OSP Code Combat [WB][S] Ambidextrous Gun-slinging (Dual-Wielding)

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so, can we fire like cowboys with 2 pistols if I make the (melee) weapon to a second pistol?
Btw, very nice stuff  :razz:
 
Great work!!!! Im probably going to need this for my new mod. Ill just have to figure out how to install it first XD! (Half-true: i just don't have the time now to try :grin:)
 
Is it require WSE or something? I tryied to install this awesome dual wielding stuff, but i have this error:

Traceback (most recent call last):
  File "process_mission_tmps.py", line 64, in <module>
    save_mission_templates(variables,variable_uses,tag_uses,quick_strings)
  File "process_mission_tmps.py", line 48, in save_mission_templates
    save_triggers(file,convert_to_identifier(mission_template[mission_template_n
ame_pos]), mission_template[mission_template_triggers_pos],variables,variable_us
es,tag_uses,quick_strings)
  File "process_mission_tmps.py", line 21, in save_triggers
    file.write("%f %f %f "%(trigger[trigger_check_pos],trigger[trigger_delay_pos
],trigger[trigger_rearm_pos]))
TypeError: float argument required, not tuple
 
How did you add in the mission template triggers? It needs to be lumped in at the top and appended to the individual mission templates like so.
Code:
  (
    "lead_charge",mtf_battle_mode|mtf_synch_inventory,charge,
    "You lead your men to battle.",
    [
     (1,mtef_defenders|mtef_team_0,0,aif_start_alarmed,12,[]),
     (0,mtef_defenders|mtef_team_0,0,aif_start_alarmed,0,[]),
     (4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,12,[]),
     (4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,0,[]),
     ],
    common_secondary_fire + [
      (ti_on_agent_spawn, 0, 0, [],
       [
...
 
Somebody said:
How did you add in the mission template triggers? It needs to be lumped in at the top and appended to the individual mission templates like so.
Code:
  (
    "lead_charge",mtf_battle_mode|mtf_synch_inventory,charge,
    "You lead your men to battle.",
    [
     (1,mtef_defenders|mtef_team_0,0,aif_start_alarmed,12,[]),
     (0,mtef_defenders|mtef_team_0,0,aif_start_alarmed,0,[]),
     (4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,12,[]),
     (4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,0,[]),
     ],
    common_secondary_fire + [
      (ti_on_agent_spawn, 0, 0, [],
       [
...

Thanks :wink:
 
Still not working :/

  (
    "lead_charge",mtf_battle_mode|mtf_synch_inventory,charge,
    "You lead your men to battle.",
    [
    (1,mtef_defenders|mtef_team_0,0,aif_start_alarmed,12,[]),
    (0,mtef_defenders|mtef_team_0,0,aif_start_alarmed,0,[]),
    (4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,12,[]),
    (4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,0,[]),
    ],
    [

sp_shield_bash_1,
    sp_shield_bash_2,
    #sp_shield_bash_3,
    common_weapon_break,
theoris_decapitation,
common_blokowanie_pociskow,
#SW - added regen for certain agents
  common_regeneration_store_info,
  common_regeneration,
  custom_commander_special_strike,
  custom_commander_give_hero_extra_wp,
  ## MadVader deathcam begin
      common_init_deathcam,
      common_start_deathcam,
      common_move_deathcam,
      common_rotate_deathcam,
  common_secondary_fire,
## MadVader deathcam end

common_secondary_fire = [
    #test for ammo when spawned
    (ti_on_agent_spawn, 0, 0, [],
      [
      (store_trigger_param_1, ":agent_no"),
      (agent_is_human, ":agent_no"),
      (call_script, "script_agent_init_secondary_ammo", ":agent_no"),
      ]
    ),

      (ti_on_agent_spawn, 0, 0, [],
      [
        (store_trigger_param_1, ":agent_no"),
        (call_script, "script_agent_reassign_team", ":agent_no"),

        (assign, ":initial_courage_score", 5000),
                 
        (agent_get_troop_id, ":troop_id", ":agent_no"),
        (store_character_level, ":troop_level", ":troop_id"),
        (val_mul, ":troop_level", 35),
        (val_add, ":initial_courage_score", ":troop_level"), #average : 20 * 35 = 700
       
        (store_random_in_range, ":randomized_addition_courage", 0, 3000), #average : 1500
        (val_add, ":initial_courage_score", ":randomized_addition_courage"),
                 
        (agent_get_party_id, ":agent_party", ":agent_no"),       
        (party_get_morale, ":cur_morale", ":agent_party"),
       
        (store_sub, ":morale_effect_on_courage", ":cur_morale", 70),
        (val_mul, ":morale_effect_on_courage", 30), #this can effect morale with -2100..900
        (val_add, ":initial_courage_score", ":morale_effect_on_courage"),
       
        #average = 5000 + 700 + 1500 = 7200; min : 5700, max : 8700
        #morale effect = min : -2100(party morale is 0), average : 0(party morale is 70), max : 900(party morale is 100)
        #min starting : 3600, max starting  : 9600, average starting : 7200
        (agent_set_slot, ":agent_no", slot_agent_courage_score, ":initial_courage_score"),
        ]),

    #ai loop
    (2, 0, 0, [],
    [
    (try_for_agents, ":agent_no"),
     
      (agent_is_active, ":agent_no"),
      (agent_is_human, ":agent_no"),
      (agent_is_alive, ":agent_no"),
      (agent_is_non_player, ":agent_no"),

      #(agent_slot_ge, ":agent_no", slot_agent_bonus_ammo, 1),
      (agent_get_wielded_item, ":pistol", ":agent_no", 1),
      (eq, ":pistol", "itm_flintlock_shield"),
      (agent_get_slot, ":interval", ":agent_no", slot_agent_bonus_cooldown),
      (agent_get_slot, ":ammo", ":agent_no", slot_agent_bonus_ammo),
      (try_begin),  #reloading
        (lt, ":ammo", 0),
        (gt, ":interval", 100),
        (val_sub, ":interval", 10),
        (val_add, ":ammo", 1),
        (val_mul, ":ammo", -1),
        (agent_set_slot, ":agent_no", slot_agent_bonus_ammo, ":ammo"),
        (str_store_string, s2, "@reloading"),
        (agent_set_animation, ":agent_no", "anim_reload_pistol_alt"),
        (agent_set_animation_progress, ":agent_no", 0),
      (else_try), #decreasing
        (gt, ":interval", 0),
        (agent_get_troop_id, ":troop_no", ":agent_no"),
        (store_skill_level, ":skill", "skl_weapon_master", ":troop_no"),
        (val_add, ":skill", 3),
        (val_sub, ":interval", ":skill"),
        (str_clear, s2),
      (else_try), #targeting
        (le, ":interval", 0),
        (gt, ":ammo", 0),
        (try_begin),
          (call_script, "script_cf_agent_secondary_target", ":agent_no"),
          (store_random_in_range, ":interval", 150, 300),
          (str_store_string, s2, "@shooting"),
        (else_try), #failed target
          (store_random_in_range, ":random_no", 30, 75),
          (val_add, ":interval", ":random_no"),
          (str_store_string, s2, "@waiting"),
        (try_end),
      (try_end),
      (val_max, ":interval", 0),
      (try_begin),
        (neg|str_is_empty, s2),
        (str_store_agent_name, s1, ":agent_no"),
        (assign, reg0, ":agent_no"),
        (assign, reg1, ":ammo"),
        (assign, reg2, ":interval"),
        (display_message, "@{reg0}:{s1} has {reg1} extra ammo left with {reg2} interval while {s2}"),
      (try_end),
      (agent_set_slot, ":agent_no", slot_agent_bonus_cooldown, ":interval"),
    (try_end),
   
    ]),

      #separate handler for actual firing
      (1, 3, 5, [
        # (get_player_agent_no, "$g_player_agent"),
        (agent_is_alive, "$g_player_agent"),
        (agent_get_animation, ":animation", "$g_player_agent", 1),
        (eq, ":animation", "anim_ready_pistol_alt"), #ready state, not interrupted
        (neg|game_key_is_down, gk_defend),
        (agent_get_slot, ":ammo", "$g_player_agent", slot_agent_bonus_ammo),
        (gt, ":ammo", 0), #has shots left, not reloading
        (agent_get_wielded_item, ":pistol", "$g_player_agent", 1),
        (eq, ":pistol", "itm_flintlock_shield"),
        (call_script, "script_agent_secondary_fire", "$g_player_agent"), #ammo is flipped here
      ],
      #finish reload action after 3 seconds - animation can become interrupted but who cares
      [
        (get_player_agent_no, "$g_player_agent"),
        #do slot usage
        (agent_get_slot, ":ammo", "$g_player_agent", slot_agent_bonus_ammo),
        (val_mul, ":ammo", -1), #renormalize count
        (val_sub, ":ammo", 1),
        (try_begin), #depleted bonus ammo, going into regular pool
          (le, ":ammo", 0),
          (assign, ":ammo", -1),
          (try_for_range, ":item_slots", ek_item_0, ek_head),
            (agent_get_item_slot, ":cur_item", "$g_player_agent", ":item_slots"),
            (gt, ":cur_item", 0),
            (item_get_type, ":cur_type", ":cur_item"),
            (eq, ":cur_type", itp_type_bullets),
            (agent_get_ammo_for_slot, ":cur_ammo", "$g_player_agent", ":item_slots"),
            (val_add, ":ammo", ":cur_ammo"),
          (try_end),
          (try_begin),
            (neq, ":ammo", -1),
            (agent_set_ammo, "$g_player_agent", "itm_cartridges", ":ammo"), #this line might change to accomodate other types
            (assign, ":ammo", 1), #take bullet from main ammo stack
          (else_try),
            (assign, ":ammo", 0),
          (try_end),
        (try_end),
        # (val_max, ":ammo", 0),
        (agent_set_slot, "$g_player_agent", slot_agent_bonus_ammo, ":ammo"),

        # (agent_set_ammo, ":player_agent", "itm_cartridges", ":ammo"),
        # (presentation_set_duration, 0), #remove the crosshair
        # (try_begin),
          # (eq, ":ammo", 0),
          # (display_message, "@No more secondary ammo...", 0xff99aa),
        # (try_end),
        # (call_script, "script_agent_secondary_fire", ":player_agent"),
      ]
      ),
      #try not to check every frame to prevent sticky triggers
      (0.5, 0, 5, [
        (game_key_is_down, gk_defend),
        # (get_player_agent_no, "$g_player_agent"),
        (agent_is_alive, "$g_player_agent"),

        (agent_get_wielded_item, ":pistol", "$g_player_agent", 1),
        (eq, ":pistol", "itm_flintlock_shield"), #test for first behaviour
        (agent_get_animation, ":animation", "$g_player_agent", 1),
        #not already reloading (either hands)
        (neg|is_between, ":animation", "anim_ready_pistol_alt", "anim_unused_human_anim_47"),
        (neg|is_between, ":animation", "anim_ready_pistol", "anim_ready_swingright_fist"),
      ],
      [
        # (get_player_agent_no, "$g_player_agent"),
        (agent_get_slot, ":ammo", "$g_player_agent", slot_agent_bonus_ammo),
        (try_begin),
          (gt, ":ammo", 0), #has shots left
          # (agent_get_animation, ":animation", "$g_player_agent", 1),
          # (try_begin), #make sure the priority is higher?
            # (eq, ":animation", "anim_ready_pistol_alt"), #now handled in separate release trigger
            # (call_script, "script_agent_secondary_fire", "$g_player_agent"),
          # (else_try), #the ready animation already has a high piority to override the defend from shields
          (agent_set_animation, "$g_player_agent", "anim_ready_pistol_alt", 1), #keep position
          # (try_end),
          (try_begin), #do crosshair jittering somehow
            (neg|is_presentation_active, "prsnt_cross_hair"),
            (start_presentation, "prsnt_cross_hair"),
          (try_end),
        (else_try), #check for leftover ammunition from cartridges instead
          (is_presentation_active, "prsnt_cross_hair"),
          (display_message, "@Out of secondary ammo", 0xFF99AA),
          # (overlay_animate_to_alpha, "$g_quick_battle_map", 1500, 0),
          (presentation_set_duration, 0),
        (try_end),
      ]
      ),

      #doing the rising/falling edge here is probably preferrable to perpetual checking in presentations

      (ti_on_item_unwielded, 0, 0, [

        (store_trigger_param_1, ":agent_no"),
        # (get_player_agent_no, ":player_agent"),
        (eq, ":agent_no", "$g_player_agent"),

      ],
      [
        (store_trigger_param_2, ":item_no"),
        (eq, ":item_no", "itm_flintlock_shield"),
        # # (try_begin),
          # (is_presentation_active, "prsnt_cross_hair"),
          # (gt, "$g_quick_battle_map", 0),
          # (store_add, ":display", "$g_quick_battle_map", 1),
          # (overlay_animate_to_alpha, "$g_quick_battle_map", 500, 0),
          # # (overlay_set_alpha, "$g_quick_battle_map", 0),
          # (overlay_set_display, ":display", 0),
          # (store_add, ":tableau", ":display", 1),
          # (overlay_set_display, ":tableau", 0),
        # # (try_end),
        (presentation_set_duration, 0),
      ]),

      (ti_on_item_wielded, 0, 0, [

        (store_trigger_param_1, ":agent_no"),
        # (get_player_agent_no, ":player_agent"),
        (eq, ":agent_no", "$g_player_agent"),

      ],
      [
        (store_trigger_param_2, ":item_no"),
        (eq, ":item_no", "itm_flintlock_shield"),
        (start_presentation, "prsnt_cross_hair"),
        # (try_begin),
          # (neg|is_presentation_active, "prsnt_cross_hair"),
          # (start_presentation, "prsnt_cross_hair"),
        # (else_try),
          # (gt, "$g_quick_battle_map", 0),
          # (store_add, ":display", "$g_quick_battle_map", 1),
          # (overlay_animate_to_alpha, "$g_quick_battle_map", 750, 0xFF),
          # # (overlay_set_alpha, "$g_quick_battle_map", 0xFF),
          # (overlay_set_display, ":display", 1),
          # (store_add, ":tableau", ":display", 1),
          # (overlay_set_display, ":tableau", 1),
        # (try_end),
      ]),

      (ti_on_item_dropped, 0, 0, [

        (store_trigger_param_1, ":agent_no"),
        # (get_player_agent_no, ":player_agent"),
        (eq, ":agent_no", "$g_player_agent"),

      ],
      [ (store_trigger_param_1, ":player_agent"),
        (store_trigger_param_2, ":item_no"),
        (eq, ":item_no", "itm_flintlock_shield"),
        (store_trigger_param_3, ":prop_no"),
        (try_begin), #no additional cartridges
          (agent_get_slot, ":ammo", ":player_agent", slot_agent_bonus_ammo),
          (is_between, ":ammo", 0, 5),
          (scene_prop_set_slot, ":prop_no", scene_prop_slots_end, ":ammo"),
          (agent_set_slot, ":player_agent", slot_agent_bonus_ammo, 0),
        (else_try), #average of 5 bullets left
          (gt, ":ammo", 5),
          (val_sub, ":ammo", 5),
          (scene_prop_set_slot, ":prop_no", scene_prop_slots_end, 5),
          (agent_set_slot, ":player_agent", slot_agent_bonus_ammo, ":ammo"),
        (try_end),
      ]),

      (ti_on_item_picked_up, 0, 0, [
        (store_trigger_param_1, ":agent_no"),
        # (get_player_agent_no, ":player_agent"),
        (eq, ":agent_no", "$g_player_agent"),
      ],
      [ (store_trigger_param_1, ":player_agent"),
        (store_trigger_param_2, ":item_no"),
        (eq, ":item_no", "itm_flintlock_shield"),
        (store_trigger_param_3, ":prop_no"),

        (scene_prop_get_slot, ":ammo", ":prop_no", scene_prop_slots_end),
        (agent_get_slot, ":cur_ammo", ":player_agent", slot_agent_bonus_ammo),
        (val_add, ":cur_ammo", ":ammo"),
        (agent_set_slot, ":player_agent", slot_agent_bonus_ammo, ":cur_ammo"),
      ]),
]

EDIT

Ok, but I have another question. Sorry!

(neg|is_between, ":animation", "anim_ready_pistol_alt", "anim_unused_human_anim_47"),
        (neg|is_between, ":animation", "anim_ready_pistol", "anim_ready_swingright_fist"),

This animation is now unused and It have # at the begining. What I can replace the bold code?

RESOLVED
 
Each mission template has a list of triggers. common_secondary_fire is also defined as a list =[]. Either prepend this list via common_secondary_fire + [, or grab the contents of that list and put it in your mission template (remove common_secondary_fire = [ since you're defining a new list inside the existing list). Check your brackets afterwards to ensure that they are actually matching.
 
i get some errors while compiling:
Traceback (most recent call last):
  File "process_init.py", line 2, in <module>
    from process_operations import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\process_operations.py", lin
e 20, in <module>
    from module_scripts import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\module_scripts.py", line 15
7, in <module>
    (add_missile, ":agent_no", pos1, ":speed", ":item_no", 0, ":ammo_no", 0),
NameError: name 'add_missile' is not defined
Traceback (most recent call last):
  File "process_global_variables.py", line 12, in <module>
    from process_operations import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\process_operations.py", lin
e 20, in <module>
    from module_scripts import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\module_scripts.py", line 15
7, in <module>
    (add_missile, ":agent_no", pos1, ":speed", ":item_no", 0, ":ammo_no", 0),
NameError: name 'add_missile' is not defined
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call last):
  File "process_map_icons.py", line 6, in <module>
    from process_operations import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\process_operations.py", lin
e 20, in <module>
    from module_scripts import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\module_scripts.py", line 15
7, in <module>
    (add_missile, ":agent_no", pos1, ":speed", ":item_no", 0, ":ammo_no", 0),
NameError: name 'add_missile' is not defined
Exporting faction data...
Exporting item data...
Traceback (most recent call last):
  File "process_items.py", line 66, in <module>
    from process_operations import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\process_operations.py", lin
e 20, in <module>
    from module_scripts import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\module_scripts.py", line 15
7, in <module>
    (add_missile, ":agent_no", pos1, ":speed", ":item_no", 0, ":ammo_no", 0),
NameError: name 'add_missile' is not defined
Exporting scene data...
Traceback (most recent call last):
  File "process_scenes.py", line 15, in <module>
    from process_operations import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\process_operations.py", lin
e 20, in <module>
    from module_scripts import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\module_scripts.py", line 15
7, in <module>
    (add_missile, ":agent_no", pos1, ":speed", ":item_no", 0, ":ammo_no", 0),
NameError: name 'add_missile' is not defined
Exporting troops data
Exporting particle data...
Traceback (most recent call last):
  File "process_scene_props.py", line 7, in <module>
    from process_operations import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\process_operations.py", lin
e 20, in <module>
    from module_scripts import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\module_scripts.py", line 15
7, in <module>
    (add_missile, ":agent_no", pos1, ":speed", ":item_no", 0, ":ammo_no", 0),
NameError: name 'add_missile' is not defined
Traceback (most recent call last):
  File "process_tableau_materials.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\process_operations.py", lin
e 20, in <module>
    from module_scripts import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\module_scripts.py", line 15
7, in <module>
    (add_missile, ":agent_no", pos1, ":speed", ":item_no", 0, ":ammo_no", 0),
NameError: name 'add_missile' is not defined
Traceback (most recent call last):
  File "process_presentations.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\process_operations.py", lin
e 20, in <module>
    from module_scripts import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\module_scripts.py", line 15
7, in <module>
    (add_missile, ":agent_no", pos1, ":speed", ":item_no", 0, ":ammo_no", 0),
NameError: name 'add_missile' is not defined
Exporting party_template data...
Traceback (most recent call last):
  File "process_parties.py", line 6, in <module>
    from process_operations import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\process_operations.py", lin
e 20, in <module>
    from module_scripts import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\module_scripts.py", line 15
7, in <module>
    (add_missile, ":agent_no", pos1, ":speed", ":item_no", 0, ":ammo_no", 0),
NameError: name 'add_missile' is not defined
Exporting quest data...
Exporting info_page data...
Traceback (most recent call last):
  File "process_scripts.py", line 4, in <module>
    from module_scripts import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\module_scripts.py", line 15
7, in <module>
    (add_missile, ":agent_no", pos1, ":speed", ":item_no", 0, ":ammo_no", 0),
NameError: name 'add_missile' is not defined
Traceback (most recent call last):
  File "process_mission_tmps.py", line 5, in <module>
    from module_mission_templates import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\module_mission_templates.py
", line 136, in <module>
    (agent_get_ammo_for_slot, ":cur_ammo", "$g_player_agent", ":item_slots"),
NameError: name 'agent_get_ammo_for_slot' is not defined
Traceback (most recent call last):
  File "process_game_menus.py", line 8, in <module>
    from process_operations import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\process_operations.py", lin
e 20, in <module>
    from module_scripts import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\module_scripts.py", line 15
7, in <module>
    (add_missile, ":agent_no", pos1, ":speed", ":item_no", 0, ":ammo_no", 0),
NameError: name 'add_missile' is not defined
Traceback (most recent call last):
  File "process_simple_triggers.py", line 5, in <module>
    from process_operations import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\process_operations.py", lin
e 20, in <module>
    from module_scripts import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\module_scripts.py", line 15
7, in <module>
    (add_missile, ":agent_no", pos1, ":speed", ":item_no", 0, ":ammo_no", 0),
NameError: name 'add_missile' is not defined
Traceback (most recent call last):
  File "process_dialogs.py", line 9, in <module>
    from process_operations import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\process_operations.py", lin
e 20, in <module>
    from module_scripts import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\module_scripts.py", line 15
7, in <module>
    (add_missile, ":agent_no", pos1, ":speed", ":item_no", 0, ":ammo_no", 0),
NameError: name 'add_missile' is not defined
Traceback (most recent call last):
  File "process_global_variables_unused.py", line 3, in <module>
    from process_operations import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\process_operations.py", lin
e 20, in <module>
    from module_scripts import *
  File "C:\Users\Jungs\Desktop\M&B Stuff\1861\MS-EXP\module_scripts.py", line 15
7, in <module>
    (add_missile, ":agent_no", pos1, ":speed", ":item_no", 0, ":ammo_no", 0),
NameError: name 'add_missile' is not defined
Exporting postfx_params...

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