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Messages - Parrot

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1
Modding / Re: Mod Idea Collection
« on: May 17, 2022, 10:11:04 pm »
A mod set in the Victorian era... Just saying...

2
i managed this in b&i for the french militia; you assign one item to the head, trousers, and feet in the troops module file, then assign a pool of items to the torso. In the scripts file you add a check to the script that triggers on agent spawning, this will check for a specific item and then you can execute some code that will replace the items in the other slots, like this:

Code
	   (try_for_range_backwards,":equipment_slot",ek_item_0,ek_gloves),
     (agent_get_item_slot, ":item_id", ":agent_no", ":equipment_slot"),
     (gt,":item_id",-1), # even have an item there?
     (try_begin),
   (eq, ":item_id", "itm_fr_civ_black"),
   (agent_unequip_item, ":agent_no", "itm_fr_civ_hat_green", ek_head),
   (agent_unequip_item, ":agent_no", "itm_fr_civ_trousers_green", ek_foot),
   (agent_equip_item, ":agent_no", "itm_fr_civ_hat_black", ek_head),
   (agent_equip_item, ":agent_no", "itm_fr_civ_trousers_brown", ek_foot),
     (else_try),
   (eq, ":item_id", "itm_fr_civ_blue_01"),
   (agent_unequip_item, ":agent_no", "itm_fr_civ_hat_green", ek_head),
   (agent_unequip_item, ":agent_no", "itm_fr_civ_trousers_green", ek_foot),
   (agent_equip_item, ":agent_no", "itm_fr_civ_hat_blue_alt", ek_head),
   (agent_equip_item, ":agent_no", "itm_fr_civ_trousers_skyblue", ek_foot),
     (else_try),

as for the voices, use the same principle that applies to the highlanders and king's german legion in NW (i used this for the cantis in b&i, something you're trying to achieve too), but rather than point the script to the highlander voice tuple, point it to the normal female one and have it trigger only on the canti troop.

3
Blood & Iron / Re: Blood and Iron - Age of Imperialism [3.1 Patch]
« on: January 30, 2019, 11:32:30 am »
because i tidied up the source code for b&i before i started working on it, it would mean a new and more stable base for NaS. you'd get the B&I medics which restore health and stop bleeding, the dynamic salute/call-for-medics animations, all the new animations i made, gatling guns, the reworked artillery meaning more options for field artillery pieces, the ammunition crates, the ammunition cart which wasn't used in B&I, the winter uniforms for snowy/rainy maps, the new post-processing effects, the lighter terrain textures, a whole host of new sound opportunities because of B&I's overhauled sound effects (i overhauled 90% of them, including the code - think the musicians and the rifle specific sound effects), the new UI and moving menus, and the restructured .brf files.

B&I is only unstable because i tried to shoehorn too many scene props into it that used some inefficient textures and poorly designed collision meshes. that would all have to be overhauled for a B&I based NaS to stabilise it. but that's not the only thing, the items list would have to be completely rewritten along with sections of the code that organises the sections in this list, the troops list would be overhauled, the scripts that handle the winter clothing and specific class clothing sets (like the french partisans) will need to be reworked, the .brfs reorganised, the meshes all renamed along with their materials and textures for a more comprehensible structure (this is what makes b&i so submod friendly - no more union cavalry named after the NW british green jackets), the textures and materials optimised and correct shaders applied, the weapons rebalanced, and this doesn't include any new things that might be created and added. the list goes on...

4
Blood & Iron / Re: Blood and Iron - Age of Imperialism [3.1 Patch]
« on: January 28, 2019, 08:59:19 am »
I just had a thought. Revive North and South- On Blood and Iron

this was actually considered at one point, but the effort vs reward factor dictated otherwise. there's a dedicated hardcore group that still plays these mods, but not enough to justify investing hundreds of hours of work in our own time into something like this

5
Blood & Iron / Re: Blood and Iron - Age of Imperialism [3.1 Patch]
« on: January 05, 2019, 11:45:21 pm »
Patch (3.1)

Unpack these files to your mod directory and server mod directory

Mediafire Download

MEGA Download

ModDB Download


A quick and simple patch that reduces the accuracy of bayoneted and non-bayoneted rifles (now rifles are slightly more accurate than Carbines), integrated ten fantastic maps made by FSE forum member wiener_snitzel; European Farmland, Traditional Town, Trading Port, Town Assault, American Steel, and their time/weather counterparts. To install, simply go to \...\MountBlade Warband\Modules\Blood and Iron Age of Imperialism and unpack, when prompted replace all files.

6
North & South: First Manassas / Re: Update?
« on: May 29, 2018, 08:45:19 am »
for an update we have three options:

- use the same module system: faster release and more time to focus on new content
- use the new NW module system: requires building the whole mod from scratch (the same thing i did for b&i 3 and is not a process i'd recommend)
- rebuild the mod on a stripped down version of the new b&i module: faster than rebuilding from scratch, you'll get all the cool b&i features like more field artillery and balanced gatling guns, plus that module system has already been tidied up by me and is aimed at making the mod sub-mod friendly

i'm very busy at the moment, and i'm not too sure about doing anymore NW modding as i don't see the point with the ever decreasing population size

7
Blood & Iron / Re: Wiener´s Blood & Iron Map Pack
« on: February 20, 2017, 11:16:00 pm »
these maps are now on my commander battle server, which might occasionally switch to other modes. as of the time of this post, it's on battle mode - come and join us for some fun on these awesome maps!

8
Blood & Iron / Re: Blood and Iron in ROBLOX
« on: February 07, 2017, 01:05:08 am »
but isn't roblox's blood and iron set in the napoleonic wars? whereas blood and iron: age of imperialism set in the mid victorian era.

besides, this thread was made just to draw attention to the fact that both mods have the same name, nothing more...

9
Blood & Iron / Re: Wiener´s Blood & Iron Map Pack
« on: February 05, 2017, 02:36:04 pm »
oh wow! you've added loads more maps to this, that's fantastic! i'll have to download them and add them to the mod just in case i get time to update it in the future...

10
Blood & Iron / Re: Wiener Minor Mods And Maps
« on: September 27, 2016, 11:27:21 pm »
love the coldstreams and the new map!

11
Events / Re: Official Saturday Event (10pm GMT/6pm EST/11pm CET)
« on: August 27, 2016, 10:28:15 pm »
don't forget, the event's back on tonight! join our teamspeak to sign up between now and 30 minutes from now

12
Blood & Iron / Re: Remove Japan
« on: August 27, 2016, 12:06:42 am »
wtf guys, i'm away at a conference for one week and this happens... japan won't be replaced as it allows the mod's horizons to expand far east, just as the usa allows the mod to expand far west

13
Events / Re: Official Saturday Event (10pm GMT/6pm EST/11pm CET)
« on: August 20, 2016, 06:13:55 am »
Just a reminder, there's no event today, but we'll be back next week!

14
Events / Re: Official Saturday Event (10pm GMT/6pm EST/11pm CET)
« on: August 13, 2016, 06:39:34 pm »
don't forget, the event is happening tonight! you also don't need me to approve your application, it's just so i have an idea of who's coming and how many. just turn up in the teamspeak and we'll take it from there.

15
Events / Re: Official Saturday Event (10pm GMT/6pm EST/11pm CET)
« on: August 06, 2016, 07:55:41 pm »
don't forget, the event starts tonight! the teamspeak address to sign up with is 92.222.193.27

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