. Wunderbar.xenoargh said:The whole crouching animation stuff is, erm, very very much feeling like it was never tested properly with Native and I am thinking that we're going to need some custom animations for that pretty quickly.
Are you sure? I was thinking that too.Docm30 said:As far as the new stuff goes, I tested my mod in the new version without changing anything and all the crouching and new orders/formations seem to work perfectly without breaking any of my code or PBOD.
And here I was thinking I'd have to remake the mod for a forth time.
Affengeil said:I want to report 2 bugs which I noticed with the new parameters in the module.ini
can_crouch = 1
If you crouch down, then the agend plays many different animations in a loop.
disable_attack_while_jumping = 1
If you hold an attack, then jump would not chancel the attack... it will stay untill you block or do another attack.