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Messages - Aternox

Pages: 1 2 3
1
Mapping / Re: Corrupted map file?
« on: July 01, 2021, 02:45:26 pm »
damn, too bad I didn't back it up - I've got to remake it

I edited the ground textures yesterday  - and given the error message I think that's what messed it up somehow. Odd though as I had already edited the ground texture before that

Going to back up the map before editing any ground textures this time

2
Mapping / Re: Corrupted map file?
« on: July 01, 2021, 01:18:34 pm »
Never come across this before, but if you want send me your sco file and scene code and I'll see if I can figure it out

That would be much appreciated, though I've just opened the file in a text editor and seen the format seems messed up compared to other map files, so think it's pretty much lost now. Here it is in anycase:

https://www.dropbox.com/s/cu628lbfw4wx7yr/scn_mp_custom_map_19.sco?dl=0

Spoiler
Code
scn_mp_custom_map_19 mp_custom_map_19 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x0000000320000000000fffff000000000000000000003c55 
  0
  0
 outer_terrain_steppe
[close]

3
Mapping / Corrupted map file?
« on: July 01, 2021, 12:57:12 pm »
I tried to load a map this morning and it just loads an empty map as though nothing as been edited

Hosting the map via a local server, the console gave the error: unable to find find ground_paint_saved_magic for sco scn_mp_custom_map_X

Doubtful anyones come across this error - I never have. But I assume the map is unusable now

4
Modifications / Re: How to make only certain units available for map?
« on: December 09, 2018, 09:45:19 pm »
Code
     (try_begin),
        CURRENT MAP IS INFANTRY_MAP_1
        (try_for_range, ":cur_ai_troop", LIST OF INFANTRY UINITS),
        (store_troop_faction, ":ai_troop_faction", ":cur_ai_troop"),
        (eq, ":ai_troop_faction", ":team_faction"),
        (val_add, ":num_ai_troops", 1),
     (else_try),
      (try_for_range, ":cur_ai_troop", multiplayer_ai_troops_begin, multiplayer_ai_troops_end),
        (store_troop_faction, ":ai_troop_faction", ":cur_ai_troop"),
        (eq, ":ai_troop_faction", ":team_faction"),
        (val_add, ":num_ai_troops", 1),
      (try_end),

I'm lucky I just your post now lol

My recommendation (unless someone comes up with a better one), is that you use the mm_spawn_restrictions map prop variable that already works for players - IE where players can't take cav, bots will not be able to pick cav too, because of the same variable. So something more like this:

  (try_begin),
        mm_spawn_restrictions = inf only
        (try_for_range, ":cur_ai_troop", LIST OF INFANTRY UINITS),
        (store_troop_faction, ":ai_troop_faction", ":cur_ai_troop"),
        (eq, ":ai_troop_faction", ":team_faction"),
        (val_add, ":num_ai_troops", 1),
      (try_end),
     (else_try),
      mm_spawn_restrictions = cav only
      (try_for_range, ":cur_ai_troop", LIST OF CAV UNITS),
        (store_troop_faction, ":ai_troop_faction", ":cur_ai_troop"),
        (eq, ":ai_troop_faction", ":team_faction"),
        (val_add, ":num_ai_troops", 1),
      (try_end),

Haven't added proper code to make quick answer sorry. *I'm going to check the code to see if that section is still right or not though

EDIT: I have realised the changes needed to the scripts are more complex than this, hopefully I will get back to you

5
Modifications / Re: Creating a Sound mod - Help needed!
« on: July 29, 2018, 12:37:43 pm »
Here's a tutorial, you need Python, however it's a specific older version

https://www.fsegames.eu/forum/index.php?topic=11836.0

Once you've done steps 1 to the end of step 3, you only need to open Module_Sounds and put in your extra sounds

EDIT: just be aware you only need: Python 2.7.6, Notepad++, and the 1.2 NW Module Files (https://forums.taleworlds.com/index.php?topic=373681.0)

6
Modifications / Re: Creating a Sound mod - Help needed!
« on: July 29, 2018, 12:22:01 pm »
Unfortunately, the way the game files work adding 'musket6.ogg' into sounds.txt will not work and you need to edit the games source files. If you are familiar with editing the source files I can tell you here how to edit it or if you are unfamiliar you can tell me how many musket sounds you need (including if they are .wav or .ogg) and I can put a modified sound.txt file here (edited via the source code).

7
The Anglo-Zulu War / Re: AZWR Screen tearing patch + 24th Reskins
« on: July 27, 2018, 03:52:23 pm »
Updated broken screenshots and added a few basic 24th reskins, don't expect many DL's so didn't make a new thread

8
Modifications / Re: Custom grenade script?
« on: June 21, 2018, 06:25:42 pm »
What specifics do you want for the grenade? eg do you want it to explode on impact with a dynamite or howitzer (frag) explosion or a grenade where it sits on the ground for a few seconds with a fuse and then explodes? The first one is pretty easy so I could make it tomorrow for you if that's the one you want

9
Are there some restrictions for size of an object on the scene? As example, I want to make a mesh, which will cover an entire scene. I made the mesh, imported it in the scene as scene prop of small size, but it disappears after scaling it 1000% in the scene. When I scaled it in OpenBRF to be 100 times bigger, it is imported in the scene as a blank object. So I wonder, how can I make scene prop, which will cover an entire scene?
I'm afraid I've never tried to make such a massive scene prop in game lol, however I don't see why it would do that. I guess you've tried making the prop the size of a small building and then in the scene editor scaling it by 50-100? so it's kind of a mix of techniques. (x1000 scale size does seem pretty extreme)

I'm curious though, what are you making? like a new skybox thing or a map smoke particle effect?

10
Modifications / Re: Have a question about Modding? Ask Here!
« on: May 13, 2018, 07:54:32 pm »
Thanks a lot man!
But, actually I am wanting to add new units on an already existing mod.
As in you don't have the source code for it? You would need that to edit in brand new units (unless you're trying to just do a reskin)

11
Modifications / Re: Have a question about Modding? Ask Here!
« on: May 13, 2018, 03:15:05 pm »
I wanted to ask, how do I add new units to a faction? I already have the models.
And also how to I make it possible to play a custom map on battle gamemode? (or any other gamemode?)

For adding new units just open module_troops and insert a new unit, if you are still unsure look at the middle of this topic https://www.fsegames.eu/forum/index.php?topic=11836.0

For custom maps you can either put set_map mp_custom_map_1  and  start into the game server console (given you started the server on battle mode). Otherwise, if you want maps on the admin panel ingame you would need to edit the script in mission_templates


12
The door animation is in m_scripts at the bottom of script_use_item

Code
  (this_or_next|eq, ":scene_prop_id", "spr_castle_f_door_a"),
           (eq, ":effected_object", "spr_mm_restroom_door"),
       
           (assign, ":effected_object_instance_id", ":instance_id"),
           (scene_prop_get_slot, ":opened_or_closed", ":effected_object_instance_id", scene_prop_open_or_close_slot),

           (try_begin),
             (eq, ":opened_or_closed", 0),

             (prop_instance_get_starting_position, pos10, ":effected_object_instance_id"),

             (scene_prop_enable_after_time, ":effected_object_instance_id", 100),
             
             (assign,":rotation_change",85),
             (try_begin),
               (neq, ":scene_prop_id", "spr_viking_keep_destroy_sally_door_left"),
               (neq, ":scene_prop_id", "spr_earth_sally_gate_left"),
               
               (assign,":rotation_change",-85),
             (try_end),
             
             (prop_instance_get_variation_id,":combined_val",":effected_object_instance_id"),
             (store_div, ":reversed_rotation", ":combined_val", 10),
             # (store_mod, ":owner_team", ":combined_val", 10),
             
             #(prop_instance_get_variation_id_2,":reversed_rotation",":effected_object_instance_id"),
             (try_begin),
               (eq,":reversed_rotation",1),
               
               (val_mul,":rotation_change",-1),
             (try_end),
             
             (position_rotate_z, pos10, ":rotation_change"),
             
             (prop_instance_animate_to_position, ":effected_object_instance_id", pos10, 100),
Also take a look at part of m_scripts script_game_recieve_network_message at           
Code
(eq, ":event_type", multiplayer_event_set_scene_prop_open_or_close),
under that I think would need to be edited too

If you just want the prop to disappear when activated and spawn the rope coil plank, and opposite for closing without a moving animation you could try and make a script that's summarised as:

Spoiler
-save door prop health
-script_clean_up_prop_instance 'rope_door' #remove door
-script_find_or_create_scene_prop_instance 'rope_coil_plank' #add ropecoilplank
-set 'rope_coil_plank' as old prop health

and reversed for closing
[close]

but depends what exactly you want to do about animation

13
Ok, so the question is how to change the opening/closing animation?

14
For destroying without the sound/particles, in m_scripts goto script_get_destruction_properties_of_object and go down to

Code
        (this_or_next|is_between, ":prop_kind_id", "spr_door_destructible", "spr_doors_end"),
        (this_or_next|is_between, ":prop_kind_id", "spr_mm_stakes", "spr_mm_dummy"),
        (eq,":prop_kind_id","spr_mm_dummy"),
        (assign,":smoke_type","psys_dummy_smoke"),
        (assign,":smoke_strength",100),
        (assign,":sound_id", "snd_dummy_destroyed"),
and change your rope door to be out of that range

As for opening/closing problem do you mean when the door opens the mesh should be completely gone? Or do you mean the prop is reversed ingame - it says to open door when it's opened?

15
Ok, thank you:)

By the way - I wonder how can I completely disable cavalry on the map? I found out that adding flag sf_no_horses simply disables horses for players, but cavalry is available and bots ride horses.

For Cavalry I think use the mm_spawn_restrictions to block player cav and if bots still play as cav edit this part of multiplayer_server_spawn_bots in mission templates to to look once for 'mm_spawn_restriction = 1 (no cav)' and therefore inf only units and second for 'Cav allowed' which below code is kept same (you might be able to use $g_horses_are_avaliable instead not sure)

Code
      (try_for_range, ":cur_ai_troop", multiplayer_ai_troops_begin, multiplayer_ai_troops_end),
        (store_troop_faction, ":ai_troop_faction", ":cur_ai_troop"),
        (eq, ":ai_troop_faction", ":team_faction"),
        (val_add, ":num_ai_troops", 1),
      (try_end),

And for winter uniforms, I think if you make a new in game prop similar to mm_spawn_restrictions except it uses a variable for winter (eg variable 0 is not winter, 1 is winter), keep the m_troops to have both regular and winter uniform props on one soldier, and then in module scripts edit the item assign scripts to be 'if winter = 1, give winter tunic, else give regular tunic'.

My answer isn't very specific with the code, if you need me to be specific with the code edits I can help you, and my method may not be the best way, just what I can come up with right now

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