Page 4 of 11 FirstFirst 1234567891011 LastLast
Results 61 to 80 of 207

Thread: TATW Battle Editor (Tutorials, Help, Manual, Development)

  1. #61
    Brego's Avatar Ordinarius
    Join Date
    Apr 2009
    Location
    Norway
    Posts
    721

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Hmm, I changed it to milan, but I'm still getting CTD..

    I'll try to change some deployment zones.

    Btw, do you know how to have the units wear ladders? Cause the ones I've assigned with ladders spawn without..
    Last edited by Brego; July 22, 2009 at 02:59 PM.


  2. #62
    jản's Avatar █ kept in suspense █
    Join Date
    Oct 2008
    Location
    Berlin / Germany
    Posts
    1,450

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Quote Originally Posted by Brego View Post
    Hmm, I changed it to milan, but I'm still getting CTD..

    I'll try to change some deployment zones.

    Btw, do you know how to have the units wear ladders? Cause the ones I've assigned with ladders spawn without..
    hm thats strange / i dont know what else you can do / have you edited anything on your own that could cause the CTD?

    but how you get siege engines read this:
    http://www.twcenter.net/forums/showt...19#settlements
    Last edited by jản; July 22, 2009 at 03:08 PM.

  3. #63
    Brego's Avatar Ordinarius
    Join Date
    Apr 2009
    Location
    Norway
    Posts
    721

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Haven't edited anything other in the descr_battle than doing so both factions are playable, before editing Isengard was the only one who was playable, but anyways, I'm starting a new one, since I had used a Huge city as my wall, so then I can't use ladders.. So I'm gonna make a new one using a large city instead, but thanks for your help


  4. #64

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    How to : Set up a HB script :

    Go to your HB descr_battle file . At the end of that file , add 'script' , and on the following line , add your script file name . Sample use :

    Code:
    script
    hastings_script.txt
    Then , in your HB folder (where your descr_battle folder is located) , add the corresponding text file . make sure it's named exactly like you said in descr_battle . So , here , the script file would be called :

    hastings_script

    Inside the script file , add the following stuff :

    Code:
    script
    
    prepare_for_battle
    
    while I_InBattle
    end_while
    end_script
    Now , your battle is ready to be scripted ! If you wanna script , you gotta put all stuff here :

    Code:
    script
    
    prepare_for_battle
    
    ; Here goes all the script stuff ;
    
     while I_InBattle
    end_while
    end_script
    Usefull commands and stuff :

    I suggest you label units . this will make it able to let them attack specific units and vice-versa . labeling is done like this :

    label_unit 0 2 4 custom_unit_1

    You don't get it ? here's some info :

    Identifier: label_unit
    Parameters: alliance, army, unit, label
    Description: Label a particular unit
    Sample use: label_unit 0 2 4 julii_hastati_2
    so , this is what i think how you must do it :

    Code:
    label_unit 0 2 4 custom_name_1
    
    0 : Stands for which alliance the unit is in. 
    2  : Stands for the army . If you have like four armies in 1 alliance , you need to tell if it's the first , second , third , .. one (i think)
    4 : Stands for the unit inside the army . If you have for instance 3 units in an army , you need to choose which unit (the first , second , or third)
    custom_name 1 : The name you labelled the unit . Can be anything really : hastati_1 , strong_guy_lolz , ...
    I'm not sure , but this is how i think bout it . To make use of the labelled unit , we can use this command :

    unit_order_attack_unit cavalry1 enemy4 run

    cavalry1 is a label . it's how you labelled the units . this could be for instance 'strong_guy_lolz' , or 'hastati_1' . enemy4 is also a label . Run is optional , and determines wether the unit will charge them or not . You can just delete it .

    OPTIONAL : I strongly suggest you put the commands inside monitors . Otherwise the game won't know when to attack (they'll just attack from the start) Monitors can determine for instance if a targetted unit has moved , they should not attack that unit .

    So , this is for instance how our script looks like :

    Code:
    script
    
    prepare_for_battle
     
    ; Here goes all the script stuff ;
    ; Labelling of units ;
    label_unit 0 2 4 hastati_1
    label_unit 1 3 1 strong_guy_lolz
    
    unit_order_attack_unit hastati_1 strong_guy_lolz
     while I_InBattle
     end_while
     end_script
    This script will make the unit we called 'hastati_1' attack the unit we called 'strong_guy_lolz' .

    Some further notes on scripting :
    Scripting is caps-sensitive . It also dpoesn't accept typos . make sure that you have the correct spelling like it's listed in the docudemons .

    Some other usefull commands that can be used in scripts :

    Spoiler Alert, click show to read: 
    ---------------------------------------------------
    Identifier: unit_immediate_place
    Parameters: unit_label location angle_in_degrees width(optional)
    Description: Immediately positions the unit at the given location
    Sample use: unit_immediate_place archers1 big_hill 0 20
    Class: UNIT_IMMEDIATE_PLACE
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_order_halt
    Parameters: unit_label
    Description: orders the specified unit stop it's orders
    Sample use: unit_order_halt cohort1
    Class: UNIT_ORDER_HALT
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_order_move
    Parameters: unit_label x y run(optional)
    Description: orders the specified unit to move to the specified position
    Sample use: unit_order_move cohort1 100 60 run
    Class: UNIT_ORDER_MOVE
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_order_move_to_orientation
    Parameters: unit_label x y width_in_men rotation_in_degrees run (optional)
    Description: orders the specified unit to move to the specified position with a specified rotation and orientation
    Sample use: unit_order_move_to_orientation cohort1 100 60 20 45 run
    Class: UNIT_ORDER_MOVE_TO_ORIENTATION
    Implemented: Yes
    Author: Scott
    ---------------------------------------------------
    Identifier: unit_order_move_relative
    Parameters: unit_label x y run(optional)
    Description: orders the specified unit to move to the specified position
    Sample use: unit_order_move_relative cohort1 0 60 run
    Class: UNIT_ORDER_MOVE_RELATIVE
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_order_attack_unit
    Parameters: unit_label target_unit_label run(optional)
    Description: Orders one unit to attack another
    Sample use: unit_order_attack_unit cavalry1 enemy4 run
    Class: UNIT_ORDER_ATTACK_UNIT
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_order_attack_closest_unit
    Parameters: unit_label search_arc(in degrees) run(optional)
    Description: Searches an arc in front of the unit, and attacks the closest enemy found
    Sample use: unit_order_attack_closest_unit 15 run
    Class: UNIT_ORDER_ATTACK_CLOSEST_UNIT
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_order_change_formation
    Parameters: unit_label formation_type (square, horde, testudo, phalanx)
    Description: changes the specified unit's formation
    Sample use: unit_order_change_formation legionary_cohort testudo
    Class: UNIT_ORDER_CHANGE_FORMATION
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_order_move_to_missile_range
    Parameters: attacker_unit_label target_unit_label run(optional)
    Description: orders the attacker to move into missile range of the target
    Sample use: unit_order_move_to_missile_range roman_archers barb_swordsmen run
    Class: UNIT_ORDER_MOVE_TO_MISSILE_RANGE
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_order_turn
    Parameters: unit_label rotation relative/absolute
    Description: order the unit to turn to an absolute angle or by an angle relative to it's current rotation
    Sample use: unit_order_turn roman_archers -20 relative (turns left 20 degrees)
    Class: UNIT_ORDER_TURN
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_set_morale
    Parameters: unit_label morale_level (beserk/impetuous/high/firm/shaken/wavering/routing)
    Description: sets and locks the unit's morale level
    Sample use: unit_set_morale carthaginian_peasants wavering
    Class: UNIT_SET_MORALE
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_unset_morale
    Parameters: unit_label
    Description: unlocks the unit's morale, the game will retake control and update the morale normally
    Sample use: unit_unset_morale peasants4
    Class: UNIT_UNSET_MORALE
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_set_weapon_upgrade
    Parameters: unit_label new_level
    Description: sets the unit's weapon upgrade (0-3)
    Sample use: unit_set_weapon_upgrade spearmen1 3
    Class: UNIT_SET_WEAPON_UPGRADE
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_set_armour_upgrade
    Parameters: unit_label new_level
    Description: sets the unit's armour upgrade (0-3)
    Sample use: unit_set_armour_upgrade spearmen1 3
    Class: UNIT_SET_ARMOUR_UPGRADE
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_set_experience
    Parameters: unit_label new_experience_level
    Description: sets the specified unit's experience level (0-9)
    Sample use: unit_set_experience roman_general 7
    Class: UNIT_SET_EXPERIENCE
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: kill_unit
    Parameters: unit_label
    Description: Completely wipes out the specified unit
    Sample use: kill_unit carthaginians2
    Class: KILL_UNIT
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: reduce_unit_strength
    Parameters: unit_label percentage
    Description: Kills enough men to reduce a unit to the specifies percentage of it's original strangth
    Sample use: reduce_unit_strength carthaginians2 50
    Class: REDUCE_UNIT_STRENGTH
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_set_guard_mode
    Parameters: unit_label on/off
    Description: Sets the guard melee state for the specified unit
    Sample use: unit_set_guard_mode roman_spearmen on
    Class: UNIT_SET_GUARD_MODE
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_set_skirmish_mode
    Parameters: unit_label on/off
    Description: Sets the skirmish melee state for the specified unit
    Sample use: unit_set_skirmish_mode velites1 off
    Class: UNIT_SET_SKIRMISH_MODE
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_toggle_task_interrupt
    Parameters: unit_label melee/skirmish/fire_at_will/rout/berserk/infighting on/off
    Description: Enables/disables the specified interrupt for the unit
    Sample use: unit_toggle_task_interrupt roman_archers skirmish on
    Class: UNIT_TOGGLE_TASK_INTERRUPT
    Implemented: Yes
    Author: IainM
    ---------------------------------------------------
    Identifier: unit_set_fire_at_will_mode
    Parameters: unit_label on/off
    Description: Sets the fire-at-will melee state for the specified unit
    Sample use: unit_set_fire_at_will_mode roman_archers on
    Class: UNIT_SET_FIRE_AT_WILL_MODE
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_set_formation_spacing
    Parameters: unit_label loose/tight
    Description: Sets the specified unit's formation spacing to loose or tight
    Sample use: unit_set_formation_spacing roman_archers loose
    Class: UNIT_SET_FORMATION_SPACING
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_taunt
    Parameters: unit_label
    Description: Makes the unit taunt
    Sample use: unit_taunt barb_archers
    Class: UNIT_TAUNT
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_use_special_ability
    Parameters: unit_label
    Description: Makes the unit perform their special ability
    Sample use: unit_use_special_ability barb_archers
    Class: UNIT_USE_SPECIAL_ABILITY
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_enable_automation
    Parameters: group_label true/false
    Description: Sets or unsets unit group automation
    Sample use: unit_group_enable_automation
    Class: UNIT_GROUP_ENABLE_AUTOMATION
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_automate_defend_position
    Parameters: group_label location radius
    Description: Instructs an automated unit group to defend position
    Sample use: unit_group_automate_defend_position 106 -56 75
    Class: UNIT_GROUP_AUTOMATE_DEFEND_POSITION
    Implemented: Yes
    Author: Scott
    ---------------------------------------------------
    Identifier: unit_group_automate_attack
    Parameters: group_label enemy_unit_label
    Description: Instructs an automated unit group to attack a specified enemy unit
    Sample use: unit_group_automate_attack enemy_unit
    Class: UNIT_GROUP_AUTOMATE_ATTACK
    Implemented: Yes
    Author: Scott
    ---------------------------------------------------
    Identifier: unit_group_immediate_place
    Parameters: group_label location degrees
    Description: orders the unit group to move to the specified location
    Sample use: unit_group_immediate_place group6 100 -60 -20
    Class: UNIT_GROUP_IMMEDIATE_PLACE
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_order_halt
    Parameters: group_label
    Description: orders the unit group to stop it's orders
    Sample use: unit_group_order_halt group6
    Class: UNIT_GROUP_ORDER_HALT
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_order_move_formed
    Parameters: group_label x y run(optional)
    Description: orders the unit group to move to the specified location
    Sample use: unit_group_order_move_formed group6 100 -60 run
    Class: UNIT_GROUP_ORDER_MOVE_FORMED
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_order_move_unformed
    Parameters: group_label x y run(optional)
    Description: orders the unit group to move to the specified location
    Sample use: unit_group_order_move_unformed group6 100 -60 run
    Class: UNIT_GROUP_ORDER_MOVE_UNFORMED
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_order_relative_move_formed
    Parameters: group_label x y run(optional)
    Description: orders the unit group to move to the specified location
    Sample use: unit_group_order_relative_move_formed group6 100 -60 run
    Class: UNIT_GROUP_ORDER_RELATIVE_MOVE_FORMED
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_order_relative_move_unformed
    Parameters: group_label x y run(optional)
    Description: orders the unit group to move to the specified location
    Sample use: unit_group_order_relative_move_unformed group6 100 -60 run
    Class: UNIT_GROUP_ORDER_RELATIVE_MOVE_UNFORMED
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_move_to_missile_range_of_unit
    Parameters: group_label target_unit_label
    Description: move the unit group so that at least one unit is in range of the target unit
    Sample use: unit_group_move_to_missile_range_of_unit archer_group enemy_spearmen3
    Class: UNIT_GROUP_MOVE_TO_MISSILE_RANGE_OF_UNIT
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_move_to_missile_range_of_group
    Parameters: group_label target_group_label run(optional)
    Description: move the unit group so that at least one unit is in range of at least one unit in the target group
    Sample use: unit_group_move_to_missile_range_of_group archer_group enemy_group
    Class: UNIT_GROUP_MOVE_TO_MISSILE_RANGE_OF_GROUP
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_order_attack_unit
    Parameters: group_label target_unit_label run(optional)
    Description: order the unit group to attack the target unit
    Sample use: unit_group_order_attack_unit group1 enemy_unit4
    Class: UNIT_GROUP_ORDER_ATTACK_UNIT
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_order_attack_group
    Parameters: group_label target_group_label run(optional)
    Description: orders the unit group to attack the target group
    Sample use: unit_group_order_attack_group cavalry_group1 enemy_archer_group
    Class: UNIT_GROUP_ORDER_ATTACK_GROUP
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_order_change_group_formation
    Parameters: group_label formation_name
    Description: sets a group formation from descr_formations.txt
    Sample use: unit_group_order_change_group_formation group2 ordered_triple_line_1
    Class: UNIT_GROUP_ORDER_CHANGE_GROUP_FORMATION
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_order_turn
    Parameters: group_label angle relative(optional)
    Description: rotates the unit group to an angle or by a number of degrees relative to it's current angle (see unit_order_turn)
    Sample use: unit_group_order_turn group2 90 (turns the group to 90 degrees)
    Class: UNIT_GROUP_ORDER_TURN
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_set_morale
    Parameters: group_label morale_level (beserk/impetuous/high/firm/shaken/wavering/routing)
    Description: sets and locks the morale level for each unit in the group
    Sample use: unit_set_morale infantry_group routing
    Class: UNIT_GROUP_SET_MORALE
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_unset_morale
    Parameters: group_label
    Description: unlocks the units' morale, the game will retake control and update the morale normally
    Sample use: unit_group_unset_morale infantry_group
    Class: UNIT_GROUP_UNSET_MORALE
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_change_unit_formation
    Parameters: group_label formation_type (square, horde, testudo, phalanx)
    Description: changes the formation of each unit in the specified unit group
    Sample use: unit_group_change_unit_formation hoplite_group phalanx
    Class: UNIT_GROUP_CHANGE_UNIT_FORMATION
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_set_guard_mode
    Parameters: group_label on/off
    Description: Sets the guard melee state for all units in the specified group
    Sample use: unit_group_set_guard_mode group2 off
    Class: UNIT_GROUP_SET_GUARD_MODE
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_set_skirmish_mode
    Parameters: group_label on/off
    Description: Sets the skirmish melee state for all units in the specified group
    Sample use: unit_group_set_skirmish_mode archer_group on
    Class: UNIT_GROUP_SET_SKIRMISH_MODE
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_set_fire_at_will_mode
    Parameters: group_label on/off
    Description: Sets the guard melee state for all units in the specified group
    Sample use: unit_group_set_fire_at_will_mode group2 off
    Class: UNIT_GROUP_SET_FIRE_AT_WILL_MODE
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_group_set_formation_spacing
    Parameters: group_label loose/tight
    Description: Sets the formation spacing, for each unit in the group, to loose or tight
    Sample use: unit_group_set_formation_spacing group1 loose
    Class: UNIT_GROUP_SET_FORMATION_SPACING
    Implemented: Yes
    Author: Robbie
    ---------------------------------------------------
    Identifier: unit_deploy_stakes
    Parameters: unit_label
    Description: Deploys stakes for the specified unit (ignored if stakes already deployed or the unit doesn't have this ability).
    Sample use: unit_deploy_stakes roman_archers
    Class: UNIT_DEPLOY_STAKES
    Implemented: Yes
    Author: Adam
    ---------------------------------------------------
    Last edited by Killerbee; July 24, 2009 at 12:34 PM.

  5. #65

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Textures . I started to look for 'em in Med2 data files .. there are some possible folders that could contain editor textures :

    data/battlefield
    data/vegetation
    data/terrain
    data/blockset(/textures)

    Btw , the brushes can be found in data/editor . They are .tga files , and easily editable .

    But i think you all already knew this
    Last edited by Killerbee; July 24, 2009 at 12:35 PM.

  6. #66
    Thompson45cal.'s Avatar Ordinarius
    Join Date
    Jul 2007
    Location
    The Great State of Texas and George W. Bush ain't no Texan.......
    Posts
    698

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Nice tutorial

    Well, maybe I didn't read through this well enough, my eyes is old. But, I didn't see any links to anybodys custom maps. Has anybody made any? And I am not sure if you found out how to rotate objects but it's "o" and you can type "g" for a grid to help you lay things out. Could anybody direct me to some well designed custom maps (not scenarios, since most of those are nothing more then prebuilt armies on a map grid.) ?? Maybe I'm not looking hard enough.

  7. #67

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --


  8. #68
    jản's Avatar █ kept in suspense █
    Join Date
    Oct 2008
    Location
    Berlin / Germany
    Posts
    1,450

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Quote Originally Posted by Thompson45cal. View Post
    Nice tutorial

    Well, maybe I didn't read through this well enough, my eyes is old. But, I didn't see any links to anybodys custom maps. Has anybody made any? And I am not sure if you found out how to rotate objects but it's "o" and you can type "g" for a grid to help you lay things out. Could anybody direct me to some well designed custom maps (not scenarios, since most of those are nothing more then prebuilt armies on a map grid.) ?? Maybe I'm not looking hard enough.
    the links i already posted in the general vanilla battle
    editor threead but i wanted to thank you for the tipp with the
    building and obect rotating / it works with <O>! really nice and
    definatley +rep. do you have any more of these little tips that we dont know?

  9. #69
    Zikko's Avatar Tiro
    Join Date
    Mar 2006
    Location
    Finland
    Posts
    229

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    I just tried to make a Osgiliath map of somekind but seems like it's not possible, since units seem to be able to just walk trough all those buildings I placed.

  10. #70

    Default

    Ah nuts ! I'm unable to add custom maps made by the edior to camp-map settlements , but i can add custom maps made by the editor on any other position on the camp-map : as long as it is no settlement
    Last edited by jản; July 26, 2009 at 07:11 AM.

  11. #71

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Hey, I have just finished creating my first battle and have encountered this bug while testing:

    http://www.pic-upload.de/view-268572...-65.jpg.html"]





    Here is my desr_battle.txt:


    Spoiler Alert, click show to read: 

    ; Custom battle script generated by Romans Battle Editor
    battle LastAlliance
    playable
    sicily
    turks
    egypt
    england
    spain
    end
    nonplayable
    end

    start_date 3434 summer
    end_date 3434 summer

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; >>>> start of factions section <<<<
    faction sicily
    character Isildur, named character, male, heir, age 20, x 378, y 74
    army
    unit Gondor Bodyguard soldiers 31 exp 1 armour 1 weapon_lvl 1
    unit Ithilien Rangers soldiers 151 exp 1 armour 0 weapon_lvl 0
    unit Ithilien Rangers soldiers 151 exp 1 armour 0 weapon_lvl 0
    unit Ithilien Rangers soldiers 151 exp 1 armour 0 weapon_lvl 0
    unit Ithilien Rangers soldiers 151 exp 1 armour 0 weapon_lvl 0
    unit Axemen of Lossarnach soldiers 151 exp 1 armour 1 weapon_lvl 1
    unit Axemen of Lossarnach soldiers 151 exp 1 armour 1 weapon_lvl 1
    unit Axemen of Lossarnach soldiers 151 exp 1 armour 1 weapon_lvl 1
    unit Axemen of Lossarnach soldiers 151 exp 1 armour 1 weapon_lvl 1
    unit Axemen of Lossarnach soldiers 151 exp 1 armour 1 weapon_lvl 1
    unit Axemen of Lossarnach soldiers 151 exp 1 armour 1 weapon_lvl 1
    unit Dismounted Swan Knights soldiers 151 exp 2 armour 1 weapon_lvl 1
    unit Dismounted Swan Knights soldiers 151 exp 2 armour 1 weapon_lvl 1
    unit Marines soldiers 151 exp 2 armour 1 weapon_lvl 1
    unit Marines soldiers 151 exp 2 armour 1 weapon_lvl 1
    faction turks
    character Elendil, named character, male, leader, age 30, x 378, y 74
    army
    unit Dunedain Knights soldiers 61 exp 2 armour 1 weapon_lvl 1
    unit Dunedain Rangers soldiers 151 exp 2 armour 1 weapon_lvl 1
    unit Dunedain Rangers soldiers 151 exp 2 armour 1 weapon_lvl 1
    unit Dunedain Rangers soldiers 151 exp 2 armour 1 weapon_lvl 1
    unit Dunedain Rangers soldiers 151 exp 2 armour 1 weapon_lvl 1
    unit Greenway Guardsmen soldiers 151 exp 2 armour 1 weapon_lvl 1
    unit Greenway Guardsmen soldiers 151 exp 2 armour 1 weapon_lvl 1
    unit Dunedain Knights soldiers 76 exp 2 armour 1 weapon_lvl 1
    unit Dunedain Knights soldiers 76 exp 2 armour 1 weapon_lvl 1
    unit Dunedain Rangers soldiers 151 exp 2 armour 1 weapon_lvl 1
    unit Dunedain Rangers soldiers 151 exp 2 armour 1 weapon_lvl 1
    unit Greenway Guardsmen soldiers 151 exp 2 armour 1 weapon_lvl 1
    faction egypt
    character Elrond, named character, male, leader, age 30, x 378, y 74, portrait Elrond
    army
    unit Elf Nobel Mount soldiers 62 exp 8 armour 3 weapon_lvl 1
    unit Elf Sword soldiers 151 exp 9 armour 3 weapon_lvl 1
    unit Elf Sword soldiers 151 exp 9 armour 3 weapon_lvl 1
    unit Elf Sword soldiers 151 exp 9 armour 3 weapon_lvl 1
    unit Elf Archer3 soldiers 151 exp 5 armour 2 weapon_lvl 1
    unit Elf Archer3 soldiers 151 exp 5 armour 2 weapon_lvl 1
    unit Elf Archer3 soldiers 151 exp 5 armour 2 weapon_lvl 1
    unit Elf Archer3 soldiers 151 exp 5 armour 2 weapon_lvl 1
    unit Elf Archer3 soldiers 151 exp 5 armour 2 weapon_lvl 1
    unit Elf Archer3 soldiers 151 exp 5 armour 2 weapon_lvl 1
    unit Elf Sword soldiers 151 exp 9 armour 3 weapon_lvl 1
    faction england
    character Nazgula, general, male, age 30, x 378, y 74
    army
    unit Uruk Bodyguards soldiers 151 exp 0 armour 0 weapon_lvl 0
    unit Dismounted Nazgul soldiers 2 exp 0 armour 0 weapon_lvl 0
    unit Dismounted Nazgul soldiers 1 exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Uruks soldiers 201 exp 0 armour 0 weapon_lvl 0
    unit Mordor Uruks soldiers 201 exp 0 armour 0 weapon_lvl 0
    unit Mordor Uruks soldiers 201 exp 0 armour 0 weapon_lvl 0
    unit Mordor Archers Mercs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Archers Mercs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Archers Mercs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Orc Band soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Orc Band soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Orc Band soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit 2handed Orcs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs soldiers 251 exp 0 armour 0 weapon_lvl 0
    character Nazgulc, general, male, age 30, x 378, y 74
    army
    unit Uruk Bodyguards soldiers 151 exp 0 armour 0 weapon_lvl 0
    unit Dismounted Nazgul soldiers 1 exp 0 armour 0 weapon_lvl 0
    unit Dismounted Nazgul soldiers 3 exp 0 armour 0 weapon_lvl 0
    unit Uruk Archers soldiers 201 exp 0 armour 0 weapon_lvl 0
    unit Orc Band soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Orc Band soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Orc Band soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Orc Band soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Orc Band soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Orc Band soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Orc Band soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Orc Band soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Orc Band soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Orc Band soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Orc Band soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Uruks soldiers 201 exp 0 armour 0 weapon_lvl 0
    unit Mordor Uruks soldiers 201 exp 0 armour 0 weapon_lvl 0
    unit Mordor Uruks soldiers 201 exp 0 armour 0 weapon_lvl 0
    unit Mordor Uruks soldiers 201 exp 0 armour 0 weapon_lvl 0
    unit Mordor Uruks soldiers 201 exp 0 armour 0 weapon_lvl 0
    character Nazgulf, general, male, age 30, x 378, y 74
    army
    unit Uruk Bodyguards soldiers 70 exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Orcs soldiers 251 exp 0 armour 0 weapon_lvl 0
    unit Mordor Uruks soldiers 201 exp 0 armour 0 weapon_lvl 0
    unit Mordor Uruks soldiers 201 exp 0 armour 0 weapon_lvl 0
    unit Mordor Uruks soldiers 201 exp 0 armour 0 weapon_lvl 0
    unit Mordor Uruks soldiers 201 exp 0 armour 0 weapon_lvl 0
    unit Mordor Uruks soldiers 201 exp 0 armour 0 weapon_lvl 0
    unit Mordor Uruks soldiers 201 exp 0 armour 0 weapon_lvl 0
    unit Mordor Scouts soldiers 251 exp 0 armour 0 weapon_lvl 0
    faction spain
    character Musab, general, male, age 30, x 378, y 74
    army
    unit Serpent Bodyguard soldiers 35 exp 5 armour 2 weapon_lvl 1
    unit Southron Spearmen soldiers 151 exp 5 armour 2 weapon_lvl 1
    unit Southron Spearmen soldiers 151 exp 5 armour 2 weapon_lvl 1
    unit Southron Spearmen soldiers 151 exp 5 armour 2 weapon_lvl 1
    unit Mordor Orcs Mercs soldiers 151 exp 5 armour 2 weapon_lvl 1
    unit Harad Archers Mercs soldiers 151 exp 0 armour 0 weapon_lvl 0
    unit Harad Archers Mercs soldiers 151 exp 0 armour 0 weapon_lvl 0
    unit Beastmaster soldiers 151 exp 0 armour 0 weapon_lvl 0
    unit Beastmaster soldiers 151 exp 0 armour 0 weapon_lvl 0
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; >>>> start of battle section <<<<
    battle 378, 74
    battle_time 22.00 24.00
    weather clear
    home_faction sicily
    alliance can_deploy can_view sicily, turks, egypt, defending
    alliance can_deploy can_view england, spain, attacking
    army sicily, 0, no_withdraw, supporting_armies 0
    deployment_area_point -600.856, 54.986
    deployment_area_point -0.084, -399.413
    deployment_area_point 225.209, -231.470
    deployment_area_point -89.972, 322.846
    unit 0, 111.605, -229.342, 133, formation_type square, formation_width 82.255
    unit 1, 195.651, -199.485, 143, formation_type square, formation_width 57.415
    unit 2, 148.230, -234.242, 147, formation_type square, formation_width 56.524
    unit 3, 97.636, -266.212, 141, formation_type square, formation_width 62.759
    unit 4, 44.429, -311.228, 143, formation_type square, formation_width 63.363
    unit 5, 72.551, -308.480, 138, formation_type square, formation_width 23.797
    unit 6, 92.722, -295.646, 143, formation_type square, formation_width 23.350
    unit 7, 111.133, -281.333, 142, formation_type square, formation_width 24.244
    unit 8, 18.030, -356.221, 142, formation_type square, formation_width 25.803
    unit 9, 56.508, -323.776, 135, formation_type square, formation_width 22.161
    unit 10, 37.582, -340.061, 147, formation_type square, formation_width 24.033
    unit 11, 131.000, -265.561, 140, formation_type square, formation_width 25.165
    unit 12, 151.559, -251.679, 148, formation_type square, formation_width 25.045
    unit 13, 173.861, -235.324, 146, formation_type square, formation_width 27.410
    unit 14, 197.918, -216.486, 143, formation_type square, formation_width 29.170

    army turks, 0, supporting_armies 0
    deployment_area_point 266.728, 508.412
    deployment_area_point -83.094, 339.330
    deployment_area_point 226.583, -228.944
    deployment_area_point 529.057, -131.822
    unit 0, 374.358, -88.989, 163, formation_type square, formation_width 136.345
    unit 1, 296.484, -191.520, 162, formation_type square, formation_width 74.218
    unit 2, 387.239, -166.448, 163, formation_type square, formation_width 55.886
    unit 3, 450.077, -145.181, 163, formation_type square, formation_width 68.705
    unit 4, 507.040, -127.739, 163, formation_type square, formation_width 74.371
    unit 5, 431.514, -141.067, 165, formation_type phalanx, formation_width 45.524
    unit 6, 283.758, -188.208, 156, formation_type phalanx, formation_width 21.506
    unit 7, 272.656, -145.791, 168, formation_type square, formation_width 204.242
    unit 8, 474.365, -48.137, 153, formation_type square, formation_width 115.212
    unit 9, 344.230, -168.087, 166, formation_type square, formation_width 56.460
    unit 10, 334.010, -182.160, 163, formation_type square, formation_width 49.522
    unit 11, 388.423, -153.282, 160, formation_type phalanx, formation_width 44.718

    army egypt, 0, supporting_armies 0
    deployment_area_point 538.858, -124.432
    deployment_area_point 310.182, 536.080
    deployment_area_point 739.324, 485.335
    deployment_area_point 790.436, -104.673
    unit 0, 671.007, -46.632, 165, formation_type square, formation_width 96.480
    unit 1, 606.100, -109.279, 175, formation_type square, formation_width 62.609
    unit 2, 670.367, -105.128, 176, formation_type square, formation_width 66.418
    unit 3, 729.424, -104.900, 179, formation_type square, formation_width 62.114
    unit 4, 608.421, -96.829, 175, formation_type square, formation_width 35.450
    unit 5, 573.872, -100.197, 172, formation_type square, formation_width 36.708
    unit 6, 642.197, -94.027, 175, formation_type square, formation_width 32.324
    unit 7, 677.772, -89.880, 175, formation_type square, formation_width 35.085
    unit 8, 717.134, -86.772, 175, formation_type square, formation_width 37.671
    unit 9, 759.305, -84.994, 177, formation_type square, formation_width 37.546
    unit 10, 787.383, -100.309, 175, formation_type square, formation_width 60.924

    army england, 0, supporting_armies 0
    deployment_area_point 263.676, -474.513
    deployment_area_point 105.971, -840.774
    deployment_area_point 513.909, -837.581
    unit 0, 208.077, -671.265, 0, formation_type square, formation_width 1.000
    unit 1, 264.918, -640.978, 0, formation_type square, formation_width 1.000
    unit 2, 226.355, -683.731, 0, formation_type square, formation_width 1.000
    unit 3, 238.617, -684.417, 0, formation_type square, formation_width 1.000
    unit 4, 251.897, -684.993, 0, formation_type square, formation_width 1.000
    unit 5, 264.890, -690.052, 0, formation_type square, formation_width 1.000
    unit 6, 286.701, -682.483, 0, formation_type square, formation_width 1.000
    unit 7, 303.542, -684.033, 0, formation_type square, formation_width 1.000
    unit 8, 326.633, -684.622, 0, formation_type square, formation_width 1.000
    unit 9, 340.972, -671.215, 0, formation_type square, formation_width 1.000
    unit 10, 370.300, -662.641, 4, formation_type square, formation_width 3.791
    unit 11, 219.129, -631.197, 11, formation_type square, formation_width 46.238
    unit 12, 269.920, -641.759, 3, formation_type square, formation_width 40.711
    unit 13, 317.327, -638.883, -1, formation_type square, formation_width 47.260
    unit 14, 176.366, -727.538, 3, formation_type square, formation_width 60.901
    unit 15, 170.366, -745.524, 1, formation_type square, formation_width 65.220
    unit 16, 354.675, -662.116, 0, formation_type square, formation_width 1.000
    unit 17, 294.621, -663.682, -22, formation_type square, formation_width 1.000
    unit 18, 174.413, -762.563, 3, formation_type square, formation_width 59.180
    army england, 1, supporting_armies 0
    deployment_area_point 544.205, -828.560
    deployment_area_point 281.239, -464.958
    deployment_area_point 495.468, -275.538
    deployment_area_point 595.973, -412.394
    unit 0, 482.394, -325.837, -4, formation_type square, formation_width 13.504
    unit 1, 358.423, -494.145, 0, formation_type square, formation_width 1.000
    unit 2, 402.230, -472.771, 0, formation_type square, formation_width 1.000
    unit 3, 455.858, -361.717, -32, formation_type square, formation_width 29.986
    unit 4, 409.024, -455.023, 0, formation_type square, formation_width 1.000
    unit 5, 418.499, -455.252, 0, formation_type square, formation_width 1.000
    unit 6, 431.627, -457.349, 0, formation_type square, formation_width 1.000
    unit 7, 444.550, -459.673, 0, formation_type square, formation_width 1.000
    unit 8, 454.112, -464.661, 0, formation_type square, formation_width 1.000
    unit 9, 468.208, -465.774, 0, formation_type square, formation_width 1.000
    unit 10, 330.548, -510.352, -28, formation_type square, formation_width 33.887
    unit 11, 360.159, -492.732, -28, formation_type square, formation_width 45.827
    unit 12, 370.002, -505.837, -20, formation_type square, formation_width 38.532
    unit 13, 337.845, -529.990, -28, formation_type square, formation_width 33.663
    unit 14, 373.093, -523.006, -15, formation_type square, formation_width 31.750
    unit 15, 553.748, -438.821, -34, formation_type square, formation_width 15.523
    unit 16, 478.259, -473.702, -40, formation_type square, formation_width 24.233
    unit 17, 479.228, -499.735, -18, formation_type square, formation_width 20.751
    unit 18, 495.772, -492.432, -43, formation_type square, formation_width 20.731
    unit 19, 514.133, -475.672, -17, formation_type square, formation_width 25.855
    army england, 2, supporting_armies 0
    deployment_area_point 767.223, -766.644
    deployment_area_point 610.078, -751.350
    deployment_area_point 638.804, -744.387
    deployment_area_point 648.394, -482.934
    deployment_area_point 617.093, -393.029
    deployment_area_point 507.788, -261.003
    deployment_area_point 845.808, -174.318
    deployment_area_point 837.606, -766.126
    unit 0, 699.121, -364.772, -7, formation_type square, formation_width 38.946
    unit 1, 626.621, -332.059, -16, formation_type square, formation_width 37.164
    unit 2, 662.549, -321.954, -13, formation_type square, formation_width 36.994
    unit 3, 701.629, -314.832, -4, formation_type square, formation_width 37.789
    unit 4, 742.226, -311.987, -4, formation_type square, formation_width 35.631
    unit 5, 781.340, -309.524, -7, formation_type square, formation_width 38.737
    unit 6, 590.931, -338.503, -9, formation_type square, formation_width 35.574
    unit 7, 610.726, -366.050, -19, formation_type square, formation_width 34.050
    unit 8, 650.776, -352.337, -16, formation_type square, formation_width 32.705
    unit 9, 684.647, -341.482, -4, formation_type square, formation_width 36.726
    unit 10, 723.475, -338.557, -2, formation_type square, formation_width 37.108
    unit 11, 764.593, -335.901, -5, formation_type square, formation_width 31.056
    unit 12, 802.004, -332.470, -3, formation_type square, formation_width 36.448
    unit 13, 600.000, -319.428, -9, formation_type square, formation_width 37.662
    unit 14, 636.527, -311.571, -9, formation_type square, formation_width 43.024
    unit 15, 678.009, -302.894, -3, formation_type square, formation_width 41.390
    unit 16, 717.256, -300.563, -3, formation_type square, formation_width 40.703
    unit 17, 759.269, -295.925, -2, formation_type square, formation_width 37.675
    unit 18, 800.840, -292.100, -9, formation_type square, formation_width 36.130
    unit 19, 617.151, -287.228, -2, formation_type square, formation_width 165.949

    army spain, 0, supporting_armies 0
    deployment_area_point -52.416, -714.722
    deployment_area_point -88.233, -711.596
    deployment_area_point -102.218, -692.687
    deployment_area_point -136.548, -620.991
    deployment_area_point 120.334, -575.572
    deployment_area_point 174.238, -552.749
    deployment_area_point 153.606, -611.716
    deployment_area_point 62.963, -817.661
    deployment_area_point -22.969, -804.073
    deployment_area_point -36.231, -732.917
    deployment_area_point -35.082, -732.472
    unit 0, 6.893, -697.458, -10, formation_type square, formation_width 88.853
    unit 1, -107.685, -653.325, -19, formation_type square, formation_width 49.417
    unit 2, 7.313, -639.917, -10, formation_type square, formation_width 50.935
    unit 3, -44.813, -646.278, -7, formation_type square, formation_width 50.190
    unit 4, 58.217, -629.147, -9, formation_type square, formation_width 35.618
    unit 5, -101.402, -668.852, -6, formation_type square, formation_width 127.640
    unit 6, -3.014, -657.872, -5, formation_type square, formation_width 117.531
    unit 7, 1.935, -626.540, -7, formation_type square, formation_width 97.871
    unit 8, -97.225, -632.023, -1, formation_type square, formation_width 187.911



    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; >>>> start of objectives scripting section <<<<
    objectives
    alliance 0
    condition destroy_or_rout_enemy
    alliance 1
    condition destroy_or_rout_enemy



    I dont know, what the mistake is, but I think, it has something to do with the Fact, that I made Isildur and Elendil Kings, but on the other Hand I made Elendil King aswell, so I dont know.

  12. #72

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Are you sure that for instance Isildur is a name for Eriador ?

  13. #73

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Quote Originally Posted by KingTheoden1 View Post
    Are you sure that for instance Isildur is a name for Eriador ?
    I have changed the name manuelly, so I dont think so. Do you mean I can fix the Bug by adding Isildur and Elendil to the Names-List?

  14. #74

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    That's what i think yes

  15. #75

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Quote Originally Posted by KingTheoden1 View Post
    That's what i think yes

    Thanks very much for your help! I will try this ASAP

    edit: Do you now which factions are Gondor and Eriador?(You now what I mean)
    Last edited by Elrond123; July 29, 2009 at 01:15 PM.

  16. #76

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Gondor = sicily
    Eriador = turks

  17. #77

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Quote Originally Posted by KingTheoden1 View Post
    Gondor = sicily
    Eriador = turks

    thanks again! I hope it works now..

    I tried it, but as soon as I change the descr_names.txt I cant Load the battle anymore in the Editor, and If I just let it changed in the descr_battle.txt it wont get recognised.
    Last edited by Elrond123; July 29, 2009 at 03:04 PM.

  18. #78

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    I think you must also edit export_names.txt ? And make sure to delete the export_names.txT.strings.bin file afterwards

  19. #79

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    Thanks, I will try that.

    edit:Where exactly is this export_names.txt?

    edit2:Are you shure its export_names.txt and not just names.txt?

    edit3: I just tried it with the names.txt and it worked!!!

    Last edited by Elrond123; July 30, 2009 at 07:31 AM.

  20. #80

    Default Re: -- BATTLE EDITOR for TATW (Tutorials, Help, Development) --

    I'm gonna make Orthanc , it's really easy , and necesary for my script , and my Historical Battle ^^

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •