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Script(?) - Printable Version

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Script(?) - gvn1999 - 27-04-2014

Heyho Devs (or anyone who can answer this),
I know this is not really a problem in NI [...] but I don´t know where to put it; what do I have to do to copy the effect that causes Jotnes/gungnir to multiply when thrown?
If I just use the lines from the itemkinds.txt it gets me error messages but I didnt find anything in particle system files etc.
I hope you can share this secret Wink
greetings,
gvn


Re: Script(?) - Hande - 27-04-2014

Our module system is not OSP. Try to find it out yourself.


Re: Script(?) - gvn1999 - 27-04-2014

(27-04-2014, 06:55 PM)Hande link Wrote: Our module system is not OSP. Try to find it out yourself.
I´m trying since 3 hours lol
str_ni_control_bot <----- dat string is awesome [and really bad for players though]


Re: Script(?) - gvn1999 - 27-04-2014

Still playing around with some things... this was what I got:
https://www.dropbox.com/s/742w8k5eeghotpw/mb4021.jpg
I hope it has nothing to do with the triggers :/ [dont see dat much in here
it goes on like this btw]
Log says this: SCRIPT ERROR ON OPCODE 1829: Invalid Item Kind ID: 970; LINE NO: 15:
At Item itm_dragon_breath trigger no: 0. At Item itm_dragon_breath trigger no: 0. At Item itm_dragon_breath trigger no: 0. SCRIPT ERROR ON OPCODE 1829: Invalid Item Kind ID: 970; LINE NO: 15:



Re: Script(?) - Hypernoma - 27-04-2014

Editing text files is a sure-fire way to mess up your module. We make all of our changes using the warband module system. If you learn how to use the module system itself then the answer will be readily apparent but editing text files (unless you know what you're doing) is silly.


Re: Script(?) - gvn1999 - 27-04-2014

(27-04-2014, 10:15 PM)Hypernoma link Wrote: Editing text files is a sure-fire way to mess up your module. We make all of our changes using the warband module system. If you learn how to use the module system itself then the answer will be readily apparent but editing text files (unless you know what you're doing) is silly.
I am using the Module system [editing with IDLE \ Python ofc] but I still have no idea how to add this nice effect.
The MS causes bugs like invisible heads though so i always need to edit some numbers in the txt


Re: Script(?) - FV_HappyMonk3y99 - 28-04-2014

(27-04-2014, 10:32 PM)gvn1999 link Wrote: [quote author=Hypernoma link=topic=25788.msg176156#msg176156 date=1398636912]
Editing text files is a sure-fire way to mess up your module. We make all of our changes using the warband module system. If you learn how to use the module system itself then the answer will be readily apparent but editing text files (unless you know what you're doing) is silly.
I am using the Module system [editing with IDLE \ Python ofc] but I still have no idea how to add this nice effect.
The MS causes bugs like invisible heads though so i always need to edit some numbers in the txt
[/quote]
try using the mb editor, i think theres an option in there for max ammo count, i think thats how it works. im not sure though.


Re: Script(?) - gvn1999 - 28-04-2014

mmh thanks but I tried this before, its just tells me that the item has 1 trigger
EDIT: the funny thing is i´ve done something similar before [adding flames to a specific 1h weapon] but this one gets me crazy lol || ANd why the heck does gungnir 150 leg armor? Big Grin
ti_on_weapon_attack      = -51.0 #can only be used in module_items triggers
# Trigger Param 1: attacker agent id
# Position Register 1: Weapon Item Position



Re: Script(?) - k4mi - 28-04-2014

Before you try to reverse engineer our scripts have a look at this operation:
(add_missile, <agent_id>, <starting_position>, <starting_speed_fixed_point>, <weapon_item_id>, <weapon_item_modifier>, <missile_item_id>, <missile_item_modifier>),
Playing around some numbers for x and z positions makes the spread effect.

I even think this code is osp and can be found somewhere in the taleworlds forum.


Re: Script(?) - gvn1999 - 28-04-2014

(28-04-2014, 08:14 AM)k4mi link Wrote: Before you try to reverse engineer our scripts [...]
Thanks that saved me alot of time!
Found it on TW forum now: http://forums.taleworlds.com/index.php?topic=229064.0
https://www.assembla.com/code/diplomacy/subversion/nodes/trunk/src/header_operations.py?rev=86 (seems I´m too stupid to get that I might have a look into the OP file when having an OP error :/ )
[Topic closed]

EDIT: now the -51.00000 [...] makes sense.. all hail the header_triggers.py file lol