Warband 1 161 патч скачать

Warband 1 161 патч

Warband 1 161 патч.
UPDATE (11/12/14): Just an update for Viking Conquest. Native should remain unaffected. UPDATE (22/10/14): Minor update for Viking Conquest. Native should be unaffected. UPDATE: This has now been released.

Please continue to report your experiences here! We have updated Warband's Steam beta (use the password "betapassword" for access) to 1.161 in preparation for an upcoming DLC announcement! This patch introduces a haul of new operations for modders. We'll bring this patch out in full in a few days on Steam. Old mods will be compatible. To use the new operations (you may be able to hack them in yourselves by manually entering the operations) we will provide the module system ASAP.

More info on that soon! Save games from old versions WILL be compatible with this version but save games from this version WILL NOT be compatible with old versions. Ask any questions here. ), returns camera position (position_no_1) and mouse projection to back of world (position_no_2) overlay_set_material = 956 # (overlay_set_material, , ), auto_save = 985 # (auto_save), party_set_ignore_with_player_party = 1648 # (party_set_ignore_with_player_party, , ), party_get_ignore_with_player_party = 1649 # (party_get_ignore_with_player_party, ), close_order_menu = 1789 # (close_order_menu), cast_ray = 1900 # (cast_ray, , , , [ ]), #Casts a ray of length [ ] starting from and stores the closest hit position into (fails if no hits). If the body hit is a prop instance, its id will be stored into cur_item_add_mesh = 1964 # (cur_item_add_mesh, , [ ], [ ]), #only call ins >, , [ ], [ ]), #only call ins >, , , [ ]), # returns position of bone.

Option 0 for local to agent position, 1 for global prop_instance_deform_to_time = 2610 # (prop_instance_deform_to_time, , ), # value gives the vertex animation time. prop_instance_deform_in_range = 2611 # (prop_instance_deform_in_range, , , , ), #play animation from start frame to end frame prop_instance_deform_in_cycle_loop = 2612 # (prop_instance_deform_in_cycle_loop, , , , #cyclical animation within start-end frame prop_instance_get_current_deform_progress = 2615 # (prop_instance_get_current_deform_progress, , ), #returns a percentage value between 0 and 100 if animation is still in progress. returns 100 otherwise. prop_instance_get_current_deform_frame = 2616 # (prop_instance_get_current_deform_frame, , ), #returns current frame with round to nearest prop_instance_set_material = 2617 # (prop_instance_set_material, , , ), #give sub mesh as -1 to change all meshes' materials. item_get_weight = 2700 # (item_get_weight, , ), #Stores 's weight into item_get_value = 2701 # (item_get_value, , ), #Stores 's value into item_get_difficulty = 2702 # (item_get_difficulty, , ), #Stores 's difficulty into item_get_head_armor = 2703 # (item_get_head_armor, , ), #Stores 's head armor into item_get_body_armor = 2704 # (item_get_body_armor, , ), #Stores 's body armor into item_get_leg_armor = 2705 # (item_get_leg_armor, , ), #Stores 's leg armor into item_get_hit_points = 2706 # (item_get_hit_points, , ), #Stores 's hit points into item_get_weapon_length = 2707 # (item_get_weapon_length, , ), #Stores 's weapon length into item_get_speed_rating = 2708 # (item_get_speed_rating, , ), #Stores 's speed rating into item_get_missile_speed = 2709 # (item_get_missile_speed, , ), #Stores 's missile speed into item_get_max_ammo = 2710 # (item_get_max_ammo, , ), #Stores 's max ammo into item_get_accuracy = 2711 # (item_get_accuracy, , ), #Stores 's accuracy into item_get_shield_height = 2712 # (item_get_shield_height, , ), #Stores 's shield height into item_get_horse_scale = 2713 # (item_get_horse_scale, , ), #Stores 's horse scale into item_get_horse_speed = 2714 # (item_get_horse_speed, , ), #Stores 's horse speed into item_get_horse_maneuver = 2715 # (item_get_horse_maneuver, , ), #Stores 's horse maneuver into item_get_food_quality = 2716 # (item_get_food_quality, , ), #Stores 's food quality into item_get_abundance = 2717 # (item_get_abundance, , ), #Stores 's abundance into item_get_thrust_damage = 2718 # (item_get_thrust_damage, , ), #Stores 's thrust damage into item_get_thrust_damage_type = 2719 # (item_get_thrust_damage_type, , ), #Stores 's thrust damage type into item_get_swing_damage = 2720 # (item_get_swing_damage, , ), #Stores 's thrust damage into item_get_swing_damage_type = 2721 # (item_get_swing_damage_type, , ), #Stores 's thrust damage type into item_get_horse_charge_damage = 2722 # (item_get_horse_charge_damage, , ), #Stores 's thrust damage into item_has_property = 2723 # (item_has_property, , ), #Fails if doesn't have. item_has_capability = 2724 # (item_has_capability, , ), #Fails if doesn't have item_has_modifier = 2725 # (item_has_modifier, , ), #Fails if is not a valid modifier for # use imod_xxx instead of imodbit_xxx item_has_faction = 2726 # (item_has_faction, , ), #Fails if doesn't have in its faction list str_store_player_face_keys = 2747 # (str_store_player_face_keys, , 's face key into string. player_set_face_keys = 2748 # (player_set_face_keys,


Рекомендуем также: