shokkueibu
Knight
I'm pretty sure crouch is there just to support NW, I'm assuming it's up to us to improve it should we need it on a mod.
'twould make sense.Vincenzo said:you need animations for crouch, your not allowed to port them though, so add your own.
That's not an acceptable answer.ou need animations for crouch, your not allowed to port them though, so add your own
party_end_battle = 108 # (party_end_battle,<party_no>),
is_edit_mode_enabled = 255 # (is_edit_mode_enabled),
store_last_sound_channel = 615 # (store_last_sound_channel, <destination>),
stop_sound_channel = 616 # (stop_sound_channel, <sound_channel_no>),
overlay_set_additional_render_height = 952 # (overlay_set_additional_render_height, <overlay_id>, <height_adder>),
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_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.
store_zoom_amount = 2220 # (store_zoom_amount, <destination_fixed_point>),
set_zoom_amount = 2221 # (set_zoom_amount, <value_fixed_point>),
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
key_xbox_a = 0xf0
key_xbox_b = 0xf1
key_xbox_x = 0xf2
key_xbox_y = 0xf3
key_xbox_dpad_up = 0xf4
key_xbox_dpad_down = 0xf5
key_xbox_dpad_right = 0xf6
key_xbox_dpad_left = 0xf7
key_xbox_start = 0xf8
key_xbox_back = 0xf9
key_xbox_rbumber = 0xfa
key_xbox_lbumber = 0xfb
key_xbox_ltrigger = 0xfc
key_xbox_rtrigger = 0xfd
key_xbox_rstick = 0xfe
key_xbox_lstick = 0xff
ti_on_order_issued = -71.0 #can only be used in module_mission_templates triggers
# Trigger Param 1: order no
# Trigger Param 2: agent id
gk_crouch = 49
gk_order_7 = 50
gk_order_8 = 51
itp_is_pike = 0x0002000000000000
itp_offset_musket = 0x0004000000000000
itp_no_blur = 0x0008000000000000
itp_cant_reload_while_moving_mounted= 0x0010000000000000
itp_has_upper_stab = 0x0020000000000000
itp_kill_info_mask = 0x0700000000000000
itp_kill_info_bits = 56 # 0x0700000000000000
def custom_kill_info(x): # you have to add ico_custom_x (where x is a number between 1 and 7) mesh in order to display it correctly.
return (((bignum | x) & (itp_kill_info_mask >> itp_kill_info_bits)) << itp_kill_info_bits)
itcf_overswing_spear = 0x0020000000000000
itcf_overswing_musket = 0x0040000000000000
itcf_thrust_musket = 0x0080000000000000
sf_stream_from_hd = 0x00000008
sf_always_send_via_network = 0x00100000
sf_priority_15 = 0x000000f0
sf_priority_14 = 0x000000e0
sf_priority_13 = 0x000000d0
sf_priority_12 = 0x000000c0
sf_priority_11 = 0x000000b0
sokf_enforce_shadows = 0x0000000000100000
sokf_dont_move_agent_over = 0x0000000000200000
sokf_handle_as_flora = 0x0000000001000000
sokf_static_movement = 0x0000000002000000
xenoargh said:I don't suppose anybody has a clue about how we can pass shader params yet?
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_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]
I'm guessing these are for weapons/reload speeds._Sebastian_ said:Well.
With the new operations...
...it actually should be possible to limit the movement speed for players too.Code: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_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]
Or are these operations for something else?
MAY THE LORD BLESS THEE OH MIGHTY NW TEAM! I've been waiting for this...Beaver said:agent_set_speed_modifier - This set the agent's movement speed
agent_set_reload_speed_modifier - This set the agent's reload speed
agent_set_use_speed_modifier - This set the agent's use speed for scene props
So, to answer your question, yes, you can make players move slower or faster.
It should work for both SP and MP...xenoargh said:You could already adjust Agent speeds in MP, though.
Can we finally do it in SP now?
xenoargh said:You could already adjust Agent speeds in MP, though.
Can we finally do it in SP now?