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 - Saxinger

Pages: 1 2 3
1
Modifications / Re: Saxingers Serverscrips for NW [OSP]
« on: April 21, 2014, 07:12:25 pm »

2
Modifications / Re: Saxingers Serverscrips for NW [OSP]
« on: April 21, 2014, 11:30:48 am »
So you mean I should upload them also as compiled files?:b
I wanted to speak with you , would you add me on steam please?

3
Modifications / Re: Saxingers Serverscrips for NW [OSP]
« on: April 19, 2014, 03:41:37 pm »
I tested the scripts in the past and the worked but i know the are not perfect scripted :)
Aah and thx yes the login script can't work i will correct this :) and i tried them on a dedicated and normal Server :)

4
Modifications / Saxingers Serverscrips for NW [OSP]
« on: April 19, 2014, 01:06:28 pm »
****Saxingers Server Scripts****



Hi NW Community.

Here are some serverscripts fou you. I have some more but I thought the following are enough for the beginning.
The Scripts are for all gamemodes.




**Scripts**


- Join Message

Spoiler
When somebody joines the Server it is shown in a textmessage: (Saxinger joined the server).

If  a admin joines : (Admin Saxinger joined the server). [Note that this server message will be returned as an Admin Chat]
[close]

- Leave Message

Spoiler
When somebody leaves the Server it is shown in a textmessage: (Saxinger left the server).
[close]

- Kill/Death Message and Killstreak

Spoiler
When a character a kills character b, character a will recieve a message with the Information how much he were away from character b. (I could also add the info what the ID of character a is)

Everytime when a kills b (and a dies not), a counter will add for every kill an point. When character has 5 kills there will be, a for all visible message : Saxinger has a 5 killstreak. The killstreak limit is 20.
[close]

- Automatic Server Announcements

Spoiler
At an interval of 5 minutes, the server will send one of five messages to all player. The admin can define them in module_strings :  ("server_message_1", "Type you first Serveranouncement"),

("server_message_2", "Type you first Serveranouncement"),
("server_message_3", "Type you first Serveranouncement"),
("server_message_4", "Type you first Serveranouncement"),
("server_message_5", "Type you first Serveranouncement"),
("server_message_6", "Type you first Serveranouncement"),
[close]

-Server message

Spoiler
This script I almost use in all of my scripts. Add the script  ("cf_server_message_syn") just to the module_scripts.
[close]

***Script Codes***

Spoiler
Join Message

Code
 ("multiplayer_server_player_joined_common",
   [
     (store_script_param, ":player_no", 1),
   
  (try_begin),
       (this_or_next|player_is_active, ":player_no"),
       (eq, ":player_no", 0),
       (call_script, "script_multiplayer_init_player_slots", ":player_no"),
       (store_mission_timer_a, ":player_join_time"),
       (player_set_slot, ":player_no", slot_player_join_time, ":player_join_time"),
       (player_set_slot, ":player_no", slot_player_first_spawn, 1),
     (try_begin),
         (multiplayer_is_server),
       
         (call_script, "script_multiplayer_send_initial_information", ":player_no"),
         (player_get_unique_id, reg13, ":player_no"), #Saxinger edit
     (try_end),
   
#Saxinger begin
     (try_begin),


(str_store_player_username, s1, ":player_no"),

(try_begin),
 
 
  (player_is_admin, ":player_no"),
  (str_store_string, s4, "@Admin {s1} joined the Server."),


        (try_begin),
         
           (try_for_range, ":player_no", "$g_player_loops_begin", multiplayer_player_loops_end),
           (player_is_active, ":player_no"),
           (multiplayer_send_string_to_player, ":player_no", multiplayer_event_return_admin_chat, s4),
         (try_end),
         
         (server_add_message_to_log, "@[SERVER]: {s4}"),

         (try_end),   
     
     
      (else_try),

  (str_store_string, s4, "@{s1} joined the Server. "),
      (call_script, "script_multiplayer_broadcast_message"),
 
  (server_add_message_to_log, "@[SERVER]: {s4}"),
     (try_end),

  (str_store_string, s2, "str_welcome_message_saxinger"),
  (multiplayer_send_string_to_player, ":player_no",multiplayer_event_show_server_message, s2),

#Saxinger end
(try_end),
(try_end),
     
    ]),

Spoiler
Note! You have to edit the String "welcome_message" in module_strings!
[close]


Leave Message

Code
multiplayer_server_log_player_leave = (
  ti_on_player_exit, 0, 0, [(multiplayer_is_server),],
  [
    (store_trigger_param_1, ":player_no"),

    (try_begin),
      (player_is_active,":player_no"),
      (str_store_player_username, s1, ":player_no"),
      (player_get_unique_id, reg13, ":player_no"),
     
      (server_add_message_to_log,"str_player_left_server_s1_reg13"),
   
      (str_store_string, s4, "@{s1} left the Server. "),
      (call_script, "script_multiplayer_broadcast_message"),

     (try_end),

  ])



Kill/Death/Killstreak Message

Code
 ("multiplayer_server_on_agent_killed_or_wounded_common",
   [
     (store_script_param, ":dead_agent_no", 1),
     (store_script_param, ":killer_agent_no", 2),

(agent_get_position, pos0, ":killer_agent_no"),#Saxinger Edit
   
     (try_begin),
       (neg|multiplayer_is_dedicated_server), # run client side code.
       (call_script,"script_multiplayer_client_on_agent_killed_or_wounded_common",":dead_agent_no"),
     (try_end),
     
     # General Score + Kills + Deaths calculation score is server side, kills and deaths client side aswell
     (try_begin),
       (agent_is_active,":dead_agent_no"), # Only if we actually killed someone.
       (agent_is_human, ":dead_agent_no"), # and not a horse =p
       (agent_get_team, ":dead_agent_team", ":dead_agent_no"), # get his team
     # Store playerids, If not active then store -1 If bot/horse then we have -1 aswell.
       
       (assign, ":killer_agent_team", -1),
       (try_begin),
         (agent_is_active,":killer_agent_no"),
         (agent_get_team, ":killer_agent_team", ":killer_agent_no"),# troopStore killer agent team

         (agent_get_player_id, ":killer_agent_player", ":killer_agent_no"),
         (try_begin),
           (neg|player_is_active, ":killer_agent_player"),
           (assign,":killer_agent_player",-1),
         (else_try),
           (agent_get_slot,":instance_id",":dead_agent_no",slot_agent_current_control_prop),
           (prop_instance_is_valid,":instance_id"),
           (prop_instance_get_scene_prop_kind, ":cannon_kind", ":instance_id"),
           (try_begin),
             (is_between,":cannon_kind",mm_cannon_wood_types_begin,mm_cannon_wood_types_end),
             (call_script,"script_stop_agent_controlling_cannon",":instance_id",":dead_agent_no"),
           (else_try),
             (call_script,"script_set_agent_controlling_prop",":instance_id",":dead_agent_no",0),
           (try_end),
         (try_end),
       (try_end),
       
       (try_begin),
         (agent_get_player_id, ":dead_agent_player", ":dead_agent_no"),
         (neg|player_is_active, ":dead_agent_player"),
         (assign,":dead_agent_player",-1),
       (try_end),
       

       (assign,":kill_type",-1),
       (assign,":score_affector",-1),
       (assign,":score_affector_team",-1),
       (try_begin),
         (this_or_next|lt, ":killer_agent_no", 0), #if he killed himself (1a(team change) or 1b(self kill)) then decrease kill counts of killer player by one.
         (eq, ":killer_agent_no", ":dead_agent_no"),
         (assign,":kill_type",kill_type_self),
         (assign,":score_affector",":dead_agent_player"),
         (assign,":score_affector_team",":dead_agent_team"),

   (else_try), # if he dident kill himself we must have a valid killer, Horses can kill you aswell ^^
         (try_begin),
   (eq, ":killer_agent_team", ":dead_agent_team"), # Same team
           (neq, "$g_multiplayer_game_type", multiplayer_game_type_deathmatch),
           (neq, "$g_multiplayer_game_type", multiplayer_game_type_duel),
           (neq, "$g_multiplayer_game_type", multiplayer_game_type_scene_making),
           (assign,":kill_type",kill_type_team),
           
  (agent_is_human,":killer_agent_no"),
          (agent_is_human,":dead_agent_no"),
          (agent_is_alive, ":killer_agent_no"),
   
   (str_store_player_username, s2, ":killer_agent_player"),
           (str_store_player_username, s3, ":dead_agent_player"),
   (str_store_string, s5, "@You have killed a teammate. Please note that teamkilling is not allowed on this server."),
   (multiplayer_send_string_to_player, ":killer_agent_player", multiplayer_event_show_server_message, s5),
   (str_store_string, s7, "@You have been teamkilled by {s2}."),
   (multiplayer_send_string_to_player, ":dead_agent_player", multiplayer_event_show_server_message, s7),
   
   (else_try),
           (assign,":kill_type",kill_type_enemy),
         #Saxinger begin
         
  try_begin),
  (agent_is_human,":killer_agent_no"),
          (agent_is_human,":dead_agent_no"),
          (agent_is_alive, ":killer_agent_no"),
          (neq, ":killer_agent_player", -1),
 
  (str_store_player_username, s2, ":killer_agent_player"),
          (str_store_player_username, s3, ":dead_agent_player"),
 
(try_begin),
(ge, reg61, 5),
               
   (agent_get_position, pos1, ":dead_agent_no"),
   
   (get_distance_between_positions_in_meters, ":distance", pos0, pos1),
                   (assign, reg61, ":distance"),
               (str_store_string, s8, "@You have killed {s3} | Distance {reg61} Meters."),
               (multiplayer_send_string_to_player, ":killer_agent_player", multiplayer_event_show_server_message, s8),
               (str_store_string, s9, "@You have been killed by {s2}."),
               (multiplayer_send_string_to_player, ":dead_agent_player", multiplayer_event_show_server_message, s9),

               
               (agent_get_slot, reg0, ":killer_agent_no", slot_killstreak),
                   
   (val_add, reg0, 1),
                         (agent_set_slot, ":killer_agent_no", slot_killstreak, reg0),   

           (agent_is_alive, ":killer_agent_no"),
                         (agent_is_active, ":killer_agent_no"),
                         (agent_is_human, ":killer_agent_no"),
                       
                         (agent_get_player_id, ":killer_player", ":killer_agent_no"),
                         (str_store_player_username, s2, ":killer_player"),
                         
         (try_begin),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 5),
                   
                   (str_store_string, s0, "str_server_killstreak_5"),
                   (call_script, "script_cf_server_message_syn"),
     (else_try),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 10),
                   
                   (str_store_string, s0, "str_server_killstreak_10"),
                   (call_script, "script_cf_server_message_syn"),
     (else_try),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 15),
                   (str_store_string, s0, "str_server_killstreak_15"),
                   (call_script, "script_cf_server_message_syn"),
     (else_try),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 20),
                   (str_store_string, s0, "str_server_killstreak_20"),
                   (call_script, "script_cf_server_message_syn"),
     (try_end),

(else_try),
             
   (str_store_string, s10, "@You have killed {s3} in combat."),
               (multiplayer_send_string_to_player, ":killer_agent_player", multiplayer_event_show_server_message, s10),
               (str_store_string, s11, "@You have been killed by {s2}."),
               (multiplayer_send_string_to_player, ":dead_agent_player", multiplayer_event_show_server_message, s11),
       

               (agent_get_slot, reg0, ":killer_agent_no", slot_killstreak),
                   
   (val_add, reg0, 1),
                         (agent_is_alive, ":killer_agent_no"),
                         (agent_is_active, ":killer_agent_no"),
                         (agent_is_human, ":killer_agent_no"),
                         (agent_set_slot, ":killer_agent_no", slot_killstreak, reg0),   
   
         (try_begin),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 5),
                   
                   (str_store_string, s0, "str_server_killstreak_5"),
                   (call_script, "script_cf_server_message_syn"),
     (else_try),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 10),
                   
                   (str_store_string, s0, "str_server_killstreak_10"),
                   (call_script, "script_cf_server_message_syn"),
     (else_try),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 15),
                   (str_store_string, s0, "str_server_killstreak_15"),
                   (call_script, "script_cf_server_message_syn"),
     (else_try),
                   (agent_slot_eq, ":killer_agent_no", slot_killstreak, 20),
                   (str_store_string, s0, "str_server_killstreak_20"),
                   (call_script, "script_cf_server_message_syn"),
     (try_end),
(try_end),
   
     
     #Saxinger end
(try_end),
         (assign,":score_affector",":killer_agent_player"),
         (assign,":score_affector_team",":killer_agent_team"),
       
   (try_end),

       (try_begin),
         (eq, "$g_multiplayer_game_type", multiplayer_game_type_commander), # For commander mode give kills of squad to commander
         
         (agent_is_active,":killer_agent_no"),
         (agent_is_human, ":killer_agent_no"),
         (agent_is_non_player, ":killer_agent_no"),
         (agent_get_group, ":agent_group", ":killer_agent_no"),
         (gt,":agent_group",-1),
         (player_is_active, ":agent_group"),
         (player_get_agent_id, ":killer_agent_no", ":agent_group"),
         (assign,":score_affector",":agent_group"),
       (try_end),
         
       (gt,":kill_type",-1),
       
       (assign,":score_change",0), # Score + Kills difirence change =)
       (try_begin),
         (eq,":kill_type",kill_type_enemy),
         (assign,":score_change",1),
       (else_try),
         (this_or_next|eq,":kill_type",kill_type_self),
         (eq,":kill_type",kill_type_team),
         (assign,":score_change",-1),
       (try_end),
       
       (try_begin), #adding 1 score points to agent which kills enemy agent at server
         (multiplayer_is_server),

         (try_begin), # In battle if we have bots controlled by the died agent then set their group to -1
           (eq, "$g_multiplayer_game_type", multiplayer_game_type_battle),
           
           (this_or_next|gt,"$g_multiplayer_num_bots_team_1",0),
           (gt,"$g_multiplayer_num_bots_team_2",0),
           (player_is_active,":dead_agent_player"),

           (try_for_agents, ":cur_agent"),
             (agent_is_active,":cur_agent"),
             (agent_is_non_player, ":cur_agent"),
             (agent_is_human, ":cur_agent"),
             (agent_is_alive, ":cur_agent"),
             (agent_get_group, ":agent_group", ":cur_agent"),
             (eq, ":dead_agent_player", ":agent_group"),
             (agent_set_group, ":cur_agent", -1),
           (try_end),
         (try_end),
         
         (gt,":score_affector",-1),
       
         (try_begin),
           (neq,":score_change",0), # it is not 0
           (player_get_score, ":score_affector_score", ":score_affector"),
           (val_add, ":score_affector_score", ":score_change"),
           (player_set_score, ":score_affector", ":score_affector_score"),
         (try_end),
         
         (player_is_active,":killer_agent_player"),#Can still be different from score affector if game in commander mode
         
         (try_begin), # Log teamkills if we have a player teamkilling a player
           (eq,":kill_type",kill_type_team),
           (player_is_active,":dead_agent_player"),
           
           (call_script,"script_multiplayer_server_on_player_teamkilled_player", ":dead_agent_player", ":killer_agent_player", ":dead_agent_team"),
         (try_end),
         
         (try_begin),
           (this_or_next|eq,":kill_type",kill_type_enemy),
           (eq,":kill_type",kill_type_team),
           
           (player_is_active,":dead_agent_player"),
           # Bring down ze banhammer
           (player_is_admin, ":killer_agent_player"),
           
           (agent_is_active,":killer_agent_no"),
           (agent_is_alive,":killer_agent_no"),
           (agent_get_wielded_item, ":item", ":killer_agent_no", 0),
           (eq, ":item", "itm_banhammer"),

           (str_store_player_username, s2, ":killer_agent_player"),
           (str_store_player_username, s3, ":dead_agent_player"),
           (str_store_string, s4, "str_ban_hammer_s2_s3"),
           (call_script, "script_multiplayer_broadcast_message"), # Broadcast banhammer by message
           
           (try_begin),
             (player_get_unique_id, ":player_key", ":dead_agent_player"),
             (gt,":player_key", 1), # Key auth server problem protection (id 1 if wrong)
             (ban_player, ":dead_agent_player", 1, ":killer_agent_player"),
           (else_try),
             (kick_player, ":dead_agent_player"),
           (try_end),
         (try_end),
       (try_end),
       
       (try_begin),
         # if its captain mode and player is dead
         (eq, "$g_multiplayer_game_type", multiplayer_game_type_commander),
         (eq, "$g_multiplayer_player_respawn_as_bot", 0), #Only if player can't respawn as bot
         (agent_is_active,":dead_agent_no"),
         (neg|agent_is_non_player, ":dead_agent_no"),
         # then reset his squad's orders
         #(agent_get_team, ":dead_team_no", ":dead_agent_no"),
         (agent_get_player_id, ":dead_player_no", ":dead_agent_no"),
         (player_is_active, ":dead_player_no"),
         (set_show_messages, 0),
         (team_give_order, ":dead_player_no", grc_everyone, mordr_charge),
         (team_give_order, ":dead_player_no", grc_everyone, mordr_fire_at_will),
         (team_give_order, ":dead_player_no", grc_everyone, mordr_use_any_weapon),
         #(team_give_order, ":dead_player_no", grc_everyone, mordr_form_2_row),
         (set_show_messages, 1),
       (try_end),
   
       (try_begin),
         (eq, "$g_multiplayer_game_type", multiplayer_game_type_commander), # For commander mode give kills of squad to commander
         (try_begin),
           (agent_is_active,":killer_agent_no"),
           (agent_is_human, ":killer_agent_no"),
           (agent_is_non_player, ":killer_agent_no"),
           (agent_get_group, ":agent_group", ":killer_agent_no"),
           (gt,":agent_group",-1),
     (player_is_active, ":agent_group"),
           (player_get_agent_id, ":killer_agent_no", ":agent_group"),
           (assign,":killer_agent_player",":agent_group"),
         (try_end),
         (try_begin),
           (agent_is_active,":dead_agent_no"),
           (agent_is_human, ":dead_agent_no"),
           (agent_is_non_player, ":dead_agent_no"),
           (agent_get_group, ":agent_group", ":dead_agent_no"),
           (gt,":agent_group",-1),
           (player_is_active, ":agent_group"),
           (player_get_agent_id, ":dead_agent_no", ":agent_group"),
           (assign,":dead_agent_player",":agent_group"),
         (try_end),
       (try_end),
       
       (try_begin), # assigning Kills Both server + client side.
         (neq,":score_change",0), # it is not 0 =P
         (try_begin),
           (gt,":score_affector",-1), # score affector is a player
           (player_get_kill_count, ":score_affector_kills", ":score_affector"),
           (val_add, ":score_affector_kills", ":score_change"),
           (player_set_kill_count, ":score_affector", ":score_affector_kills"),
         (else_try),
           (gt,":killer_agent_no",-1),
           (agent_is_human, ":killer_agent_no"), # it is a bot not a horse
           (team_get_bot_kill_count, ":score_affector_team_bot_kill_count", ":score_affector_team"),
           (val_add, ":score_affector_team_bot_kill_count", ":score_change"),
           (team_set_bot_kill_count, ":score_affector_team", ":score_affector_team_bot_kill_count"),       
         (try_end),
       (try_end),
       
       (try_begin), # assigning deaths both server + client side.
         (player_is_active,":dead_agent_player"), # dead guy is a player
         (player_get_death_count, ":dead_agent_player_death_count", ":dead_agent_player"),
         (val_add, ":dead_agent_player_death_count", 1),
         (player_set_death_count, ":dead_agent_player", ":dead_agent_player_death_count"),
       (else_try),
         (agent_is_active,":dead_agent_no"),
         (agent_is_human, ":dead_agent_no"), # it is a bot not a horse
         (team_get_bot_death_count, ":dead_agent_team_bot_death_count", ":dead_agent_team"),
         (val_add, ":dead_agent_team_bot_death_count", 1),
         (team_set_bot_death_count, ":dead_agent_team", ":dead_agent_team_bot_death_count"),     
       (try_end),
   (try_end),
    ]),

Spoiler
You need to add the slots for the killstreak!
[close]



Server Announcement

Code
 automatic_server_announcement = (
    1, 0, 0, [(multiplayer_is_server),],
[
                 
                  (val_add,"$counter",1),
            (try_begin),
                  (eq, "$counter", 300), #5 minutes till a servermessage is automatillys send by the server
                  (store_random_in_range,":message",1,6),
            (try_begin),
                  (eq,":message",1),
                  (str_store_string, s0, "str_server_message_1"),
                 (else_try),
                  (eq,":message",2),
                  (str_store_string, s0, "str_server_message_2"),
                 (else_try),
                  (eq,":message",3),
                  (str_store_string, s0, "str_server_message_3"),
                 (else_try),
                  (eq,":message",4),
                  (str_store_string, s0, "str_server_message_4"),
                 (else_try),
                  (eq,":message",5),
                  (str_store_string, s0, "str_server_message_5"),
            (try_end),
                  (call_script, "script_cf_server_message_syn"),
                  (assign, "$counter", 0),
    (try_end),

  ])

Spoiler
Note! You have to define also "server_message_1"  to  "server_message_5" in module_strings!
[close]



Server Message[/center

Code
 
 ("cf_server_message_syn",  #script_cf_server_message_syn
    [
      (get_max_players,":max"),
      (try_for_range, ":player_id",0,":max"),
      (player_is_active, ":player_id"),
      (multiplayer_send_string_to_player, ":player_id",multiplayer_event_show_server_message, s0), 
      (try_end),
]),
[close]

You have to define the slots in module_constants and the strings in modulle_strings.
My code:

Spoiler
****Strings****

Saxinger Automatically Announcements [INFO] This Servermessages are send automatically by the server every 5 minutes.
("server_message_1", "Type you first Serveranouncement"),
("server_message_2", "Type you first Serveranouncement"),
("server_message_3", "Type you first Serveranouncement"),
("server_message_4", "Type you first Serveranouncement"),
("server_message_5", "Type you first Serveranouncement"),
("server_message_6", "Type you first Serveranouncement"),

#Saxinger Killstreaks
("server_killstreak_5", "{s2} has a 5 killstreakt"),
("server_killstreak_10", "{s2} has a 10 killstreakt"),
("server_killstreak_15", "{s2} has a 15 killstreakt"),
("server_killstreak_20", "{s2} has a 20 killstreakt"),

#Welcome Message
("welcome_message_saxinger", "Type your welcome message"), #Example (Note the ID ist stored in reg13 so you can use it) : ("welcome_message", "Welcome to our server. Read the rules and folllow them. Have fun! Your Unique ID: [reg13]."),


****Slot****

slot_killstreak = 20

[close]


Please note that I haven't tested the scripts in the last time, but they should work.
If youu need help how to add the scripts ore something like this, feel free to contact me.

Steam : Saxinger


I've a lot of ideas for more scripts, like anti gate troll scripts, heals and much more. If you have a idea or you need a script, feel also free to contact me.

Greets, Saxinger from the 3teFK.



Download


5
Modifications / Re: How do you add a new faction?
« on: August 14, 2013, 10:08:25 am »
The system should be the same...

AHAHAHAHAHAHAHAHA no. The NW sourcecode, I suspect, contains a lot of unnecessary complication to discourage modders. It also has many engine changes.

Several of the menus need to be edited manually for this to show up. I can't pinpoint exactly where, I never went looking, but I do know that there is a factions file - a spreadsheet style file - in the NW folder that has the faction names. Might have something to do with it. You would also have to add it into every gamemode in module_mission_templates.

Lol in my Oppinion, NW is much better scripted than the taleworlds module system. I never tryied to add a new faction I just wanted to help, but ok if the tutorial doesn't fit to nw.... ;)

6
Modifications / Re: Anti GF Troll
« on: August 14, 2013, 10:04:52 am »
But the idea behind this is not to disable the shooting system. The trolls who try it won't like it...so if they don't know that you will be banned or kicked and they shoot they will learn it...because they won't know on which server the scripts are running until they're banned....

7
Modifications / Re: Anti GF Troll
« on: August 14, 2013, 09:56:15 am »
Wouldn't it be easier to remove the shooting mode from the muskets in module_items and let the players spawn just with melee muskets? This'd save a lot of admins' time.

But items are clientsided?!

8
Modifications / Re: *Scripting Thread*
« on: August 13, 2013, 08:01:27 pm »
Hi im sort of a noob to coding and scripting so i just have a question. I know that coding in terms of NW means changing unit and faction names etc., and am guessing that scripting more has to do with making certain specific events happen, but  what are more specifically the main differences between coding and scripting?

To me they're the same.

+1

9
Modifications / Anti GF Troll
« on: August 13, 2013, 10:08:24 am »
Is somebody interestet in a Anti GF Troll System? So that when a guy kills another with a shot he will be automatically kicked by the server? Somethinkg like this? I think it was Lister Bashnell who told me some time ago that you just have to delete the shot function... :D but this is clientsided and nit makeable...just wanted to say this... :D

10
Modifications / Re: *Scripting Thread*
« on: August 12, 2013, 11:00:24 am »
Hi

It's been few day's that i work to import auto firing script on a Napolenic Module System , i've found the module syste of BF2 who present script of auto firing weapons on Warband but i don't know what take and what is usefull for make it work on NW system.

So i call for help and someone who knows better how to make that.

Suggestion: try to do that yourself and use your knowledge. Read guides on the TW forum, dom't try to have other people to make what you'd like to achieve. Else, you won't learn anything.I'm the one who released that code and i'm talking from experience.

Of course he shpuld learn it on his own. But he can post the code, he tjink which is usefull and we help him. I don't think that somebody want to make this for him :D

11
Modifications / Re: *Scripting Thread*
« on: August 11, 2013, 05:55:15 pm »
Hm...post the code where u think it could be usefull ;)

12
Modifications / Re: *Scripting Thread*
« on: August 11, 2013, 12:57:07 pm »
Ok I am at Mallorca for 3 Weeks noe, after this I'll have a look ;)

13
Modifications / Re: How do you add a new faction?
« on: August 11, 2013, 12:49:04 pm »
The system should be the same...

14
Modifications / Re: *Scripting Thread*
« on: August 11, 2013, 12:13:14 pm »
No problem mate ;) I'll contact ya ;)

15
Modifications / Re: *Scripting Thread*
« on: August 11, 2013, 11:58:28 am »
You need also to delete the autobalance system then... I think it's not very difficult to do this if you got some knowledge. There should be some scripters who can do this... when i got time i'll have a look :)

Pages: 1 2 3