Oh yeah? Could you tell me what exactly is missing? I think the current luaguide is pretty good.lolxd said:it really needs more comprehensive API references, the current one is quite lacking imo.
Well how about you release your magic C# tool then?Mercenary_Frank said:He should have used C# instead of lua like I have.
Mercenary_Frank said:He should have used C# instead of lua like I have.
AgentSmith said:Well how about you release your magic C# tool then?Mercenary_Frank said:He should have used C# instead of lua like I have.
Agreed, it's just fine for modding. And (relatively) easy to implement.kalarhan said:Mercenary_Frank said:He should have used C# instead of lua like I have.
the language is only a limitation if the coder is limited by it (as in, you can't learn something new).
C#, Python, Lua, it makes no difference.
Oh nice, didn't know you can do that. Although on second thought it's probably best to just measure in normal fight, reaction time at least. No way to detect then.Muzzle C said:Item triggers work perfectly. Thanks for the awesome support AgentSmith.
About your idea of anti-autoblock. Not a bad idea, but instead of dark room you could make bot invisible.
ProbablyNamakan said:AgentSmith said:Well how about you release your magic C# tool then?Mercenary_Frank said:He should have used C# instead of lua like I have.
His magic C# tool comes as an autoblock, aimbot, wallhack and probably some other stuff...
Honestly not sure why you haven't been banned from this forum yet, Frank lol
Namakan said:AgentSmith said:Well how about you release your magic C# tool then?Mercenary_Frank said:He should have used C# instead of lua like I have.
His magic C# tool comes as an autoblock, aimbot, wallhack and probably some other stuff...
Honestly not sure why you haven't been banned from this forum yet, Frank lol
I would appreciate if you kept things constructive. Flaming will only get you a ticket to the warned/muted/banned community.Mercenary_Frank said:He should have used C# instead of lua like I have.
Yeah sorry, I didn't mention it in the example. Look up the "constants" section. You only need to copy what you will use - it's just a convenience thing to make constants more readable.horns said:Ah, that'd be it. Didn't say to copy it over in luaGuide.html but I should've guessed. Are there other files I need to copy over other than header_operations and header_triggers? All headers? Thank you!
AgentSmith said:Yeah sorry, I didn't mention it in the example. Look up the "constants" section. You only need to copy what you will use - it's just a convenience thing to make constants more readable.
Sure nphorns said:AgentSmith said:Yeah sorry, I didn't mention it in the example. Look up the "constants" section. You only need to copy what you will use - it's just a convenience thing to make constants more readable.
I gotcha and I figured it didn't change functionality. Thanks for the assistance and making this cool tool! So far it has been impeccable.
[00:23:31] Warband version: dedicated server
[00:23:32] WARNING: Unable to map WSE script code: wse_chat_message_received
[00:23:32] WARNING: Unable to map WSE script code: wse_console_command_received
[00:23:32] WARNING: Unable to map WSE script code: wse_game_saved
[00:23:32] WARNING: Unable to map WSE script code: wse_multiplayer_message_received
[00:23:32] WARNING: Unable to map WSE script code: wse_get_agent_scale
[00:23:32] WARNING: Unable to map WSE script code: wse_window_opened
[00:23:32] WARNING: Unable to map WSE script code: wse_savegame_loaded
[00:23:32] WARNING: Unable to map WSE script code: wse_get_server_info
You didn't add "module_scripts_addon.py" to your module scripts, not a big deal if you don't need it.Bridge_Troll said:I get this error:
[00:23:31] Warband version: dedicated server
[00:23:32] WARNING: Unable to map WSE script code: wse_chat_message_received
[00:23:32] WARNING: Unable to map WSE script code: wse_console_command_received
[00:23:32] WARNING: Unable to map WSE script code: wse_game_saved
[00:23:32] WARNING: Unable to map WSE script code: wse_multiplayer_message_received
[00:23:32] WARNING: Unable to map WSE script code: wse_get_agent_scale
[00:23:32] WARNING: Unable to map WSE script code: wse_window_opened
[00:23:32] WARNING: Unable to map WSE script code: wse_savegame_loaded
[00:23:32] WARNING: Unable to map WSE script code: wse_get_server_info
Very much like in modsys, add a timer via game.addTrigger and use the key_clicked or key_is_down operation inside.Bridge_Troll said:Also what would you recon to be the best way to implement a trigger that is fired on a key input.