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Modifications / Issue with texturing
« on: August 03, 2017, 09:30:08 am »
So I was making a russian german legion unit, and in the process the texture became highly luminescent. Any ideas on how to solve?
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scn_mp_borodino_morn mp_borodino_morn 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000330004563000d23480000074800005c49000021c5
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outer_terrain_plain
Information Available Roles: Line Infantry, Skirmishers, Cavalry, Artillery, Horse Artillery (Horse Artillery only used in line battle) TeamSpeak IP: vi.teamspeak3.com Join TeamSpeak at 7:30PM EST for attendance. Specialist role selection happens at that time. | Event Admins 6eRD Pengbuster 66e Mikelongbow 101st Golde 6eRD Fritz 66e JesusSquirrel 101st M1keeee Estimated Attendance: 170+ | Application Template Copy and paste the following template to a new reply and fill in the information. Quote Regiment Name: |
Time Limit: # of Lives: Unit Types: Restrictions: Artillery Use: Attackers: Defenders: | 2 rounds @ 20-min maximum each. Line battle follows afterward. Unlimited for Attackers | 5 for Defenders (30-second respawn) | Switch to spectator and back to your unit if you cannot respawn. You may take any unit type excluding riflemen and cavalry. Infantry units using cavalry muskets are allowed. Each regiment may only have 1 officer and 1 sapper (100 build points). Explosive crates and planks are allowed. Artillery are not allowed to use rockets. Attackers may only use a maximum of 2 artillery pieces (any 2 of: cannon, howitzer or mortar) | Defenders may use all available artillery pieces. Must move out in lines of at least 4 men.May charge (and fire) within 100m of the fort. Firing out of line is allowed INSIDE the fort. Defenders should remain inside the fort. If they leave, they must move out in lines of at least 4 men (FoL isn't allowed). |
Basic Rules: Combat Rules: | - 2 or more maps. Best 2 out of 3 rounds @ 20 minutes max. per round. All charge is called after 15 minutes. Bonuses are turned on. - Maximum of 1 officer, flag bearer, and musician per regiment (counts toward unit total unless stated otherwise). - If your unit drops below 3 players, join another unit and act as that unit. Artillerists are exempt from this rule. - Regiments may not split up forces unless they occupy different roles or is stated otherwise. - No crouching while engaging the enemy (unless otherwise stated). You may crouch while out of combat. - If attacked at any point, you may use your weapons to defend yourself, but must reform after the threat is gone. - If in an anti-cav formation, a combination of shooting and melee is allowed. Otherwise, FoC rules apply. - Firing on the charge (FoC) means that you must immediately engage in melee. You may reform if the enemy retreats. - 3 players that are near each other and in formation may reload their weapons and continue firing IF their regiment is in melee. |
Unit Rules: | Line Infantry Rules - Up to 1/2-man spacing between people in the line. - Use any line infantry unit type including the Austrian Grenzers (infantry musket only). UK, France, and Russia light infantry is not allowed. - May form double rank formation. The front rank may crouch at any time provided that the rear rank remains stationary. - A line of 30 people or more may split lines for better management. Alternatively, they should use double rank formation. [close] Cavalry (Specialist) Rules - Max. of 15 horsemen (including officer and musician), all of a uniform class. - Dragoons are allowed, but must form a staggered or regular line that is static with 3-man spacing to fire. - Dragoons may fire on the charge, but must immediately engage in melee as per the FoC rules. - Dismounted cavalry act as light infantry and are subject to Skirmisher rules. [close] Skirmisher (Specialist) Rules - 15 riflemen max. (doesn't include officer/musician) OR 18 light infantry max. (Russian rifle class with cav musket = light infantry). - Excess players must use line infantry and form a line or join a friendly line. - May crouch in combat while firing and reloading. - May pick up and use the weapons of other skirmishers (swapping rifle for musket and vice-versa). Formations - Riflemen use any formation with a max. of 5-man spacing. Repeat issues with spacing larger than 5-man will result in the offending players being slain. - Light infantry use a staggered line formation with a max. of 3-man spacing. Formation may remain fluid, but shooting should be done in static formation. [close] Artillery (Specialist) Rules - 20 players maximum (including artillery guard and sappers) - Max. of 2 cannons and 1 howitzer. This configuration may not be changed. Regiments can opt to forgo the use of one of the guns if low on crew. Defences - Max. of 2 sappers allowed. Build points are set to 150 and explosive crates are not allowed to be used. Artillery Guard - Artillery guard may use the light infantry class and act as light infantry if they wish to move out from the artillery position. - Artillery guard may move and shoot freely while within 15m of an active artillery piece. [close] Horse Artillery (Specialist) Rules Horse artillery roams the battlefield at will and should not interfere with the assigned artillery. - 15 players maximum: 3 cannon crew minimum, remaining players use light infantry, 1 sapper max. is optional. - Excess players must use line infantry and form a line or join a friendly line if under 3 players. - Max. of 1 cannon with minimum 3 to crew it. This configuration may not be changed. Defences - Max. of 1 sapper allowed. Build points are set to 150 and explosive crates are not allowed to be used. Light Infantry Guards - Light Infantry guards may use the light infantry class and must observe normal light infantry formation rules. - Light Infantry guards may not move away separately from their mobile cannon. Offenders will be considered rambo. - May crouch in combat while firing and reloading. - May pick up and use the weapons of other units (swapping musket for rifle and vice-versa). [close] |
Restrictions: | - Only the regiment that signed up for a specialist role may play that class. - Sappers (engineers) may only be used by the regiments signed up for artillery. - May pick up and use any weapon that is dropped by others except rifles unless stated otherwise. |
About: The 66e Royal Batallion is a regiment dedicated to becoming the best regiment in the community. We will train hard, work hard, and play harder. We will maintain a degree of professionality at all times and have fun doing it. Joining our ranks means pledging to be the best soldier you can be, both on and off the battlefield. Thread: https://www.fsegames.eu/forum/index.php?topic=35307.0 About: The 6e Régiment de Dragons is a casual North American dragoon regiment that is fairly experienced and is currently one of the only active dragoon regiments in Napoleonic Wars. We focus on maintaining our skills, while still creating a fun environment that you will hopefully enjoy if you join. Thread: https://www.fsegames.eu/forum/index.php?topic=34150.0 About: We are a Mount and Blade Napoleonic Wars regiment that is modeled after a more modern american regiment. We are mostly a skirmisher/light infantry regiment but we also do line infantry. We strive to maintain strict leadership and a friendly community. Thread: | Basic Event Rules
Basic Event Rules
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automatic_fire_init = (
ti_before_mission_start, 0, ti_once, [],
[
(call_script, "script_autofire_reset_values"),
])
automatic_fire_test = (
0.2, 0, 0,
[
(key_is_down, key_left_mouse_button),
(neg|key_is_down, key_right_mouse_button),
(assign, "$has_item_equipped", 0),
(get_player_agent_no, ":player"),
(call_script, "script_autofire_agent_try_for_items_equipped", ":player", "itm_amer_ar", "itm_union_smg"),
(eq, "$has_item_equipped", 1),
(agent_is_alive, ":player"),
(neg|agent_is_wounded, ":player"),
(eq, "$autofire_lock", 0),
],
[
(assign, "$autofire_lock", 1),
(try_begin),
(gt, "$ammunition", 0),
(try_for_agents, ":agent"),
(get_player_agent_no, ":player"),
(agent_get_position, pos3, ":player"),
(position_move_x, pos3, 1),
(position_move_y, pos3, 96),
(position_move_z, pos3, 125),
(particle_system_burst, "psys_muzzle_flash", pos3, 1), #You'll need to make your own muzzle flash particle system, it's rather simple.
(play_sound, "snd_fullautotest"), #Change the sound to your liking
(call_script, "script_autofire_get_agent_positions", ":player", ":agent"),
(try_begin),
(eq, "$autofire_damage", 1),
(call_script, "script_autofire_damage_agent", ":player", ":agent", "psys_game_blood", 15, 10, 17), #Particle system not working yet
(try_end),
(val_sub, "$ammunition", 1),
(try_end),
(else_try),
(eq, "$ammunition", 0),
(agent_set_animation, ":player", "anim_reload_crossbow"), #Change the animation to your liking
(assign, "$ammunition", 180),
(try_end),
(assign, "$autofire_lock", 0),
])
autofire_ammo_init = ( #also needed, or you will enter scenes with no ammo.
ti_before_mission_start, 0, ti_once, [],
[(get_player_agent_no, ":player"),
(agent_has_item_equipped, "itm_cartridges"),
(assign, "$ammunition", 180),
])
#Autofire script by cdvader and Rize---------------------------------------------------------
#script_autofire_damage_agent
#Input 1: Damager.
#Input 2: Agent.
#Input 3: Particle System Burst.
#Input 4: Particle System Burst Power.
#Input 5: Random damage value BEGIN.
#Input 6: Random damage value END.
#Output: Damage.
("autofire_damage_agent",
[
(store_script_param, ":player", 1),
(store_script_param, ":agent", 2),
(store_script_param, ":psys", 3),
(store_script_param, ":psys_power", 4),
(store_script_param, ":l_range", 5),
(store_script_param, ":h_range", 6),
(try_begin),
(agent_get_position, pos1, ":agent"),
(agent_get_position, pos2, ":player"),
(neg|position_is_behind_position, pos1, pos2),
(particle_system_burst, ":psys", pos1, ":psys_power"),
(store_agent_hit_points, ":hp", ":agent", 1),
(store_random_in_range, ":rand", ":l_range", ":h_range"),
(val_sub, ":hp", ":rand"),
(val_max, ":hp", 0),
(neq, ":agent", ":player"),
(agent_is_alive, ":agent"),
(agent_set_hit_points, ":agent", ":hp", 1),
(assign, reg1, ":hp"),
(try_begin),
(gt, reg1, 0),
(display_message, "@Delivered {reg1} damage."),
(try_end),
(try_begin),
(lt, ":hp", 1),
(agent_deliver_damage_to_agent, ":player", ":agent"),
(try_end),
(try_end),
]),
#script_autofire_agent_has_item_equipped
#Input 1: Agent.
#Input 2: Weapon item.
#Output: $has_item_equipped variable.
("autofire_agent_has_item_equipped",
[
(store_script_param, ":agent", 1),
(store_script_param, ":item", 2),
(try_begin),
(agent_get_wielded_item, ":w_item", ":agent", 0),
(eq, ":w_item", ":item"),
(assign, "$has_item_equipped", 1),
(else_try),
(assign, "$has_item_equipped", 0),
(try_end),
]),
#script_autofire_agent_try_for_items_equipped
#Input 1: Agent.
#Input 2: Weapon item BEGIN.
#Input 3: Weapon item END.
#Output: $has_item_equipped variable.
("autofire_agent_try_for_items_equipped",
[
(store_script_param, ":agent", 1),
(store_script_param, ":item_begin", 2),
(store_script_param, ":item_end", 3),
(try_for_range, ":all_items", ":item_begin", ":item_end"),
(agent_get_wielded_item, ":w_item", ":agent", 0),
(is_between, ":w_item", ":all_items"),
(assign, "$has_item_equipped", 1),
(else_try),
(agent_get_wielded_item, ":w_item", ":agent", 0),
(eq, ":w_item", ":item_begin"),
(assign, "$has_item_equipped", 1),
(else_try),
(agent_get_wielded_item, ":w_item", ":agent", 0),
(eq, ":w_item", ":item_end"),
(assign, "$has_item_equipped", 1),
(else_try),
(troop_get_type, ":walker", ":agent"),
(eq, ":walker", tf_walker),
(assign, "$has_item_equipped", 1),
(else_try),
(assign, "$has_item_equipped", 0),
(try_end),
]),
#script_autofire_reset_values
#Input: None.
#Output: Resetted values.
("autofire_reset_values",
[
#(assign, "$dist_val", 100),
(assign, "$autofire_lock", 0),
(assign, "$autofire_damage", 0),
(assign, "$has_item_equipped", 0),
]),
#script_autofire_get_agent_positions
#Input 1: Shooter.
#Input 2: Agent.
#Output: Positions.
("autofire_get_agent_positions",
[
(store_script_param, ":player", 1),
(store_script_param, ":agent", 2),
(agent_get_look_position, pos1, ":player"),
(agent_get_position, pos2, ":agent"),
(agent_get_position, pos3, ":player"),
(get_distance_between_positions, ":dist", pos1, pos2),
#(assign, "$dist_val", 100),
(get_distance_between_positions, ":range", pos2, pos3),
(lt, ":range", 2000), #Increase range here
(try_begin),
(neq, ":agent", ":player"),
(lt, ":dist", 100),
(assign, "$autofire_damage", 1),
(else_try), #TODO: Fix this try_for_range loop to drastically decrease the size of the script.
#(try_for_range, reg2, 0, 250),
# (neq, ":agent", ":player"),
# (position_move_y, pos1, 100),
# (position_move_z, pos1, -100),
# (get_distance_between_positions, ":dist", pos1, pos2),
# (val_add, "$dist_val", 100),
# (lt, ":dist", "$dist_val"),
# (assign, "$autofire_damage", 1),
#(try_end),
(neq, ":agent", ":player"),
(position_move_y, pos1, 100),
(position_move_z, pos1, -100),
(get_distance_between_positions, ":dist", pos1, pos2),
(neg|position_is_behind_position, pos2, pos1),
(lt, ":dist", 200),
(assign, "$autofire_damage", 1),
(else_try),
(neq, ":agent", ":player"),
(position_move_y, pos1, 100),
(position_move_z, pos1, -100),
(get_distance_between_positions, ":dist", pos1, pos2),
(neg|position_is_behind_position, pos2, pos1),
(lt, ":dist", 300),
(assign, "$autofire_damage", 1),
(else_try),
(neq, ":agent", ":player"),
(position_move_y, pos1, 100),
(position_move_z, pos1, -100),
(get_distance_between_positions, ":dist", pos1, pos2),
(neg|position_is_behind_position, pos2, pos1),
(lt, ":dist", 400),
(assign, "$autofire_damage", 1),
(else_try),
(neq, ":agent", ":player"),
(position_move_y, pos1, 100),
(position_move_z, pos1, -100),
(get_distance_between_positions, ":dist", pos1, pos2),
(lt, ":dist", 500),
(neg|position_is_behind_position, pos2, pos1),
(assign, "$autofire_damage", 1),
(else_try),
(neq, ":agent", ":player"),
(position_move_y, pos1, 100),
(position_move_z, pos1, -100),
(get_distance_between_positions, ":dist", pos1, pos2),
(neg|position_is_behind_position, pos2, pos1),
(lt, ":dist", 600),
(assign, "$autofire_damage", 1),
(else_try),
(neq, ":agent", ":player"),
(position_move_y, pos1, 100),
(position_move_z, pos1, -100),
(get_distance_between_positions, ":dist", pos1, pos2),
(neg|position_is_behind_position, pos2, pos1),
(lt, ":dist", 700),
(assign, "$autofire_damage", 1),
(else_try),
(neq, ":agent", ":player"),
(position_move_y, pos1, 100),
(position_move_z, pos1, -100),
(get_distance_between_positions, ":dist", pos1, pos2),
(neg|position_is_behind_position, pos2, pos1),
(lt, ":dist", 800),
(assign, "$autofire_damage", 1),
(else_try),
(neq, ":agent", ":player"),
(position_move_y, pos1, 100),
(position_move_z, pos1, -100),
(get_distance_between_positions, ":dist", pos1, pos2),
(neg|position_is_behind_position, pos2, pos1),
(lt, ":dist", 900),
(assign, "$autofire_damage", 1),
(else_try),
(neq, ":agent", ":player"),
(position_move_y, pos1, 100),
(position_move_z, pos1, -100),
(get_distance_between_positions, ":dist", pos1, pos2),
(neg|position_is_behind_position, pos2, pos1),
(lt, ":dist", 1000),
(assign, "$autofire_damage", 1),
(else_try),
(assign, "$autofire_damage", 0),
(try_end),
]),
#---------------------------------------------------------
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The 15y Ulanskii Tatarskii Polk is a casual North American lancer regiment that is fairly experienced. We were founded in November of 2016 as the 6e Régiment de Dragons. In June of 2017, we renamed to the 15y Ulanskii Tatarskii Polk. We focus on maintaining our skills, while still creating a fun environment that you will hopefully enjoy.
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