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Messages - ithilienranger

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1
The Last Days / Re: What can you help TLD with:
« on: December 26, 2011, 10:46:14 am »
Do you still need help with mission templates or other coding? I finally have some time for modding on this break from college. I can't do much if I have to download a lot because of my internet situation.

2
TLD.808 / Re: TLD: Help needed
« on: June 30, 2011, 07:05:41 pm »
Sounds doable, I'll get back to you when/if I have freed up some modding time.

3
TLD.808 / Re: TLD: Help needed
« on: June 29, 2011, 04:03:04 pm »
Could I get some specifics on what code is needed?

4
Old Star Wars Mod / Re: Mod For M&B Star Wars Conquest Wont Load/Work.
« on: January 19, 2011, 04:00:37 pm »
First, the forums for this have moved to http://www.moddb.com/mods/swconquest

Once there you can download the automatic updater to try and fix your problem.

5
Discussion / Re: Ask Winter
« on: September 06, 2010, 06:26:06 pm »
YES, I finally figured it out. The documentation for troop_get_upgrade_troop is wrong. Instead of 0 for random, 1 for first node, and 2 for second node it is 0 for first node and 1 for second node. I wondered why in the original module system the uses contained :rand_no variable for the value. It is because there is no 0 for random. This needs to be fixed in the documentation, but I do not know who to notify.

6
Discussion / Re: Ask Winter
« on: September 05, 2010, 01:31:28 pm »
I used trp_temp_troop and got the same results. I don't want to use the actual troop names because I will have to add a ton more code. It would be more efficient to have one universal troop name that stores the current troop. I cannot give out anymore information unless you want me to PM you.

7
Discussion / Re: Ask Winter
« on: September 05, 2010, 05:52:42 am »
I tried using the built in temp troop and it did the same thing for me. I'll try that check for -1 for the string registers, but I think I already tried it.

EDIT: I did the -1 check before assigning the string registers. but something else is causing the problem. Also, I have checked several times using the Notepad++ find in files and none of my uses should mess with the variable.

8
Discussion / Re: Ask Winter
« on: September 04, 2010, 08:18:00 pm »
I have an extremely annoying problem with a modification that I am working on. It seems to be an error with the "troop_get_upgrade_troop" operation. I am trying to use the 1st and 2nd nodes of that operation, but I do not get the proper return values. The string register is not given the correct value. I have tried outputting the register values at different key points in the game and I added new registers to avoid conflicts. All I can figure out is that it likes to store the 2nd node troop for the first node and then the first node is stored as my player name. If there is one node choice then I get the player name for both menu choices.

Here is the code that I narrowed the problem down to.


#excerpt from a script
(try_begin),
         (eq, "$commander's_faction", fac_kingdom_1),
         (assign, "$player_cur_troop", "trp_swadian_recruit"),
      (else_try),
         (eq, "$commander's_faction", fac_kingdom_2),
         (assign, "$player_cur_troop", "trp_vaegir_recruit"),
      (else_try),
         (eq, "$commander's_faction", fac_kingdom_3),
         (assign, "$player_cur_troop", "trp_khergit_tribesman"),
      (else_try),
         (eq, "$commander's_faction", fac_kingdom_4),
         (assign, "$player_cur_troop", "trp_nord_recruit"),
      (else_try),
         (eq, "$commander's_faction", fac_kingdom_5),
         (assign, "$player_cur_troop", "trp_rhodok_tribesman"),
      (try_end),


#menu_upgrade_path
  (
    "upgrade_path",0,
    "In recognition of your excellent service, you have been promoted.",
    "none",
    [
   (troop_get_upgrade_troop, "$path_1", "$player_cur_troop", 1),
   (troop_get_upgrade_troop, "$path_2", "$player_cur_troop", 2),
   #string register to output troop name
   (str_store_troop_name, s66, "$path_1"),
   (str_store_troop_name, s67, "$path_2"),
   ],
    [
      ("upgrade_path_1",[(neq, "$path_1", -1)],
       "{s66}",
        [
         (assign, "$menu_upgrade_path_response", "$path_1"),
         (call_script, "script_cf_event_player_promotion", "$menu_upgrade_path_response"),
         (change_screen_map),
        ]),
      
      ("upgrade_path_2",[(neq, "$path_2", -1)],
      "{s67}",
        [
         (assign, "$menu_upgrade_path_response", "$path_2"),
         (call_script, "script_cf_event_player_promotion", "$menu_upgrade_path_response"),
         (change_screen_map),
        ]),
    ]
  ),






9
Star Wars Conquest / Re: Request information with regard to modding
« on: June 16, 2010, 08:30:37 pm »
I need help with referencing the numeric value of the "spd_rtng" in an item list. I want to multiply the "spd_rtng" value by a certain factor.


        ["hunting_crossbow", "Hunting Crossbow", [("crossbow",0)], itp_type_crossbow |itp_merchandise|itp_primary|itp_two_handed 
        ,itcf_shoot_crossbow|itcf_carry_crossbow_back, 22 , weight(2.25)|difficulty(0)|spd_rtng(47) | shoot_speed(50) | thrust_damage(28
        ,pierce)|max_ammo(1),imodbits_crossbow ],



10
Star Wars Conquest / Re: Request information with regard to modding
« on: June 16, 2010, 01:38:04 pm »
That is a great bit of code, but do I need any other code to integrate this. I am trying to make an automatic weapons mod with accurate weapon firing accuracies and kickback without recoding the whole MB firing code.

Also, I need help with changing the spd_rtng outside of the module_items.py file.
I am trying to use this format:

        (val_mul, spd_rtng, 10),


11
Star Wars Conquest / Request information with regard to modding
« on: June 16, 2010, 10:53:32 am »
I would like python information regarding the player's mouse y values and anything to do with the aiming reticule.
I am trying to change how fast the weapon can fully aim and fire and add weapon kickback.

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