Warband Script Enhancer 2 (v1.1.2.7)

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Please add coding to remove report casualties and targeting reticle
Remove the stun of the kick and make it a blockable knockback
i need the option to do it with the existing viewing angle
Edit mode does not activate in pw
Edit mode is not implemented yet. I didn't understand the rest of the questions.
 
Man, it's not that easy. I wouldn't bother asking if it was.
With pipette you won't get the correct color, just very rough approximation.
Swyter has shared the correct hex codes and a shader workaround to change them
 
Hi. I encountered a strange bug.
Version 1097
All lvalue operation failed , same situation appeared in my teammate computer.

a2.png

for example
a3.png

Code:
for curAgent in game.agentsI() do    local is_alive = game.agent_is_alive(curAgent)
local is_human = game.agent_is_human(curAgent)
local is_ai = game.agent_is_non_player(curAgent)
if is_alive and is_human and is_ai then
game.remove_agent(curAgent)
end
end
will remove all player and non-player agent

and
agent_get_position = 1710 # (agent_get_position, <position>, <agent_id>),

a5.png
a6.jpg

a7-operation-not-defined.jpg

and this problem we never meet until today
If you need total code and more detailed, I will pm you github url
 
Last edited:
Hi. I encountered a strange bug.
Version 1097
All lvalue operation failed , same situation appeared in my teammate computer.

a2.png

for example
a3.png

Code:
for curAgent in game.agentsI() do    local is_alive = game.agent_is_alive(curAgent)
local is_human = game.agent_is_human(curAgent)
local is_ai = game.agent_is_non_player(curAgent)
if is_alive and is_human and is_ai then
game.remove_agent(curAgent)
end
end
will remove all player and non-player agent

and
agent_get_position = 1710 # (agent_get_position, <position>, <agent_id>),

a5.png
a6.jpg

a7-operation-not-defined.jpg

and this problem we never meet until today
If you need total code and more detailed, I will pm you github url
I worked with him on this project
It used to work without any problems, but recently it has been running into problems
Attempts to backtrack on ms code, backtrack on lua code, and lower wse2 versions all appear
code:
game.scene _prop_get_num_instances(0,spr_pw_item_chest_a)
WSE2 Version 1.0.9.6
ERROR:
SCRIPT ERROR: Illegal lvalue in statement lua
WSE2 Version released around 2023/4/26
ERROR:
Lua error: Modules\PW_4.5.5S\lua\main.lua:1: undefined module system operation: 'scene_prop_get_num_instances'
 
Swyter has shared the correct hex codes and a shader workaround to change them
Thanks, but that's just 4 hex codes, out of like at least 20-50 that are hardcoded in the engine. It's a start though.
 
I'm playing a module which has fantasy troops. Those troops work fine in the vanilla game, but with WSE2, all those troops will show their feet, as shown in the attached image.
QQ-20230628191417.jpg


Any ideas on possible reasons and how can I solve this problem? Thanks.
 
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