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Messages - Winter

Pages: 1 [2] 3 4 ... 25
16
Discussion / Re: Ask Winter
« on: November 17, 2008, 07:32:39 AM »
Me again.

Anyone know what is wrong with this?

Im getting TypeError: list indices must be integers for the line in purple

Quote
  ("gkh_shield_item_set_banner",
    [
       (store_script_param, ":tableau_no",1),
       (store_script_param, ":agent", 2),
       #(store_script_param, ":troop_no", 3),
       (store_script_param, ":heraldry_value", 3),
       
       (val_sub, ":heraldry_value", 1),

       (store_add, ":banner_spr", ":heraldry_value", banner_scene_props_begin),
       (store_add, ":banner_scene_props_end", banner_scene_props_end_minus_one, 1),
       (try_begin),
           (is_between, ":banner_spr", banner_scene_props_begin, ":banner_scene_props_end"),
       (else_try),
           (store_add, ":banner_spr", 0, banner_scene_props_begin),
           (item_set_slot,"itm_global_heraldry_slot",slot_item_global_heraldry_slot,0),
           (agent_set_slot,":agent",slot_agent_heraldry,0),
       (try_end),
       (val_sub, ":banner_spr", banner_scene_props_begin),
       (store_add, ":banner_mesh", ":banner_spr", arms_meshes_begin),

      (cur_item_set_tableau_material, ":tableau_no", ":banner_mesh"),
     ]),

Ive looked for missing comas and extra brackets, but I can't find any.

Comment everything out, then uncomment one line at a time to see which line is the offending one.

Regards,
Winter

17
Discussion / Re: Has anyone experimented with a "blood loss" damage model?
« on: November 16, 2008, 10:51:34 AM »
1. It's unnecessary.

2. It's a stupidly clunky concept to create with the module system.

3. It's unnecessary.

4. ???

5. It's unnecessary.

Seriously, Ron, if somebody with absolutely no programming background and a terrible aversion to code (i.e. me) can learn how to mod in M&Bscript, you have no excuse for making posts like this.

Regards,
Winter

18
Discussion / Re: completely transparent material?
« on: November 02, 2008, 12:18:38 PM »
http://mbx.streetofeyes.com/index.php/topic,812.msg30150.html#msg30150
particularly, the first picture 8)
and teh clouds became much more beautiful since then

Whatever, mate, I don't keep track of every change between versions.

Regards,
Winter

19
Discussion / Re: completely transparent material?
« on: October 31, 2008, 02:46:41 AM »
I've done that. I made a completely transparent texture, but I can't figure out which shaders make transparency work. all the ones I've tried make it completely white.

There's no transparency supported on the map, so it'll always end up as white.

Regards,
Winter

20
Ahhaha, Winter, you are Teh Developer now! Why would you wait for new module system  ;)

'Cause I ain't gots the bitch any more than you do.

Regards,
Ryan

21
It lies, not dead, but dreaming of a new module system.

Regards,
Ryan

22
Storymod / Re: Thank You, Greatly
« on: September 13, 2008, 03:48:19 PM »
Thank you. I wish all my projects got such a response. ;)

Regards,
Ryan

23
Discussion / Re: New Party
« on: September 04, 2008, 02:59:48 AM »
but it was a lot better than "duh, how do I check that?" like a lot of people would have responded.  At least it showed some initiative, and produced an accurate confirmation of the problem.

Actually, it didn't. You have to check the spawning script on runtime to see whether or not it's actually putting any troops into the party. Otherwise there's no way to even begin to tell where the fault is.

Regards,
Ryan

24
Discussion / Re: New Party
« on: September 04, 2008, 02:57:42 AM »
Guys, chill. He's not going to learn proper debugging procedure by having it roared at him, Winter. If he doesn't know it, then show him how to, surely there's no need to get angry about it?

Meh, you're right. I've been worked up lately.

Sorry, SPQR, shouldn't have taken it out on you.

Regards,
Ryan

25
Discussion / Re: New Party
« on: September 02, 2008, 04:53:56 AM »
Hmm.. real nice return there stud. I was just looking for an assist..since I am fairly new at this.  It is amazing you can talk like that to people.. but I can guarantee if you would dare stand in front of me with that pompus attitude and say that to me in person.... I would rip your fucking throat out. Screw you and your bullshit community.  I have realworld shit to do. So piss off.

Ooh, internet threats. Now I'm scared of you, and you win the respect of everyone.

How about a) growing some thicker skin, and b) learning how to mod?

Regards,
Winter

26
Discussion / Re: New Party
« on: September 01, 2008, 03:22:58 PM »
Yup,
It looks like it is spawning empty.  When I reach the party on the map the party is at "0" and is static and unable to move. How exactly should I tackle the spawning issue?

*sigh*

DO NOT MANUALLY GO TO THE FUCKING PARTY, CHECK ITS SIZE AND COMPOSITION AND DUMP THAT TO A DEBUG MESSAGE IN OR AFTER THE SPAWNING SCRIPT.

Jesus, it's a miracle anything you people do works when you don't have the faintest idea of proper debugging procedure.

Wifebeatingly,
Winter

27
Discussion / Re: New Party
« on: September 01, 2008, 09:07:24 AM »
The Error message reads:
Script Error on Opcode 2049: Invalid Troop ID:-1:Line No:9
At Script: Setup_Party_meeting
At Script: Setup_Party_meeting
At Script: Setup_Party_meeting
At Game Menu: menu_simple_encounter
At Game Menu: menu_simple_encounter
At Game Menu: menu_simple encounter


This is just a consequence of your party being empty. Find out if it has anything in it when spawned, which will consequently tell you if it's spawning empty or was emptied after spawn. If spawning empty, look at the spawning script you're using. If emptied afterwards, find out which script is doing it and why.

Establish these basic facts and maybe someone will be able to help you. We don't have a magic window into your computer.

Regards,
Ryan

28
Discussion / Re: Ask Winter
« on: July 12, 2008, 10:21:07 AM »
Can I do something like this:

module constants

"$overlay_checkbox_unit1" = 0
"$overlay_checkbox_unit2" = 0
"$overlay_checkbox_unit3" = 0

module scripts

(assign, ":checkbox", 0),
(try_for_range, ":i", 0, 3),
       (store_add, ":checkbox", "$overlay_checkbox_unit1", ":i"),
       (statements)
(try_end),

and have checkbox be the variable.  I am thinking no, because it is not something like a slot, a troop, etc and is not assigned in ascending order.   What I want to do is make a for or recursive statement that runs multiple times and each time the next variable is used, so I do not have to have a try_begin else_try statement with 14 else_try's.

No, the only way you can access variable destinations is by using slots. Variables and registers don't have that capability in M&B.

What you can do is simply loop it to use a new slot each time.

Regards,
Ryan

29
Discussion / Re: New Mod Base
« on: July 01, 2008, 03:31:30 PM »
Maybe it is a time to prepare such thing for 960, or it is better to wait on 1.0.

I'll wait.

30
Discussion / Re: Ask Winter
« on: July 01, 2008, 02:11:05 AM »
Is this the same as neq for a slot?

(neg|agent_slot_eq,":agent",slot_agent_is_formation_leader,1),

Just wondering because you don't have something like it in your operations.

Yes, it's the same. If you look in header_operations, neq itself is only an amalgamation of neg|eq. My operations are a little bit out of date nowadays.

Regards,
Ryan

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