Author Topic: *Scripting Thread*  (Read 88161 times)

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Offline DanyEle

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Re: *Scripting Thread*
« Reply #60 on: December 16, 2014, 08:52:45 pm »
Of course.



Offline William

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Re: *Scripting Thread*
« Reply #61 on: January 01, 2015, 06:49:09 pm »
Nvm
Check out my YT channel where I post NW www.youtube. com/c/CluelessWill
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god damn, Anthony is smart, he was able to get the shit AEF to tie with the best reg in the game. The tactical geniusness needed to pull off such a feat is insane. He's the Erwin Rommel of NW.
i always get an erection when i check my subscrptions and see that phresh cluelesswill vid
It won't be FSE developing it, so it will come out!
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Offline Portals

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Re: *Scripting Thread*
« Reply #62 on: February 22, 2015, 06:01:33 am »
Hey, I was working on a mod with a few of my friends, and we are looking to make it multiplayer. Only problem is that we have around 12 factions, and we were wondering if there was either a way to make it so that the extra factions are deleted in multiplayer (Without effecting the single player) or to make it so that when a server autoswitches it does not select the nations that we are not going to be using for multiplayer. I was wondering if its possible to do this?

Also, is it possible to add more factions to multiplayer?
« Last Edit: February 22, 2015, 06:03:18 am by Portals »

Offline lindblom

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Re: *Scripting Thread*
« Reply #63 on: February 22, 2015, 02:32:46 pm »
Hey, I was working on a mod with a few of my friends, and we are looking to make it multiplayer. Only problem is that we have around 12 factions, and we were wondering if there was either a way to make it so that the extra factions are deleted in multiplayer (Without effecting the single player) or to make it so that when a server autoswitches it does not select the nations that we are not going to be using for multiplayer. I was wondering if its possible to do this?

Also, is it possible to add more factions to multiplayer?

I would recommend you to read this guide

Best of luck with your module!

Offline Portals

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Re: *Scripting Thread*
« Reply #64 on: February 22, 2015, 09:22:15 pm »
Hey, I was working on a mod with a few of my friends, and we are looking to make it multiplayer. Only problem is that we have around 12 factions, and we were wondering if there was either a way to make it so that the extra factions are deleted in multiplayer (Without effecting the single player) or to make it so that when a server autoswitches it does not select the nations that we are not going to be using for multiplayer. I was wondering if its possible to do this?

Also, is it possible to add more factions to multiplayer?

I would recommend you to read this guide

Best of luck with your module!

Never mind, found it!
« Last Edit: February 22, 2015, 09:42:17 pm by Portals »

Offline KL4R1N0G4MPR0S

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Re: *Scripting Thread*
« Reply #65 on: February 22, 2015, 09:31:58 pm »
Hi,

A couple of my regiment's members were thinking of making a fun mini-mod for theb reg to play after events, with small changes to skins, weapon attributes, etc.
I made a couple of Conquest maps with an AI Mesh for this, but I was know wondering how and if you could only choose a specific troop class from each nation to spawn when you increased the bot count. Currently, as you know, bots spawned in will be of a random class, from both inf, cav, and special troop classes.

My question is whether there is a script for this (I'm thinking of something similar to the 15th's HvB server), so that we can choose which troop classes bots have for PvE.

Thanks
<3

Offline MaxLam

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Re: *Scripting Thread*
« Reply #66 on: February 28, 2015, 07:15:52 pm »
I think I saw some scripts to display information messages but I can't remember where. If someone could help me that would be nice, I need those for Commander_Battle.

Offline lindblom

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Re: *Scripting Thread*
« Reply #67 on: March 10, 2015, 03:46:32 pm »
I think I saw some scripts to display information messages but I can't remember where. If someone could help me that would be nice, I need those for Commander_Battle.

module_scripts.py
Code
			 (multiplayer_send_string_to_player, ":player_no", multiplayer_event_show_server_message, "str_intro_msg"),

module_strings.py
Code
("intro_msg","This is an example message that will be displayed to the player when joining the server!"),

Hope this was of any help to you :)


Offline MaxLam

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Re: *Scripting Thread*
« Reply #68 on: March 12, 2015, 01:02:05 pm »
Exactly this, thank you.  :-*

Offline Mercuri

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Re: *Scripting Thread*
« Reply #69 on: March 19, 2015, 03:40:07 pm »
Hi, I removed the  "itp_cant_reload_while_moving" on the muskets in module_items.py and now you can reload while moving (obviously xD) But you run while reloading!!! and I want that you walk like when you reload a pistol. How can i do it?

Offline usnavy30

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Re: *Scripting Thread*
« Reply #70 on: March 19, 2015, 04:28:49 pm »
Hi, I removed the  "itp_cant_reload_while_moving" on the muskets in module_items.py and now you can reload while moving (obviously xD) But you run while reloading!!! and I want that you walk like when you reload a pistol. How can i do it?

Try adding itcf_reload_pistol item flag to the musket as a test.
Code
itp_type_pistol|itp_merchandise|itp_primary|itp_cant_reload_while_moving_mounted ,itcf_shoot_pistol|itcf_reload_pistol|itcf_carry_pistol_front_left
How To Run A Mod Installer.exe
Quote
Hello.. I have a problem... It says I don't have Mount&Blade Warband: Napoleonic War and I have to buy it
Try joining a regular Napoleonic Wars server and then re-running the installer.

Offline Mercuri

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Re: *Scripting Thread*
« Reply #71 on: March 19, 2015, 08:48:56 pm »
Hi, I removed the  "itp_cant_reload_while_moving" on the muskets in module_items.py and now you can reload while moving (obviously xD) But you run while reloading!!! and I want that you walk like when you reload a pistol. How can i do it?

Try adding itcf_reload_pistol item flag to the musket as a test.
Code
itp_type_pistol|itp_merchandise|itp_primary|itp_cant_reload_while_moving_mounted ,itcf_shoot_pistol|itcf_reload_pistol|itcf_carry_pistol_front_left

Doesn´t works, just get the pistol animation on the musket :S

Offline usnavy30

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Re: *Scripting Thread*
« Reply #72 on: March 19, 2015, 08:50:20 pm »
Is it only the pistol animation though? Or the slow walking while reloading as well?
Else I wouldn't know I just try to help  :-X
« Last Edit: March 19, 2015, 08:52:20 pm by usnavy30 »
How To Run A Mod Installer.exe
Quote
Hello.. I have a problem... It says I don't have Mount&Blade Warband: Napoleonic War and I have to buy it
Try joining a regular Napoleonic Wars server and then re-running the installer.

Offline Mercuri

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Re: *Scripting Thread*
« Reply #73 on: March 19, 2015, 09:53:38 pm »
just the animation, thx for answer

Offline Mercuri

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Re: *Scripting Thread*
« Reply #74 on: April 12, 2015, 04:20:32 pm »
Hi, I removed the  "itp_cant_reload_while_moving" on the muskets in module_items.py and now you can reload while moving (obviously xD) But you run while reloading!!! and I want that you walk like when you reload a pistol. How can i do it?

Plssssss help me  :'(