Warband Script Enhancer 2 (v1.1.2.7)

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Hi! :smile: Could you please show what agent_force_rethink does exactly?
Code:
    case agent_force_rethink:
        if (mbCheckAgent(intValues[0]))
        {
            mbAgent *agent = g_mission->getAgent(intValues[0]);

            if (agent->isBot())
            {
                agent->m_ai.m_lookTargetAgentNo = -1;
                agent->m_ai.m_behaviorTimer.decrease(10000.0f);
                agent->m_ai.m_movementTimer.decrease(10000.0f);
                agent->m_ai.m_actionTimer.decrease(10000.0f);
            }
        }

        break;
 
Hello.
The trigger ti_on_init_item on a hand armor its executed twice when wearing them, its there a way to differentiate the second execution from the first? handle the script in the first execution of the trigger, and do nothing on the second?
 
check is extra mesh

ti_on_init_item = -50.0 #can only be used in module_items triggers
# Trigger Param 1: agent id
# Trigger Param 2: troop id
# Trigger Param 3: item modifier
# Trigger Param 4: is extra mesh (used for gloves)
 
Hey so i am noticing that WSE 2 has the update thingy for me but when i click on it the update seems to be getting stuck at downloading mb_warband_wse2.pdb and was wondering is there anywhere i can manually download the update? since the auto updater thingy does not seem to be working for me.
 
Hey so i am noticing that WSE 2 has the update thingy for me but when i click on it the update seems to be getting stuck at downloading mb_warband_wse2.pdb and was wondering is there anywhere i can manually download the update? since the auto updater thingy does not seem to be working for me.
check header post
 
check is extra mesh

ti_on_init_item = -50.0 #can only be used in module_items triggers
# Trigger Param 1: agent id
# Trigger Param 2: troop id
# Trigger Param 3: item modifier
# Trigger Param 4: is extra mesh (used for gloves)
Many thanks, it worked
 
Have a nice day guys. Emm, in one modification, a really strange bug happened to me. Every time I'm in battle I shoot my musket at normal speed, but after 30 seconds muskets shoots fast as hell boy. Like late medieval machine gun boy. I know many mods are not compatible, but I just want to ask if anyone has a similar experience with any mod. This bug happened to me on an already older mod called Europe in Flames.
 
Have a nice day guys. Emm, in one modification, a really strange bug happened to me. Every time I'm in battle I shoot my musket at normal speed, but after 30 seconds muskets shoots fast as hell boy. Like late medieval machine gun boy. I know many mods are not compatible, but I just want to ask if anyone has a similar experience with any mod. This bug happened to me on an already older mod called Europe in Flames.
The first step is to check that this problem does not occur on the vanilla Warband engine.
 
Tested, this mod is designed for old Warband 1.153 + WSE 3.2.0 and will not work without errors until the mod developer updates it to a new version of Warband and WSE.
WSE2 compatible with mods developed for older versions of Warband, but not compatible with old WSE, because in new versions of the Warband new operations were introduced and WSE operation's ids shifted.
 
Last edited:
This account does not have 24 hours yet. So I can't put links here. But I sent it to you in conversation
Try this
unpack it into the mod folder, you should have it
Warband\Modules\EIF 2 - Beta 1.1\lua

With this script the mod will think that it is running on the vanilla Warband engine, maybe this will solve your problem.
 
1.1.2.2
-Multiplayer campaign mode - network events for party stacks and datetime sync.
-Added pf_dont_send_to_clients party flag.
-Profiler update - before, you had to start/stop the entire game to make a recording. Now there are commands for this, and you can add markers with text. It uses a new binary format that allows viewing in timeline mode with many comfort features and also added a search bar for the list view.
-Added profiler_start, profiler_stop, profiler_is_recording, profiler_mark, party_get_banner_icon, party_get_extra_icon operations.
-Lua update - extend vector3, update missing documentation, more examples, better dark theme.


Thanks AgentSmith for awesome work on WSE - profiler and lua update.
 


Is this the intended function of adding a particle system to a missile? All particles disaster the instant they hit an object. Is this a bug?
 
The particle system is attached to the missile instance, so when it is removed (i.e. when it hits an object) so do its associated particles. You can use a trigger to track the missile's position and spawn a particle burst at its location in flight. Bursts are independent of other objects and the particles will exist as long as intended.
 
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