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Архив мастерской по старым играм / Re: тема про туман
« : 16 Августа, 2009, 16:11 »
И монитор протирал, и полудня ждал, и от нордов сбежал. Ничго не помогггает.
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Архив мастерской по старым играм / Re: тема про туман« : 16 Августа, 2009, 16:11 »
И монитор протирал, и полудня ждал, и от нордов сбежал. Ничго не помогггает.
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Вопросы и ответы по модостроению / Re: Прозрачный юнит.« : 15 Августа, 2009, 15:21 »
Вставляешь броню и оружие из другого мода без текстур. В трупидиторе задаёшь ему это всё, и он будет невидим.
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Архив мастерской по старым играм / Re: тема про туман« : 15 Августа, 2009, 14:27 »
У меня туман держится 116 игровых дней! Не пойму, как убрать! Заколебало... Начинал новую игру, то же самое! №:%№:%;%;?:%?:%?:*?:?*:?(*_(*(?(*:%
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Вопросы и ответы по модостроению / Re: Работа с анимацией, вопросы и ответы« : 02 Августа, 2009, 09:33 »
Из какого мода хрюшка?
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OSP ресурсы: модели, текстуры, скрипты / [KIT]Инструкция по внедрению кораблей в игру« : 02 Августа, 2009, 09:01 »
Сначала нужны текстуры и т.д. Вот ссылка: http://www.mbrepository.com/file.php?id=1402
Распаковываете всё по папкам (там довольно понятно) в папке модуля, который вы будете менять. Теперь в файле module.ini меняемого модуля добавляем строчку: load_mod_resource = sail И затем убедитесь, что "scan_module_textures = 1". (Это должно быть.) Теперь, как японял, нужна модулька. Надеюсь, как ей пользоваться, объяснять не надо. В файле module_scene_props добавляем следующее: Code: [Select] ################################################# #########SEA BATTLES BEGIN ################################################# ("ship",sokf_moveable,"longship","bo_longship", [ (ti_on_scene_prop_init, [ (set_position_delta,0,0,0), (store_trigger_param_1, ":instance_no"), (party_set_slot,"p_ship_colisions",":instance_no",0), ]),]), ("ships_end",0,0,0,[]), ("enemy_ship",sokf_moveable,"longship","bo_longship", [ (ti_on_scene_prop_init, [ (set_position_delta,0,0,0), (store_trigger_param_1, ":instance_no"), (party_set_slot,"p_ship_colisions",":instance_no",0), ]),]), ("enemy_ships_end",0,0,0,[]), ("universal_end",0,0,0,[]), ("ship_protect",0,0,"bo_gourd_spike",[]), ("enemy_ship_protect",0,0,"bo_gourd_spike",[]), ################################################# #########SEA BATTLES END ################################################# Затем в module_scenes добавляем: Code: [Select] ("sea_b",sf_generate,"none", "none", (0,0),(240,240),-0.5,"0x0000000030000000c00d2348000000008000000000000000", [],[]), ("sea_land",sf_generate,"none", "none", (0,0),(240,240),-0.5,"0x0000000030000000c00d2348000000008000000000000000", [],[]), Теперь в файле module_parties: Code: [Select] ("burning_buildings","If you see me, report the fire bug.", pf_disabled|icon_village_a|pf_village, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(0, -50),[], 170), ("ship_colisions","If you see me, report the colision bug.", pf_disabled|icon_village_a|pf_village, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(0, -50),[], 170), Затем в module_game_menus находим и меняем строки меню "encounter_attack" на эти: Quote ("encounter_attack",[ (eq, "$encountered_party_friendly", 0), (store_troop_health,reg(5)),(party_get_current_terrain,":terrain","p_main_party"), (neq,":terrain",rt_steppe), ], "Charge the enemy.",[ (assign, "$g_battle_result", 0), (assign, "$g_engaged_enemy", 1), (call_script, "script_calculate_renown_value"), (call_script, "script_calculate_battle_advantage"), (set_battle_advantage, reg0), (set_party_battle_mode), (try_begin), (eq, "$g_encounter_type", enctype_fighting_against_village_raid), (set_jump_mission,"mt_village_raid"), (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior), (jump_to_scene, ":scene_to_use"), (else_try), (eq, "$g_encounter_type", enctype_catched_during_village_raid), (set_jump_mission,"mt_village_raid"), (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior), (jump_to_scene, ":scene_to_use"), (else_try), (set_jump_mission,"mt_lead_charge"), (call_script, "script_setup_random_scene"), (try_end), (assign, "$g_next_menu", "mnu_simple_encounter"), (jump_to_menu, "mnu_battle_debrief"), (change_screen_mission), ]), ("encounter_attack",[ (eq, "$encountered_party_friendly", 0), (store_troop_health,reg(5)),(party_get_current_terrain,":terrain","p_main_party"), (eq,":terrain",rt_steppe), ], "Close in and board the enemy.",[ (assign, "$g_battle_result", 0), (assign, "$g_engaged_enemy", 1), (call_script, "script_calculate_renown_value"), (call_script, "script_calculate_battle_advantage"), (set_battle_advantage, reg0), (set_party_battle_mode), (try_begin), (eq, "$g_encounter_type", enctype_fighting_against_village_raid), (set_jump_mission,"mt_village_raid"), (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior), (jump_to_scene, ":scene_to_use"), (else_try), (eq, "$g_encounter_type", enctype_catched_during_village_raid), (set_jump_mission,"mt_village_raid"), (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior), (jump_to_scene, ":scene_to_use"), (else_try), (set_jump_mission,"mt_ship_battle"), (try_begin), (val_add,reg10,reg11), (gt,reg10,30), (jump_to_scene, "scn_sea_b"), (else_try), (jump_to_scene, "scn_sea_b"), (end_try), (try_end), (assign, "$g_next_menu", "mnu_simple_encounter"), (jump_to_menu, "mnu_battle_debrief"), (change_screen_mission), ]), ("encounter_attack",[ (eq, "$encountered_party_friendly", 0), (store_troop_health,reg(5)),(party_get_current_terrain,":terrain","p_main_party"), (eq,":terrain",rt_steppe), ], "Go ashore.",[ (assign, "$g_battle_result", 0), (assign, "$g_engaged_enemy", 1), (call_script, "script_calculate_renown_value"), (call_script, "script_calculate_battle_advantage"), (set_battle_advantage, reg0), (set_party_battle_mode), (try_begin), (eq, "$g_encounter_type", enctype_fighting_against_village_raid), (set_jump_mission,"mt_village_raid"), (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior), (jump_to_scene, ":scene_to_use"), (else_try), (eq, "$g_encounter_type", enctype_catched_during_village_raid), (set_jump_mission,"mt_village_raid"), (party_get_slot, ":scene_to_use", "$g_encounter_is_in_village", slot_castle_exterior), (jump_to_scene, ":scene_to_use"), (else_try), (set_jump_mission,"mt_ship_battle"), (try_begin), (val_add,reg10,reg11), (gt,reg10,30), (jump_to_scene, "scn_sea_land"), (else_try), (jump_to_scene, "scn_sea_land"), (end_try), (try_end), (assign, "$g_next_menu", "mnu_simple_encounter"), (jump_to_menu, "mnu_battle_debrief"), (change_screen_mission), ]), И строки меню join_attack этими: Quote ("join_attack",[ # (neq, "$encountered_party_hostile", 0), (neg|troop_is_wounded, "trp_player"), ## (store_troop_health,reg(5),"trp_player"), ## (ge,reg(5),20), (party_get_current_terrain,":terrain","p_main_party"), (neq,":terrain",rt_steppe), ], "Charge the enemy.",[ (assign, "$g_battle_result", 0), (call_script, "script_calculate_renown_value"), (call_script, "script_calculate_battle_advantage"), (set_battle_advantage, reg0), (set_party_battle_mode), (set_jump_mission,"mt_lead_charge"), (call_script, "script_setup_random_scene"), (assign, "$g_next_menu", "mnu_join_battle"), (jump_to_menu, "mnu_battle_debrief"), (change_screen_mission), ]), ("join_attack",[ # (neq, "$encountered_party_hostile", 0), (neg|troop_is_wounded, "trp_player"), ## (store_troop_health,reg(5),"trp_player"), ## (ge,reg(5),20), (party_get_current_terrain,":terrain","p_main_party"), (eq,":terrain",rt_steppe), ], "Engage the enemy.",[ (assign, "$g_battle_result", 0), (call_script, "script_calculate_renown_value"), (call_script, "script_calculate_battle_advantage"), (set_battle_advantage, reg0), (set_party_battle_mode), (set_jump_mission,"mt_ship_battle"), (call_script, "script_setup_random_scene"), (assign, "$g_next_menu", "mnu_join_battle"), (jump_to_menu, "mnu_battle_debrief"), (try_begin), (val_add,reg10,reg11), (gt,reg10,30), (jump_to_scene, "scn_sea_b"), (else_try), (jump_to_scene, "scn_sea_b"), (end_try), (change_screen_mission), ]), Потом в module_mission_templates пишем: Code: [Select] ################################# #SEA BATTLE MISSION TEMPLATE ################################# ( "ship_battle",mtf_battle_mode,-1, "You close in and board the enemy ships", [(0,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]), (1,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]), (2,mtef_attackers|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]), (10,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]), (11,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]), (12,mtef_defenders|mtef_team_0,af_override_horse,aif_start_alarmed,4,[]), ], [ (ti_on_agent_spawn, 0, 0, [], [ (store_trigger_param_1, ":agent_no"), (call_script, "script_agent_reassign_team", ":agent_no"), ]), common_battle_tab_press, (ti_question_answered, 0, 0, [], [(store_trigger_param_1,":answer"), (eq,":answer",0), (assign, "$pin_player_fallen", 0), (try_begin), (store_mission_timer_a, ":elapsed_time"), (gt, ":elapsed_time", 20), (str_store_string, s5, "str_retreat"), (call_script, "script_simulate_retreat", 10, 20), (try_end), (call_script, "script_count_mission_casualties_from_agents"), (finish_mission,0),]), (ti_before_mission_start, 0, 0, [], [ (team_set_relation, 0, 2, 1), (team_set_relation, 1, 3, 1), (call_script, "script_place_player_banner_near_inventory_bms"), ]), (0, 0, ti_once, [], [(assign,"$battle_won",0), (assign,"$defender_reinforcement_stage",0), (assign,"$attacker_reinforcement_stage",0), (assign,"$g_presentation_battle_active", 0), (call_script, "script_place_player_banner_near_inventory"), (call_script, "script_combat_music_set_situation_with_culture"), ]), common_music_situation_update, common_battle_check_friendly_kills, (1, 0, 5, [(lt,"$defender_reinforcement_stage",2), (store_mission_timer_a,":mission_time"), (ge,":mission_time",10), (store_normalized_team_count,":num_defenders", 0), (lt,":num_defenders",6), # (assign, reg2, ":num_defenders"), # (display_message,"@num_defenders = {reg2}") ], [(add_reinforcements_to_entry,0,7),(val_add,"$defender_reinforcement_stage",1)]), (1, 0, 5, [(lt,"$attacker_reinforcement_stage",2), (store_mission_timer_a,":mission_time"), (ge,":mission_time",10), (store_normalized_team_count,":num_attackers", 1), (lt,":num_attackers",6), # (assign, reg2, ":num_attackers"), # (display_message,"@num_attackers = {reg2}") ], [(add_reinforcements_to_entry,3,7),(val_add,"$attacker_reinforcement_stage",1)]), common_battle_check_victory_condition, common_battle_victory_display, (1, 4, ti_once, [(main_hero_fallen)], [ (assign, "$pin_player_fallen", 1), (str_store_string, s5, "str_retreat"), (call_script, "script_simulate_retreat", 10, 20), (assign, "$g_battle_result", -1), (set_mission_result,-1), (call_script, "script_count_mission_casualties_from_agents"), (finish_mission,0)]), ]), А в module_triggers: Quote (0.1, 0, 0, [(party_get_current_terrain,":terrain","p_main_party"), (eq,":terrain",rt_steppe),], [(party_set_icon,"p_main_party", "icon_ship"),]), (0.1, 0, 0, [(party_get_current_terrain,":terrain","p_main_party"), (neq,":terrain",rt_steppe),], [(party_set_icon,"p_main_party", "icon_player"),]), (0.1, 0, 0.0, [], [(try_for_parties, ":cur_party"), (party_get_current_terrain, ":terrain", ":cur_party"), (eq, ":terrain", rt_steppe), (party_get_template_id, ":cur_template", ":cur_party"), (this_or_next|eq, ":cur_template", "pt_kingdom_hero_party"), (this_or_next|eq, ":cur_template", "pt_kingdom_caravan_party"), (this_or_next|eq, ":cur_template", "pt_manhunters"), (this_or_next|eq, ":cur_template", "pt_village_farmers"), (this_or_next|eq, ":cur_template", "pt_deserters"), (this_or_next|eq, ":cur_template", "pt_looters"), (this_or_next|eq, ":cur_template", "pt_forest_bandits"), (this_or_next|eq, ":cur_template", "pt_steppe_bandits"), (this_or_next|eq, ":cur_template", "pt_mountain_bandits"), (eq, ":cur_template", "pt_sea_raiders"), (party_set_icon, ":cur_party", "icon_ship"), (else_try), (neq,":terrain",rt_steppe), (party_get_template_id, ":cur_template", ":cur_party"), (eq, ":cur_template", "pt_kingdom_hero_party"), (party_set_icon,":cur_party","icon_flagbearer_a"), (else_try), (eq, ":cur_template", "pt_kingdom_caravan_party"), (party_set_icon,":cur_party","icon_mule"), (else_try), (eq, ":cur_template", "pt_deserters"), (party_set_icon,":cur_party","icon_vaegir_knight"), (else_try), (eq, ":cur_template", "pt_manhunters"), (party_set_icon,":cur_party","icon_gray_knight"), (else_try), (eq, ":cur_template", "pt_village_farmers"), (party_set_icon,":cur_party","icon_peasant"), (else_try), (this_or_next|eq, ":cur_template", "pt_looters"), (this_or_next|eq, ":cur_template", "pt_forest_bandits"), (this_or_next|eq, ":cur_template", "pt_steppe_bandits"), (this_or_next|eq, ":cur_template", "pt_mountain_bandits"), (eq, ":cur_template", "pt_sea_raiders"), (party_set_icon,":cur_party","icon_axeman"), (else_try), (eq, ":cur_template", "pt_cattle_herd"), (party_set_icon,":cur_party","icon_cattle"), (try_end),]), Ну вот и всё. Добавлено: [time]Вск 02 Авг 2009 07:03:53[/time] Сам я этого не делал, модулька отказывается пахать. А вот мод с уже сделанным судоходством -- Age of Mashinery. Кстати, весьма неплохой модуль. 181
Вопросы и ответы по модостроению / Re: Регулировка колличества гарнизонных крестьян в деревнях« : 27 Июля, 2009, 19:16 »
Как добавить "разместить гарнизон" в деревнях? Чё и где писать надо?
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Таверна / Re: Форумная игра: Отгадай-ка« : 13 Июля, 2009, 20:11 »
Иосиф Сталин(Джугашвили)?
Или Лев Троцкий? |