Setting "ti_on_agent_killed_or_wounded" trigger result:
0 =no change, 1 = force kill, 2 = force wound
0 =no change, 1 = force kill, 2 = force wound
The server-only triggers do work in SP like they do in MP, except for ti_server_player_joined, ti_on_multiplayer_mission_end and ti_on_player_exit which simply don't work in SinglePlayer.Lav said:BTW I'd like to get clarification on server-only triggers - do they fully match singleplayer mode, or are there any differences? With the obvious exceptions like ti_server_player_joined, of course.
So somt_object would be for example an usual object?
And where should I define them?
is player_is_active still necessary in the try_for_players operation?
LootingScumbag said:so is this the scripting sdk reference dll??
im new to all this and mostly program in c languages (c++, C#) but if someone could help get me started, Id love to start writing my own scripts to change gameplay.
module_info.py
build_module.bat
module_parties.py
Swyter said:There is your quick Mount&Blade modding rundown for technical people.
LootingScumbag said:so is this the scripting sdk reference dll??
im new to all this and mostly program in c languages (c++, C#) but if someone could help get me started, Id love to start writing my own scripts to change gameplay.
This is a custom tuple-based scripting framework/language built in Python to generate the .txt files read by the game.
Adds high-level opcode and constant propagation and makes it easy to define triggers and add additional scene props, scenes, items, races and more.
The download comes with the full source files used to compile (or build) the original Native module as written by the developers. You change the output directory in(point it to your own copy of the Native module) and regenerate the .txt files by runningCode:module_info.py
. You don't need to restart the game to see the changes, you can force a .txt reload by using the Reload module data option in the menu bar, visible in windowed mode (just don't do this during action mode or you will force a funky respawn).Code:build_module.bat
Mods modify those files to add custom scripts, items, triggers and their changes in source form may or may not be publicly available.
There's no binary editors or native-code dependencies (such as in Valve games), the only editor you will need is called OpenBRF and comes from a third party (a modder). BRF files are binary resource packages that store libraries of game assets (models, materials, texture references, collision bodies, animations, shader references, ...) and only needed if you need to change, override or add any assets.
[+]The scene editor comes built into the engine as long as you enable Edit mode in the Misc options of the launcher.
Just enter a scene and press Alt + Enter to switch to windowed mode and Ctrl + E to open the editor.
[+]There's a base scene code generator in the global map action bar (only visible while in Edit mode) right next to the Camp option.
[+]Also, pressing Ctrl + E in the overall map will show you the current player coordinates, useful for positioning entries of.Code:module_parties.py
[+]You can reload the shaders file (an HLSL FXO file renamed as mb.fx in your module folder) on the fly by pressing Ctrl + F.
agent_get_action_dir = 1767 # (agent_get_action_dir, <destination>, <agent_id>),
# Retrieves the direction of current agent's action. Possible values: invalid = -1, down = 0, right = 1, left = 2, up = 3
Kipper said:Code:agent_get_action_dir = 1767 # (agent_get_action_dir, <destination>, <agent_id>), # Retrieves the direction of current agent's action. Possible values: invalid = -1, down = 0, right = 1, left = 2, up = 3
It seems another possible value is 5 which is returned if the agent is blocking with a shield or fists.
Haven't figured out 4 though.
Skeggjold said:Hello everyone,
I have a simple question : if I want to start modding today, in march 2017, should I use this improved 1.66 module system, or the official 1.71 module system?
There's lots of outdated tutorials out there and it's generally hard to know what to do as of today.
Thanks very much