Warband Script Enhancer 2 (v1.1.0.6)

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Is it possible to manually create such a slider using standard module system?
The components inside the container can be scrolled up and down through "set_container_overlay", but the left and right directions will not.
 
If extra_penetration flags were set for an ammunition type would bUseMissileDamageType = true then apply the extra penetration flag to the missile weapon in the same way that cut, blunt or pierce is set?
no, this is flag only for damage type
(rglConfig::Battle::bUseMissileDamageType) ? missile->m_missileItem.getItemKind()->getRangedDamageType() : missile->m_weaponItem.getItemKind()->getRangedDamageType();
 
1.0.9.9
-Added unicode support to dedicated server console.
-Added tf_scrollable_horizontal and tf_scrollable_horizontal_style_2 flags which enable a horizontal scrollbar for container overlay.
-Updated overlay_get_scroll_pos and overlay_set_scroll_pos operations.


Thanks to Wuan for sponsoring development a horizontal scrollbar.
 
1.0.9.9
-Added unicode support to dedicated server console.
-Added tf_scrollable_horizontal and tf_scrollable_horizontal_style_2 flags which enable a horizontal scrollbar for container overlay.
-Updated overlay_get_scroll_pos and overlay_set_scroll_pos operations.


Thanks to Wuan for sponsoring development a horizontal scrollbar.
Really great!
 
no, this is flag only for damage type
I see, thanks. Does extra_penetration work the same way with WSE as it does in native? As in the damage soak is essentially just overwritten with the extra_penetration soak values?
 
The official comment of module_troops.py is like this:
# 12) Face code (int): You can obtain the face code by pressing ctrl+E in face generator screen
# 13) Face code (int)(2) (only applicable to regular troops, can be omitted for heroes):
# The game will create random faces between Face code 1 and face code 2 for generated troops
But when manually spawning agents with "spawn_agent", agents creating faces for spawning hero type troops are also randomized. I don't know if this is a warband engine bug or what. Moreover, there is no operation on the agent face key. So I can only modify or supplement the second face key of each hero in troops.py to make it the same as the first face key. Is there a way to fix it?
 
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The official comment of module_troops.py is like this:

But when manually spawning agents with "spawn_agent", agents creating faces for spawning hero type troops are also randomized. I don't know if this is a warband engine bug or what. Moreover, there is no operation on the agent face key. So I can only modify or supplement the second face key of each hero in troops.py to make it the same as the first face key. Is there a way to fix it?
However, when the engine automatically spwans agents, it will ignore the second face key of hero troops.
 
However, when the engine automatically spwans agents, it will ignore the second face key of hero troops.
Because face of agent is random between 2 face keys. So you need to copy facekey 1 to 2 for hero troops. All works.
 
Because face of agent is random between 2 face keys. So you need to copy facekey 1 to 2 for hero troops. All works.
This is exactly my solution, but I think it's a bug of the engine, it should be the same as how faces are created when automatically spawning agents.
Vanilla hero troops' second facekey is almost different from the first, or don't have a second facekey, and actually they don't need the second one.
 
I get an entry point not found error.

Reads as: "The procedure entry point SteamInternal_ContextInit could not be located in the dynamic link library." How to fix this ?
 
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