Warband Script Enhancer 2 (v1.1.0.5)

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scene_prop_set_prune_time, but works only with spawned items
for props it is better to practice reuse, for useless props turn off physics and hide them
I get the location of all prop instances whose metatype is somt_spawned_single_ammo_item, the inner loop lets the nearby AI "pick up" the single ammo. "dropped by player", "created on missile hit" and "dropped on death", do the three metatypes belong to spawned items?
I want the AI to make the ammo disappear after picking it up, just like the player picks up the item, Is it appropriate to use theOP code of scene_prop_set_prune_time?
 
People say google chrome warns about it contains virus when you try to download and chrome immediately deletes the zip file after wse 1.10 patch.
 
I tried running the WSE2 launcher and its coming up as a Trojan. It's connecting to this weird russian website called fianna . ru.

I tried to get on that website to see but then my browser guard also blocked me saying that that website tried to install a trojan on my computer.

WTF? Is WSE2 compromised or something?
Also in reference to this post, it is probably triggered due to the website linking.
I asked Swyter a while ago to take a look at it. He mentioned that it seems like at least that website is apparently used to check for WSE2 version updates via FTP and then download/update it. wse2_launcher.exe connects to ftp.fianna.ru:2121 with either the WSE2_WFaS or WSE2 usernames and then tries to download either the Mount&Blade WFaS WSE2/version.txt or the Mount&Blade Warband WSE2/version.txt file.
If I put my evil conspiracy theorist hat you could do stuff like shipping different variants of WSE depending on the country/ISP/region of the IP address that requests the update. Therefore I think it would be better to put the files in some auditable place, so that we know that the files don't change compared to what you get from the Dropbox links, which will also time out eventually. If the files are hosted in GitHub Releases or some other place where you can see the upload date/time and hash, and the same files that can be downloaded manually are used in the automatic updater then that's comparatively less fishy than using a private FTP site to download individual .exes. It should also stop the antivirus thing.

TL;DR: Please upload the exe-files at GitHub, K700, or at another place at which it can be viewed publically and connect to that one instead of fianna.ru.
 
Hi. k700.
I met a wired problem. This problem appeared at more than 10 multiplayers in server.

this is my script
插入代码块:
# script_es_spawn_horse
    ("es_spawn_horse", [
        (store_script_param_1, ":horse_item_id"),


        (try_begin),
            (gt, ":horse_item_id", 0),
            (item_get_type, ":item_type", ":horse_item_id"),
            (eq, ":item_type", itp_type_horse),
            (spawn_horse, ":horse_item_id"),
            (return_values, reg0),
        (else_try),


        (try_end),
        ]),
1.png

3-code.png

4-code.png

I try more than 2 version wse2, the problem appeared in all version.
 
最后编辑:
same as native
I don't think this is the case. In native the extra_penetration flag appears to just use the extra_penetration soak and reduction values for calculating armour damage reduction, but in WSE2 when I use extra_penetration it seems to be multiplying the damage value by the soak factor +1. Not sure if it's also affecting the armour calculation or not.
 
插入代码块:
switch (blow.m_damageType)
    {
    case dt_cut:
        soakFactor = armor * rglConfig::Battle::fCutSoakFactor;
        reductionFactor = armor * rglConfig::Battle::fCutReduceFactor;
        break;
    case dt_pierce:
        soakFactor = armor * rglConfig::Battle::fPierceSoakFactor;
        reductionFactor = armor * rglConfig::Battle::fPierceReduceFactor;
        break;
    case dt_blunt:
        soakFactor = armor * rglConfig::Battle::fBluntSoakFactor;
        reductionFactor = armor * rglConfig::Battle::fBluntReduceFactor;
        break;
    default:
        soakFactor = 0.0f;
        reductionFactor = 0.0f;
        break;
    }

    if (blow.m_item.isValid() && blow.m_item.getItemKind()->m_properties & itp_extra_penetration)
    {
        soakFactor *= rglConfig::Battle::fExtraSoakFactor;
        reductionFactor *= rglConfig::Battle::fExtraReduceFactor;
    }
 
Ah. For some reason when I set use extra_penetration in one module it's increasing the base damage of the weapon. Thought it was a WSE problem but it's not happening in other modules. Odd
Edit:
Removed the extra_penetration flags and these weapons are still having their base damage increased substantially from the values I've set. wtf
 
最后编辑:
There seems to be some trouble with wse2 and Vsync for some users, I never use it so I haven't noticed, but a couple of people asked me to notify you about this. Here's some screenshots:
image.png
 
Hi. k700.
I met a wired problem. This problem appeared at more than 10 multiplayers in server.
I try more than 2 version wse2, the problem appeared in all version.
Vanilla Warband + WSE too? use agent_is_active
 
There seems to be some trouble with wse2 and Vsync for some users, I never use it so I haven't noticed, but a couple of people asked me to notify you about this. Here's some screenshots:
image.png
I need more information, possibly video footage. I don't understand how game logic is related to vsync
 
Can the operation agent_get_item_slot_hit_points only be used for shields or can it be used for weapons and armours too?
 
Hello,I have an issue to report:
When using WSE2, some mods' stores are unable to refresh items normally.Like Prophesy of Pendor,or In the name of Jerusalem
 
agent_set_speed_limit:# Limits agent speed by the specified value in kph. Use 5 for average walking speed. Affects only AI agents.
But why some mods use 100 as value, which means about 28m/s? For native, also use (agent_set_speed_limit, ":ai_leader", 60),
 
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