Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - DanyEle

Pages: 1 2 3 4 5 ... 28
31
Deutsches Forum / Re: L'Aigle
« on: December 31, 2014, 02:18:08 am »
Jawohl, ich kann nicht schlafen :D

32
Modifications / Re: Have a question about Modding? Ask Here!
« on: December 26, 2014, 03:16:40 pm »
Dont touch anything but the faction troops belong to. Just change it to fac_neutral to make them disappear.

33
Off Topic / Re: L'Aigle Release Date Confirmed!
« on: December 20, 2014, 08:25:09 pm »
I didn't think this day would have ever come. Awesome news :D

34
Modifications / Re: [Tutorial] Creating new unit section
« on: December 18, 2014, 07:13:32 am »
That's the Module System, sir. Basically the human-intelligible code posted by Gokiller is translated into machine language(what you posted). It is not suggested to modify the machine code, as it can lead to several problems.

35
Modifications / Re: *Scripting Thread*
« on: December 16, 2014, 08:52:45 pm »
Of course.

36
Modifications / Re: [Tutorial] Creating new unit section
« on: December 14, 2014, 12:51:09 pm »
Sticked! People are welcome to create tutorials and guides other people might use.

37
Modifications / Re: Hide factions?
« on: December 10, 2014, 09:47:47 pm »
Perhaps I've forgotten mentioning something, but I can't really remember what it is, as I did it over a year ago.. Yeaah, perhaps set the new bound for factions_end in module_constants or check for factions constraints in header_common.

38
Modifications / Re: Have a question about Modding? Ask Here!
« on: December 09, 2014, 10:20:19 pm »
If you get the Module System and then open module_sounds, you're going to get the full list of assigned sounds. But anyway, here they are:

   
Code
["french_f_battlecry_1.wav", fac_france],["french_f_battlecry_2.wav", fac_france],["french_f_battlecry_3.wav", fac_france],["french_f_battlecry_4.wav", fac_france],["french_f_battlecry_5.wav", fac_france],

 ("voice_comm_charge_fren", sf_priority_8|sf_vol_13|sf_stream_from_hd, ["fren_charge1.wav","fren_bayonet1.wav","fren_bayonet2.wav","fren_bayonet3.wav","fren_bayonet4.wav"]),

 ("voice_cry_fem_fren", sf_priority_8|sf_vol_13, [
   "french_f_battlecry_1.wav"
  ,"french_f_battlecry_2.wav"
  ,"french_f_battlecry_3.wav"
  ,"french_f_battlecry_4.wav"
  ,"french_f_battlecry_5.wav"
  ,"french_f_battlecry_6.wav"
  ,"french_f_battlecry_7.wav"
  ,"french_f_battlecry_8.wav"
  ,"french_f_battlecry_9.wav"
  ,"french_f_battlecry_10.wav"
  ,"french_f_battlecry_11.wav"
  ,"french_f_battlecry_12.wav"
  ,"french_f_battlecry_13.wav"
  ,"french_f_battlecry_14.wav"
  ,"french_f_battlecry_15.wav"
  ,"french_f_battlecry_16.wav"
  ,"french_f_battlecry_17.wav"
  ,"french_f_battlecry_18.wav"
  ,"french_f_battlecry_19.wav"
  ,"french_f_battlecry_20.wav"
 ]),

39
Historical Discussion / Re: Ancestors serving in World War I
« on: December 09, 2014, 08:35:58 pm »
A few weeks ago I went to my family's old mountain house and I found a very old picture of a man wearing a World War 1 uniform and wielding a rifle, so I asked my uncle who it was. He told me that was my grand grandfather who fought for Francis Joseph in the Austro-Hungarian Empire and got called to arms in 1914. He got wounded and captured by Russian soldiers a few months later, but he managed to go back home in 1919 or 1920.
Then I remember asking my grandmother once, if her grandfather was called to arms in 1914 as well, and she told me that my other grand grandfather Attilio was called to arms in 1914, again fighting on the eastern front for the Austro-Hungarian Empire and came back in 1918 unharmed. Back in the days, this part of northern Italy where I currently live still belonged to the Austro-Hungarian Empire and it was only after World War 1 that it got annexed by Italy, so no wonder they were loyal to the Kaiser Francis Joseph. I even recall finding a picture of Francis Joseph himself at my old mountain house :D
I think I could even go and ask my grandmother for more details about my grand grandfather, I'm sure she does know way more than what she's told me so far!

EDIT: I did some research, and it looks like they served in the Kaiserjäger 3. Regiment http://de.wikipedia.org/wiki/K.u.k._Kaiserj%C3%A4ger

40
Modifications / Re: Have a question about Modding? Ask Here!
« on: December 09, 2014, 08:07:41 pm »
Better later than never!

41
In Development / Re: The Mexican Enhancement Mod
« on: December 09, 2014, 07:36:51 pm »
Best of luck. I have moved your topic to the correct section. But I see you already got one there... Consider locking one perhaps.

42
Modifications / MOVED: The Mexican Enhancement Mod
« on: December 09, 2014, 07:36:01 pm »

43
Modifications / Re: Have a question about Modding? Ask Here!
« on: December 09, 2014, 07:34:39 pm »
The taunts are randomized. Perhaps try and replace them all, though you might have already done that.

44
Modifications / Re: *Scripting Thread*
« on: December 09, 2014, 07:27:13 pm »
I have three questions:

1) How can I hide faction in the game?I have been searching and I didn´t found anything that is effective.


2) Can you spawn one prop in a scene?. Example, the character is in a certain place on the map and want to invoke a cannon and appears.

3) It is possible spawn civilians in a scene, or guards at a particular scene (like the citizens of the cities of the native)

Thanks,
Cheers.  :)


1) I described the best procedure you should follow in NW in this very topic https://www.fsegames.eu/forum/index.php?topic=20171.msg872073#msg872073

2) Absolutely! Let's take your example: spawn a cannon on a player that has pressed a certain button. First of all, bear in mind that spawning stuff MUST be always done serverside, so whatever you're going to do, do it on a server-side trigger (multiplayer_is_server), = your keyword to find or add serverside stuff, or inside server event. Afterwards, you are going to need to call the following commands. Let's assume it's a trigger and you know which agent you're dealing with:

Code
(agent_is_active, ":agent_id"),
(agent_is_alive, ":agent_id"),

(agent_get_position, pos1, ":agent_id"),
(set_spawn_position, pos1),
(spawn_scene_prop, "spr_scene_prop_name"),

That's really all you need. You can modify the position, rotate the prop, put it in a loop, etc... But I dont want to ruin all the fun that comes with modding and coding  ;) Feel free to ask any questions that come to your mind though. You can also spawn items instead of scene props. In this case, all you need to do is use the following code:

Code
(agent_is_active, ":agent_id"),
(agent_is_alive, ":agent_id"),

(agent_get_position, pos1, ":agent_id"),
(set_spawn_position, pos1),
(spawn_item, "itm_rockets", 0, 300), #300 seconds(5 minutes) is the time after that the items gets despawned if it remains on the ground

3) Yes, you could look into commands like spawn_agent or spawn_horse , but i cannot really say how or if they work in NW as I never used them before. You might want to ask to the creators of the Anglo-Zulu war and ask them how they implemented swarms of bots. For citizens, not sure if that's really possible since we're in a multiplayer game and bots are usually hostile. You might have to use some AI paths or script some AI behaviour yourself if you want them to perform certain actions. Still, there could be some good guides on the TW forum that could really help you. For instance, I just went onto the Mod Development section and found this awesome tool http://forums.taleworlds.com/index.php/topic,317313.0.html

45
Modifications / Re: Custom sound pack help!
« on: December 09, 2014, 07:18:32 pm »
If you already asked in the "Have a question about modding" thread, it's kinda useless to open a new topic with the exact same content, don't you find? I already answered you there BTW.

Pages: 1 2 3 4 5 ... 28