Recent posts
#71
V9.0 / Re: Beric Dondarion's "book" n...
Last post by Produno - June 05, 2024, 03:49:38 PMAll fixed. Thanks!
#72
V9.0 / Re: Follow-up: A pet dog block...
Last post by Produno - June 05, 2024, 03:03:41 PMIve done a fix for this which should fix the issue. Thanks!
#73
V9.0 / Re: Yoren explains blunt weapo...
Last post by Produno - June 05, 2024, 02:27:41 PMFixed thanks.
#74
V9.0 / Re: Text: "assesed" [v9.3]
Last post by Produno - June 05, 2024, 02:18:00 PMFixed thanks.
#75
V9.0 / Follow-up: The dog snorts like...
Last post by tos1 - May 17, 2024, 07:19:51 PMRelated topic (v8.* but inherited to v9.3):
"The dog snorts like a horse" by me.
The only thing that seems to be hard-coded for snorting is a fixed reference to names like snd_horse_snort in sound.txt. So one solution should be to make it silent (for example, by commenting-out "horse_snort" from module_sounds.py), distinguish between horses and non-horses in triggers of some mission templates, and then add sound using the agent_play_sound or play_sound_at_position operations.
I found some of the same ideas on the TW forums. The most succinct one is a post in 2022 (below) that shows the source code of TLD's mission template.
How do I add custom sound to a mount?, TW forums
I don't know the TLD's code above supports not only battle field but also town-exploring, etc. The AWoIaF's dog (and probably wolf) companion snorts at least at towns, villages, battle fields, [Camp]-[Visit your camp], and perhaps conversation with a human.
- Game version (and steam or downloaded):
AWoIaF v9.3, v8.2. Warband v1.174 downloaded
"The dog snorts like a horse" by me.
The only thing that seems to be hard-coded for snorting is a fixed reference to names like snd_horse_snort in sound.txt. So one solution should be to make it silent (for example, by commenting-out "horse_snort" from module_sounds.py), distinguish between horses and non-horses in triggers of some mission templates, and then add sound using the agent_play_sound or play_sound_at_position operations.
I found some of the same ideas on the TW forums. The most succinct one is a post in 2022 (below) that shows the source code of TLD's mission template.
How do I add custom sound to a mount?, TW forums
I don't know the TLD's code above supports not only battle field but also town-exploring, etc. The AWoIaF's dog (and probably wolf) companion snorts at least at towns, villages, battle fields, [Camp]-[Visit your camp], and perhaps conversation with a human.
- Game version (and steam or downloaded):
AWoIaF v9.3, v8.2. Warband v1.174 downloaded
#76
Help & Support / Re: Destroy bandit lair quest ...
Last post by Olimpuspt - May 05, 2024, 11:43:24 PMnext to blackpool south of dreadfort near the godwood tree, somany time lost looking for that,.
#77
V9.0 / Re: Yoren explains blunt weapo...
Last post by tos1 - May 05, 2024, 08:54:21 PMI hand-disassembled the v9.3's *.txt and found out the cause.
---- Yoren's answer-A (mistakenly displayed when the player asked "How did you come to join ...")
dlga_ramun_ask_about_capturing:ramun_have_blunt_weapon
New to this, aren't ya? Lemme explain it in simple terms. The basic rule of takin' someone prisoner is knockin' 'em down with a blunt weapon, like a mace or a club, rather than cuttin' 'em open with a sword. That way 'em go to sleep for a little while rather than bleeding to death, ya see? I'm assumin' ya've a blunt weapon with ya, {lad/lassie}.
---- Yoren's answer-B (The correct answer)
dlga_ramun_ask_about_capturing:ramun_ask_about_capturing_2
I was young, saw my brother stabbed through the heart right on our doorstep. Weren't much of a villain, the man who stabbed him.
----
As far as I checked, The Starting-dialog-state (2nd parameter in each dialog record) of the answer-B is same with of the answer-A, and the answer-A's condition is true, so the "New to this, ..." would be mistakenly displayed when the player selected "How did you come to join the Night's Watch?".
Both of them are not the player's choice but Yoren's answer, so the line "I was young, ..." will not be displayed unless you change the condition-block of each and add something new appropriate condition for them.
Furthermore, as mentioned above, after Yoren explains the blunt weapon, the conversation continues from the line where the player says "You knew who it was?". It would be correct flow if the answer-A is replaced with the answer-B
- Game version (and steam or downloaded):
AWoIaF v9.3, 9.1. Warband v1.174 downloaded
---- Yoren's answer-A (mistakenly displayed when the player asked "How did you come to join ...")
dlga_ramun_ask_about_capturing:ramun_have_blunt_weapon
New to this, aren't ya? Lemme explain it in simple terms. The basic rule of takin' someone prisoner is knockin' 'em down with a blunt weapon, like a mace or a club, rather than cuttin' 'em open with a sword. That way 'em go to sleep for a little while rather than bleeding to death, ya see? I'm assumin' ya've a blunt weapon with ya, {lad/lassie}.
---- Yoren's answer-B (The correct answer)
dlga_ramun_ask_about_capturing:ramun_ask_about_capturing_2
I was young, saw my brother stabbed through the heart right on our doorstep. Weren't much of a villain, the man who stabbed him.
----
As far as I checked, The Starting-dialog-state (2nd parameter in each dialog record) of the answer-B is same with of the answer-A, and the answer-A's condition is true, so the "New to this, ..." would be mistakenly displayed when the player selected "How did you come to join the Night's Watch?".
Both of them are not the player's choice but Yoren's answer, so the line "I was young, ..." will not be displayed unless you change the condition-block of each and add something new appropriate condition for them.
Furthermore, as mentioned above, after Yoren explains the blunt weapon, the conversation continues from the line where the player says "You knew who it was?". It would be correct flow if the answer-A is replaced with the answer-B
- Game version (and steam or downloaded):
AWoIaF v9.3, 9.1. Warband v1.174 downloaded
#78
V9.0 / Follow-up: "Opponents Remainin...
Last post by tos1 - April 26, 2024, 10:30:19 PM
Related topics:
- "Re: Unmotivated practice melee fighters in arenas" by me. (v8.* but inherited to v9.3)
- "Melee (crowd) fight at arena ends at about 20 fighters left" by me. (v9.*)
- "Follow-up: Bunch of warnings at arena melee fights" by me. (v9.*)
I disassembled all triggers of mst_arena_melee_fight (68 triggers for AWoIaF v9.3, 71 triggers for v7.11) and associated scripts, and temporarily modified the code in my .txt files to check execution path and to test various cases.
The minus number happens because the trigger that does "add_visitors_to_current_scene" operation and the trigger that increases "$g_arena_training_num_agents_spawned" are asynchronous. Both should have to be placed in the same block of the same trigger. (See image below)

(Edited to add a line below)
Note: Both of two other issues (the WARNING and the duplicate count) must be fixed before we invesgate this issue (miscount of remaining opponents). For that, as I wrote in the related topic above, we must remove the loop from (v9.3 mst_arena_melee_fight) trigger 33, add agent_set_slot ":L0" 7 0 before the last try_end in trigger 34, and remove val_add "$g_arena_training_num_agents_spawned" 1 before the last try_end in trigger 37. (Trigger number here is from 0. I don't know true name of the local variable ":L0" here.)
I haven't been able to fully investigate the biggest remaining issue: people who are unmotivated, such as "standing still and staring at each other" and "waiting in line".
I get the impression that "re-setting" team (in order to increase majority-team in the latter half?) by the trigger 34's code (of v9.3) that was not present in v7.11, does not match the manner for the engine.
In addition,
- I checked troop ID and found that the arena master (as a scene prop?) appears in some try_for_agents loops. He is team 7. It looks like some of the code (e.g. array for the number of team member?) doesn't take into account the team 7, but I haven't looked into that further.
- This mission (of v9.3) has some exact same triggers and I don't see the necessity of doing so (though my understanding of mod system is insufficient): trg 3 = trg 7, trg 8 = trg 40 = trg 49, trg 9 = trg 41 = reg 50, trg 38 = trg 47, trg 39 = trg 48, trg 45 = trg 54, trg 46 = trg 55.
I found an old post (in 2011) on the TW Warband forum Modding Q&A that says something like "If the number of triggers in a mission template exceeds about 60, the engine becomes unstable and may cause condition blocks to be failed.". I don't know if the same can be said for the current mod system.
- Game version (and steam or downloaded):
AWoIaF v9.3 - v9.0, v8.2. Warband v1.174 downloaded
(This minus value doesn't happen in v7.11)
#79
Other Games / Minecraft installer file syste...
Last post by NakiaNicolas - April 18, 2024, 12:24:24 PMHi friends, Recently I am getting Minecraft installer file system error when I am trying to install Minecraft. I dont know why this happens. Can anyone please help to solve this?
#80
Help & Support / Re: How to activate Cheat Menu...
Last post by stufoos - April 17, 2024, 01:23:15 PMQuote from: Moose on September 17, 2017, 09:29:36 AMTry pressing "ctrl+~" and typing "cheatmenu" in. That should work.
it doesnt work for 9.3