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Messages - Kaasovic

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1
Regiments / Re: King's Own Royal Atheist Rifles ✡ Disbanded ✡
« on: May 02, 2019, 10:11:05 pm »
Do I still have to be loyal to this or what?
I am still up every night thinking that my services are required! BUT WHAT DO I GET IN RETURN? STRESS!
Don't get me wrong, atheism will always have a special place in my heart, but the burdens it comes with is killing me.
If the regimental psychologist can give me a visit that be nice.

Open for offers.

2
Regiments / Re: King's Own Royal Atheist Rifles ✡ Disbanded ✡
« on: September 05, 2018, 05:25:54 pm »
Reunion event imminent. Bazz needs to wake up from his man cave and search us an event!
i need a pc that i can game on


november 2018

its coming home lads

Is it november yet?

3
Regiments / Re: 4e Régiment d'Infanterie de Ligne "L'Impétueuse" [EU]
« on: September 05, 2018, 11:17:03 am »
We the 4e pride ourself in our melee perception, discipline and balanced community

kek

4
Regiments / Re: 4e Régiment d'Infanterie de Ligne "L'Impétueuse" [EU]
« on: September 04, 2018, 10:00:03 pm »
Pretty shit reason imo. That's like me going back to a regiment I made 3 years ago and posting some sappy memory for absolutely no reason. It serves no purpose and is just a useless necro. :-\
away with you

5
Modifications / Re: Have a question about Modding? Ask Here!
« on: August 21, 2018, 11:45:50 am »
Ah, ok, thank you very much, I will try it :)

And again - why can't I make flag "arf_stick_item_to_left_hand" working? I think I made no mistakes when addingh it to animations, but it doesn't work at all. I guess it is restricted to reloading animations, or is it?

I don't know much about animation modding. Perhaps someone on the taleworlds forum can help you out; https://forums.taleworlds.com/index.php/topic,6575.0.html

6
Modifications / Re: Have a question about Modding? Ask Here!
« on: August 20, 2018, 11:24:04 pm »
How is your script being called? And from where?

If I understood right, my script is called "cf_replace_weapon_while_anim_is_active" and I wrote it myself, based on other scripts in module_scripts.py (again, I learned how to script all by myself and this script can be dumb, but on building module there are no errors. Here it is again.

Code
  ("cf_replace_weapon_while_anim_is_active",
  [
    (store_script_param, ":agent_id", 1),

    (agent_is_active,":agent_id"),   
    (agent_get_animation,":cur_anim",":agent_id",1),                  #if current animation is:
    (this_or_next|eq,":cur_anim","anim_stand_staff"),                 # When player stands
    (this_or_next|eq,":cur_anim","anim_turn_right_staff"),           # When player turns right
    (this_or_next|eq,":cur_anim","anim_turn_left_staff"),             # When player turns left
    (this_or_next|eq,":cur_anim","anim_walk_forward_staff"),          # When player walks forward
                 (eq,":cur_anim","anim_walk_backward_staff"),          # When player walks backward

    (try_begin),
       (agent_get_wielded_item,":item_id",":agent_id",0),                      #if agent has item
       (this_or_next|is_between,":item_id","itm_french_mousquiton","itm_cannon_ball_dummy"),     #item is a carbine or
                    (is_between,":item_id","itm_french_charleville","itm_french_art_off_sword"),     #item is a musket
       (agent_equip_item,":item_id","itm_flag_france_45e"),                                          #give to the agent other item (flag for testing purposes)
    (try_end)   
  ]),
 

In theory, it must replace current weapon (if it is musket or carbine) to french flag, so I can distinctively see that weapon was indeed changed to something while one of selected animations is active, so later I can make the same mesh of musket with other coordinates.

Of course, the much better way is just rotate and move wielded weapon so it will be in needed position, but first of all in that case weapon must be attached to left hand to avoid bugs in animations, and it seems that flag "arf_stick_item_to_left_hand" doesn't work, and also I don't know how to specify in MBScript "move item/weapon", not just move something.

What I ment was the call to the script.
Code
(call_script, <script_id>, [<script_param>...]),

For example you can create a new trigger that will call this script every frame:
Code
(0,0,0, [
    (multiplayer_is_server), #run only on the server
],[
    (try_for_agents, ":agent_id"),
        (agent_is_active, ":agent_id"),
        (agent_is_alive, ":agent_id"),
        (call_script, "script_cf_replace_weapon_while_anim_is_active", ":agent_id"),
    (try_end),
])

You'll have to place it in every multiplayer mission template to make it work on all game modes

7
Modifications / Re: Have a question about Modding? Ask Here!
« on: August 20, 2018, 09:38:26 pm »
How is your script being called? And from where?

8
Regiments / Re: King's Own Royal Atheist Rifles ✡ Disbanded ✡
« on: June 05, 2018, 10:52:59 pm »
Reunion event imminent. Bazz needs to wake up from his man cave and search us an event!

9
Other Games / Re: The end of an age...
« on: March 22, 2016, 02:51:16 pm »
Hold down f to skip this conversation.

10
Regiments / Re: King's Own Royal Atheist Rifles ✡ Disbanded ✡
« on: March 19, 2016, 12:14:00 am »
still active?

11
News & Announcements / Re: Developer Blog 27 - Alpha Released!
« on: March 04, 2016, 12:58:12 pm »
C#

We always need programmers btw.

C#??? Finally none of the python bs.
I might be interested in doing some little coding

12
Regiments / Re: King's Own Royal Atheist Rifles ✡ Disbanded ✡
« on: March 04, 2016, 12:54:17 pm »
Keke

13
Regiments / Re: King's Own Royal Atheist Rifles ✡ Disbanded ✡
« on: March 03, 2016, 02:06:50 am »
Noooooooooooooöiii

15
Can I join?

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