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Ask Winter
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Topic: Ask Winter (Read 16126 times)
Oroonin
Journeyman
Offline
Posts: 156
Re: Ask Winter
«
Reply #135 on:
July 06, 2009, 04:55:41 AM »
I´m getting the pre-.808 quest window when I try to play my mod-in-the-works. Compiled evertthing in python with no errors. Any ideas?
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Winter
I am Tek Jansen!
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Posts: 447
MBX Forum owner
Re: Ask Winter
«
Reply #136 on:
July 06, 2009, 11:25:16 AM »
Quote from: Oroonin on July 06, 2009, 04:55:41 AM
I´m getting the pre-.808 quest window when I try to play my mod-in-the-works. Compiled evertthing in python with no errors. Any ideas?
ERROR: NEED MORE GODDAMN INPUT.
And a screenshot.
Regards,
Winter
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STREET: Losing your mind has never been so much fun . . .
Oroonin
Journeyman
Offline
Posts: 156
Re: Ask Winter
«
Reply #137 on:
July 07, 2009, 01:30:59 PM »
Problem solved. Appearantly, if the brf-edit saves brfs to module.ini, the end of the file screws up.
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Brutus
Master
Offline
Posts: 1804
Re: Ask Winter
«
Reply #138 on:
August 30, 2009, 11:27:07 PM »
I am getting killed trying to learn quests and dialog scripting in 1.011. I have gotten a handle on the other modules...
This Geoffery example is awesome if I could get it rolling. Anyone get the code working for Geoffrey in 1.011???
Kolba's tut on a new quests (Thyr) also fails. I believe because the enemy_defeated bit is buggy. Is that correct? Can it be made to work? Is it safe to assume the rest of the conditions are ok?
Are there any tutorials on the quests/dialogs development that work to quest closure for 1.011? Preferably not for "anyone" quests but trp specific quest starters and targets?
I created what i thought was a useful get item type of quest. but is says non-ASCII code on the end_quest line.
Suggestions?
[trp_antler, "start", [[eq,"$holy_relic",0]], "Hello, fetch the relic from Har in Praven", "antler",[]],
[trp_antler|plyr, "antler1", [], "Ok.", "antler2",[]],
[trp_antler, "antler2", [], "Please hurry!", "antler3",[]],
[trp_antler|plyr, "antler3", [], "I will.", "antleryes",[
(setup_quest_text, "qst_relic"),
(str_store_string, s2, "@Get relic from Har in Praven and return it to Antler."),
(call_script,"script_start_quest","qst_relic","trp_antler"),
[trp_antler|plyr, "antler3", [], "No, I don't have time for that!", "close_window",[]],
[trp_antler, "antleryes", [], "Excellent!", "close_window",[[assign,"$holy_relic",1]]],
[trp_antler, "start", [[eq,"$holy_relic",1]], "Did you find the relic?","got_relic_question",[]],
[trp_antler|plyr, "got_relic_question", [(player_has_item,"itm_relic")], "Yes! It was quite difficult.", "relic_got",[(call_script,"script_end_quest","qst_relic")]],
[trp_antler|plyr, "got_relic_question", [], "No, not yet.", "close_window",[]],
[trp_antler, "relic_got", "Excellent! Here is your reward.”, ,"close_window",[(call_script, "troop_add_gold","trp_player","2000"),(call_script, "troop_remove_item_relic"),(call_script, "end_quest_qst_relic"),"trp_antler")],[[assign,"$holy_relic",2]]],
[trp_antler, "start", [[eq,"$holy_relic",2]], "Greetings {playername}.","bye2",[]],
[trp_antler|plyr, "bye2", [], "Greetings to you too, Antler.","close_window",[]],
[trp_har, "start", “antleryes”, [[eq,"$har_relic",0]],"Greetings playername}.","har_1",[]],
[trp_har|plyr, “har_1”,[], “Give me the stolen relic!”, “har_2”,[]],
[trp_har, “har_2”, [[eq,"$har_relic",1]],"Yes, yes! Here take it.”,"har_3",
(call_script, "add_troop_item", "trp_player", "itm_relic"), "close_window",[]],
[trp_har, "start", [[]], "Greetings {playername}.","har_bye",[]],
[trp_har|plyr, "har_bye", [], "Greetings to you too, Antler.","close_window",[]],
«
Last Edit: August 31, 2009, 11:10:52 PM by Brutus
»
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Brutus
Master
Offline
Posts: 1804
Re: Ask Winter
«
Reply #139 on:
August 31, 2009, 07:55:41 PM »
***Double Post***
Will trade custom models and UV mapping for basic dialog code direction.
PM me if interested.
Some new TLD warg examples.
Dominance War III entry
HL2 Mod piratechar
All models created from scratch...
PLEASE help the noob coder... Will do art for script lessons.
«
Last Edit: August 31, 2009, 11:05:22 PM by Brutus
»
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Winter
I am Tek Jansen!
Administrator
Offline
Posts: 447
MBX Forum owner
Re: Ask Winter
«
Reply #140 on:
September 01, 2009, 03:45:56 AM »
Quote from: Brutus on August 30, 2009, 11:27:07 PM
[trp_antler, "start", [[eq,"$holy_relic",0]], "Hello, fetch the relic from Har in Praven", "antler",[]],
[trp_antler|plyr, "antler1", [], "Ok.", "antler2",[]],
[trp_antler, "antler2", [], "Please hurry!", "antler3",[]],
[trp_antler|plyr, "antler3", [], "I will.", "antleryes",[
(setup_quest_text, "qst_relic"),
(str_store_string, s2, "@Get relic from Har in Praven and return it to Antler."),
(call_script,"script_start_quest","qst_relic","trp_antler"),
-- Improperly closed consequences block, no closing brackets.
[trp_antler|plyr, "antler3", [], "No, I don't have time for that!", "close_window",[]],
[trp_antler, "antleryes", [], "Excellent!", "close_window",[[assign,"$holy_relic",1]]],
[trp_antler, "start", [[eq,"$holy_relic",1]], "Did you find the relic?","got_relic_question",[]],
[trp_antler|plyr, "got_relic_question", [(player_has_item,"itm_relic")], "Yes! It was quite difficult.", "relic_got",[(call_script,"script_end_quest","qst_relic")]],
[trp_antler|plyr, "got_relic_question", [], "No, not yet.", "close_window",[]],
[trp_antler, "relic_got", "Excellent! Here is your reward.”, ,"close_window",[(call_script, "troop_add_gold","trp_player","2000"),(call_script, "troop_remove_item_relic"),(call_script, "end_quest_qst_relic"),"trp_antler")],[[assign,"$holy_relic",2]]],
[trp_antler, "start", [[eq,"$holy_relic",2]], "Greetings {playername}.","bye2",[]],
[trp_antler|plyr, "bye2", [], "Greetings to you too, Antler.","close_window",[]],
[trp_har, "start", “antleryes”, [[eq,"$har_relic",0]],"Greetings playername}.","har_1",[]],
[trp_har|plyr, “har_1”,[], “Give me the stolen relic!”, “har_2”,[]],
[trp_har, “har_2”, [[eq,"$har_relic",1]],"Yes, yes! Here take it.”,"har_3",
(call_script, "add_troop_item", "trp_player", "itm_relic"), "close_window",[]],
-- Here you've put an operation outside of an operations block. That's never gonna work.
[trp_har, "start", [[]], "Greetings {playername}.","har_bye",[]],
[trp_har|plyr, "har_bye", [], "Greetings to you too, Antler.","close_window",[]],
Regards,
Winter
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STREET: Losing your mind has never been so much fun . . .
Brutus
Master
Offline
Posts: 1804
Re: Ask Winter
«
Reply #141 on:
September 01, 2009, 10:20:01 AM »
Ah yes. And many other nooby issues... THANKS!!! Stuck on two last items - even copied the format from working code in same module???
[trp_antler, "start", [[eq,"$holy_relic",0]], "Hello. Please fetch the relic from Har in Praven.", "antler1",[]],
[trp_antler|plyr, "antler1", [], "Ok.", "antleryes",[
(setup_quest_text, "qst_relic"),
(str_store_string, s2, "@Get relic from Har in Praven and return it to Antler in Suno."),
(call_script,"script_start_quest","qst_relic","trp_antler")]],
[trp_antler|plyr, "antler1", [], "No, I don't have time for that.", "close_window",[]],
[trp_antler, "antleryes", [], "Excellent!", "close_window",[[assign,"$holy_relic",1]]],
[trp_antler, "start", [[eq,"$holy_relic",1]], "Did you find the relic?","got_relic_question",[]],
[trp_antler|plyr, "got_relic_question",[(player_has_item,"itm_relic")], "Yes, here it is!", "relic_got",[
(call_script, "script_end_quest", "qst_relic")]],
[trp_antler|plyr, "got_relic_question",[],"No, not yet.", "close_window",[]],
[trp_antler, "relic_got",[],"Excellent! Here is your reward.", "close_window",[
(call_script, "script_troop_add_gold", "trp_player", 2000),
("troop_remove_items","trp_player","itm_relic"),
(call_script, "end_quest_qst_relic")]],
[trp_har, "start", [(check_quest_active, "qst_relic")],"Greetings. Are you here for the relic?.","har_1",[]],
[trp_har|plyr,"har_1",[], "Yes. Please give me the relic.", "har_2",[]],
[trp_har, "har_2",[],"Yes, yes! Take it!.","close_window",[
("troop_add_items", "trp_player", "itm_relic", 1)]],
...
Error in dialog line:
[603, 'relic_got', [], 'Excellent! Here is your reward.', 'close_window', [(1, 'script_troop_add_gold', 'trp_player', 2000), ('troop_remove_items', 'trp_player'
, 'itm_relic'), (1, 'end_quest_qst_relic')]]
Error in dialog line:
[604, 'har_2', [], 'Yes, yes! Take it!.', 'close_window', [('troop_add_items',
'trp_player', 'itm_relic', 1)]]
Checking global variable usages...
...
Winter, if you are still working Storymod and need some art just send a sketch.
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geeves
Apprentice
Offline
Posts: 1
Re: Ask Winter
«
Reply #142 on:
October 01, 2009, 11:49:39 AM »
hey winter,
I've got a question for you, well actually 2 or more questions.
To start off, i am happy to say that your module explanations on the taleworlds website forums are pretty well worked out, i learned a lot of them.
until i get to the point where i wish see my created troops in game, following your steps i should be able to see my troops in game on the specified location...
to start off: with the Module system 1010_0, Zendar mercs do not exist. i didn't see a point in that, i just copied your script from the website and put it in place, just under the line telling me that zendar as city is inactive. i put zendar as active city and saved the lot. no errors. run the game, find zendar, see a grand total of ... 3 NPCs, clearly it has to be customised. (in game editor ain't popping up BTW, but i could copy my face code earlier on.) i go to the inn, find 3 hero's which i didn't want there, but OK, i found out they are scripted into that place when Zendar is set as active city. No tavernkeeper to be found by the way, neither are the mercs i wanted to put in game.
there we go, Question one: how do we solve this?
I've already tried giving the mercs a hero line without the TF_HERO mark. not working. gets you a nice error.
that covered. how can we get Zendar a working city? merchants ect added, a game menu of the kind you get when for example you enter Thir. for that's where we get question two:
why wasn't your module explanations finished? i find part 10 where in game editing is covered incomplete, as are to my noob idea more of the covered but completed" arts of the module explanations.
another question arising is: how can i get a village in the game where i can get my own troops as recruits like i can get swadian recruits in swadian towns?
for the moment this will cover enough things to get me going after the time being.
(PS game info: module system 1010_0, game version 1.011)
«
Last Edit: October 01, 2009, 12:02:47 PM by geeves
»
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Shik
Craftsman
Offline
Posts: 71
Re: Ask Winter
«
Reply #143 on:
October 04, 2009, 12:00:18 PM »
Quote from: Brutus on September 01, 2009, 10:20:01 AM
[trp_antler, "relic_got",[],"Excellent! Here is your reward.", "close_window",[
(call_script, "script_troop_add_gold", "trp_player", 2000),
(
"troop_remove_items"
,"trp_player","itm_relic"),
(call_script, "end_quest_qst_relic")]],
[trp_har, "start", [(check_quest_active, "qst_relic")],"Greetings. Are you here for the relic?.","har_1",[]],
[trp_har|plyr,"har_1",[], "Yes. Please give me the relic.", "har_2",[]],
[trp_har, "har_2",[],"Yes, yes! Take it!.","close_window",[
(
"troop_add_items"
, "trp_player", "itm_relic", 1)]],
Brutus, if you haven't already fixed this issue by yourself, just remove the quotation marks around the operation
troop_add_items
.
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Brutus
Master
Offline
Posts: 1804
Re: Ask Winter
«
Reply #144 on:
October 04, 2009, 06:50:58 PM »
Thanks!!! I found some other issues in there after that was straight too. oi... But those were showstoppers, rest I got.
Need a model?
If so just PM.
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Winter
I am Tek Jansen!
Administrator
Offline
Posts: 447
MBX Forum owner
Re: Ask Winter
«
Reply #145 on:
October 04, 2009, 07:39:45 PM »
Quote from: geeves on October 01, 2009, 11:49:39 AM
hey winter,
I've got a question for you, well actually 2 or more questions.
To start off, i am happy to say that your module explanations on the taleworlds website forums are pretty well worked out, i learned a lot of them.
until i get to the point where i wish see my created troops in game, following your steps i should be able to see my troops in game on the specified location...
to start off: with the Module system 1010_0, Zendar mercs do not exist. i didn't see a point in that, i just copied your script from the website and put it in place, just under the line telling me that zendar as city is inactive. i put zendar as active city and saved the lot. no errors. run the game, find zendar, see a grand total of ... 3 NPCs, clearly it has to be customised. (in game editor ain't popping up BTW, but i could copy my face code earlier on.) i go to the inn, find 3 hero's which i didn't want there, but OK, i found out they are scripted into that place when Zendar is set as active city. No tavernkeeper to be found by the way, neither are the mercs i wanted to put in game.
there we go, Question one: how do we solve this?
I've already tried giving the mercs a hero line without the TF_HERO mark. not working. gets you a nice error.
that covered. how can we get Zendar a working city? merchants ect added, a game menu of the kind you get when for example you enter Thir. for that's where we get question two:
why wasn't your module explanations finished? i find part 10 where in game editing is covered incomplete, as are to my noob idea more of the covered but completed" arts of the module explanations.
another question arising is: how can i get a village in the game where i can get my own troops as recruits like i can get swadian recruits in swadian towns?
for the moment this will cover enough things to get me going after the time being.
(PS game info: module system 1010_0, game version 1.011)
There's no real point trying to make my tutorials work for the current version of M&B, there's way too much distance between the two. If you really want to bypass the native systems and create a functioning town, make a special game menu for Zendar and use that instead of mnu_town. That's about as much advice I can give without writing additional tutorials, and I'm not doing that without a paycheque.
Regards,
Winter
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STREET: Losing your mind has never been so much fun . . .
motomataru
Apprentice
Offline
Posts: 1
Re: Ask Winter
«
Reply #146 on:
February 01, 2010, 10:49:53 AM »
I've come to the conclusion after 3-4 days of examining the issue that team_get_order_position is badly behaved compared to, say, agent_get_position. It's like, position_move_x completely shuts down on the acquired position. script_update_order_flags_on_map from the module system uses script_convert_3d_pos_to_map_pos on positions acquired by team_get_order_position, but I think it's specifically for building some sort of order map and moreover didn't work at all for me. I ended up with the following kluge, apologies to agent 0 whoever he or she may be, which fixed the problem:
Code:
# script_get_formation_position
# Input: team, troop class
# Output: pos1 (pos0 used)
# Kluge around team_get_order_position shutting down position_move_x
# without resorting to looping through agents yet again
("get_formation_position",
[(store_script_param, ":fteam", 1),
(store_script_param, ":fclass", 2),
(agent_get_position, pos0, 0),
(team_get_order_position, pos1, ":fteam", ":fclass"),
(agent_set_position, 0, pos1),
(agent_get_position, pos1, 0),
(agent_set_position, 0, pos0),
]),
Question is, am I missing something basic about using team_get_order_position?
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