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Messages - pete99

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1
News & Announcements / Re: Developer Blog 43 - Progress Update
« on: August 12, 2019, 12:05:45 am »
Wow, looking good. Great job guys!  :)

2
Servers shut off days ago even though the devs keep saying they fixed it. I'm not sure if this is the case for everyone internationally still (I'm in Australia), but its starting to get a bit crazy. I would be interested to hear what started this in the first place and why they still haven't managed to fix it?

3
Modifications / Re: *Scripting Thread*
« on: May 31, 2019, 03:02:16 am »
Thought I might ask a question here to avoid getting someone else to do it for me,
would anyone know the basic scripting for changing the damage done from kicks & punches?

The way I would normally do it is using this trigger:

Spoiler
ti_on_agent_hit          = -28.0 #can only be used in module_mission_templates triggers
# Trigger Param 1: damage inflicted agent_id
# Trigger Param 2: damage dealer agent_id
# Trigger Param 3: inflicted damage
# Trigger Param 4: hit bone
# Trigger Param 5: missile item kind no
# Register 0: damage dealer item_id
# Position Register 0: position of the blow
#                      rotation gives the direction of the blow
# Trigger result: if returned result is greater than or equal to zero, inflicted damage is set to the value specified by the module.
[close]

I simply check that the player has no item equipped (for punches, not sure about kicking since it can be done while holding a weapon). Then change the damage using:

(set_trigger_result, [new damage]),

Since you can get the original damage with # Trigger Param 3: inflicted damage, you can either adjust this, or just create a standard amount of damage you want done, e.g. (set_trigger_result, 10),


4
Maps are actually looking quite nice. I was worried from earlier screenshots that maps would be a bit bland, but its nice to see them coming together. Nice work!

5
The way I would do it, you create a trigger in mission templates file when a player joins the server. Check that he is an admin (player_is_admin) operation. Then broadcast the message (string) to the other players in the server. This would require module system and basic knowledge of it, so best to start there. If you don’t know anything or little about it maybe I or someone else could write out the code for you, but I definitely recommend getting into learning it.

6
Modifications / Re: *Scripting Thread*
« on: December 23, 2018, 12:20:40 am »
You can also add a particular use text for the buttons too, e.g “Get Santa Hat.” Basically just have to enable a certain number of custom strings in scripts file, change the name of one of the “custom string” troops in module troops. And then change the var1 number as I remember on the prop when you place it to the number of string you changed. E.g changed custom string 1, change prop var1 also to 1.

7
Modifications / Re: Webserver
« on: December 18, 2018, 12:37:23 am »
Considering this got nearly 2.5k views  :o, just thought I would let those interested know that the gold issue was related to using the wrong reg number in the module system. The other issue was just because I wasn't using a proper online webserver, but one hosted from my own computer--thus not connecting to the Warband server.

8
Modifications / Re: *Scripting Thread*
« on: December 17, 2018, 11:12:38 pm »
First up, I think for equiping the hat (that is server side) in order for all the players to see the change you will also have to do a "try_for_players" operation and add this:

(multiplayer_send_3_int_to_player, ":player_no", multiplayer_event_return_agent_set_item, ":player_agent", "itm_pirate_hat", 4),


As for unequiping all items, I think you can pretty much just keep doing what you have there, just with a different slot each time:

(try_begin),
             (agent_get_item_slot, ":item_id", ":agent_no", 0),
             (gt,":item_id",-1), # even have a item there?
             (agent_unequip_item, ":agent_no", ":item_id", 0),
         (try_end),

Otherwise you could also do a loop through all player's items:

(try_for_range,":item",0,234),
(is_between, ":item", "itm_no_item", "itm_french_voltigeur_body_officer"),

(agent_unequip_item, ":agent_no", ":item"),

And that should unequip all items (except clothing).
Hope this helps



9
Modifications / Re: *Scripting Thread*
« on: December 17, 2018, 12:44:56 pm »
In that case, yes you would probably want to set a trigger in mission templates for every time a player spawns, which uneuips their hat and equips another one. If you want a really good example of how to do this take a look at Ze_treasure scene prop in module scene props, which equips a pirate hat.

Keep in mind though, it would have to be an item already in the game. If you actually wanted to see say a Santa hat (not one of the standard items)  you would need it on server and client side XD.

10
Modifications / Re: *Scripting Thread*
« on: December 17, 2018, 12:17:44 pm »
If you mean, changing parts of your uniform and so on, there’s a lot of different ways you can go about this. You could just change the type of clothes a troop type is equipped with, in module_troops, which is an easy way. Otherwise you could look into equipping items and clothes types.

You could just create a trigger, say whenever a player spawns which could equip them with a different uniform.

Otherwise, a little more complex, in NW now they have the option to do something like this at the push  of a button. If you look up a few posts in this thread you can see a couple of screenshots of the sort of thing I did. ^


11
Modifications / Re: *Scripting Thread*
« on: December 17, 2018, 04:11:49 am »
Sadly I don't think you can change things like that in the items file server side, unless the client player has the same mod installed. If i'm wrong someone can correct me, but I don't think it syncs properly with the player. When they have used up their four bottles the server will be telling them they have more, while their own game tells them they have no more, resulting in it glitching out and not working.

12
General Discussion / Re: Battle royale mode
« on: December 11, 2018, 07:27:57 pm »
XD

13
General Discussion / Re: Battle royale mode
« on: December 10, 2018, 08:33:18 am »
From the looks of it in the game files they were planning on it. Still has a Battle Royale mode listed in there, just never finished...or properly started XD. I used to actually run a PUBG server too, which was kinda fun/funny ;D, with parachutes and everything. Of course...not really the sort of thing you would expect as a standard game mode in a game like this.

14
Modifications / Re: *Scripting Thread*
« on: November 12, 2018, 11:00:43 am »
Yes you can change to whatever uniforms I have listed there. I have quite a few added (not all the uniforms as that would be a lot) but quite a lot of them. Here's a couple of screenshots to give you an idea of what I've done:

Press a button and menu comes up.
Spoiler
[close]
Press number for clothes tab.
Spoiler
[close]
Can click into hats, torso or legs sections.
Spoiler
[close]
Select the item you want to equip yourself with and you're done.
Spoiler
[close]

15
Modifications / Re: *Scripting Thread*
« on: November 12, 2018, 12:21:40 am »
I have a method using the new custom menu option if you are interested? Basically just press a key and it brings up a menu of uniforms/items you can equip.

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