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JeromeGrasdyke
09-21-2005, 09:56
I've uploaded a zip file called BI_docs.zip to the downloads section ... it contains new docudemon files, up to date as of the Barbarian Invasions release, for your scripting pleasure, and there is also a console command reference text file in there which the game can auto-generate (but which you may not have seen before).

Lord Adherbal
09-21-2005, 10:16
great! ~:cheers:

here's the link (took me a while to find):
http://www.totalwar.org/Downloads/Rtw_Uploads/RTWupload/BI_docs.zip

EDIT: show_battle_street_plan < that's gonna be very usefull for my research on pathfinding ~D

edyzmedieval
09-21-2005, 11:35
Yeeees!!!!

Thanks very much Jerome!!

*closing all the windows, starts exploring the files*

Epistolary Richard
09-21-2005, 11:38
Gah! Now I'm going to _have_ to buy BI!

Stickied. :grin:

Jerome
Any chance of the available_ui_element_ids.txt file that's referred to in docudemon_commands.txt?

JeromeGrasdyke
09-21-2005, 11:59
They're not huge text files, so I will quote them in full:

available_ui_elements_battle.txt...


battle_ui
accept_audio_changes_button
accept_visual_changes_button
card_manager_extras
card_manager
toggle_formation_tightness
toggle_skirmish
toggle_fire_at_will
toggle_special_ability
toggle_defend
toggle_run
order_halt
order_withdraw
order_group_ungroup
toggle_auto_link_up
formation_1
formation_2
formation_3
formation_4
formation_5
formation_6
formation_7
formation_8
show_hide_group_formations
radar
general_zoom
pause_button
play_button
ffwd_button
ultra_ffwd_button
radar_zoom_in_button
radar_zoom_out_button
post_battle_show_stats_button
post_battle_save_replay_button
post_battle_show_stats_button
post_battle_save_replay_button
post_battle_stats_save_replay
advisor_speech_bubble
object_manager
preferences
waypoint_display
camera

available_ui_elements_strat.txt...


strat_ui
campaign_hud
radar
radar_zoom_in_button
radar_zoom_out_button
hud_show_units_tab
hud_show_buildings_tab
hud_show_agents_tab
hud_show_passengers_tab
recruitment_button
construction_button
hud_select_prev_item_cycle
strat_prev_card
hud_select_next_item_cycle
strat_next_card
character_ap_bar
faction_button
faction_turn_display
hud_money_string
hud_date_string
season_icon
end_turn
end_game_scroll
file_requester_scroll
file_io_result_scroll
audio_options_scroll
accept_audio_changes_button
gfx_options_scroll
accept_visual_changes_button
overwrite_confirmation_scroll
campaign_options_scroll
accept_campaign_options_button
null
null
file_delete_confirmation_scroll
confirm_quit_scroll
diplomacy_scroll
diplomacy_ok_button
diplomacy_cancel_offer_button
diplomacy_accept_offer_button
diplomacy_decline_offer_button
diplomacy_counter_offer_button
diplomacy_offer_button
diplomacy_gift_button
diplomacy_inform_button
post_battle_stats_scroll
post_battle_stats_show_results_button
ally_attack_warning_scroll
field_construction_scroll
help_scroll
post_battle_scroll
post_battle_show_stats_button
exchange_scroll
null
null
merge_selected_button
prebattle_scroll
prebattle_fight_button
prebattle_auto_resolve_button
prebattle_withdraw_button
settlement_listview
settlement_listview
enemy_settlement_info_scroll
garrison_info_zoom_to_button
enemy_garrison_display
enemy_agents_display
settlement_status_icons_group
settlement_state_icon_revolting
settlement_state_icon_under_siege
settlement_state_icon_plague
enemy_buildings_display
own_settlement_info_scroll
null
own_settlement_governor_info_panel
decrease_taxation_gadget
increase_taxation_gadget
governor_policy_inc_gadget
governor_policy_dec_gadget
games_policy_dec_gadget
games_policy_inc_gadget
show_construction_advice_button
settlement_stats_button
building_browser_button
garrison_info_zoom_to_button
settlement_info_prev_item_cycle
strat_prev_card
settlement_info_next_item_cycle
strat_next_card
settlement_status_icons_group
settlement_state_icon_revolting
settlement_state_icon_under_siege
settlement_state_icon_plague
available_construction_options
null
construction_queue
available_training_options
null
recruitment_queue
settlement_info_construction_tab
settlement_info_construction_tab
settlement_info_construction_tab
settlement_info_construction_tab
null
character_listview
character_listview
enemy_character_info_scroll
null
character_info_scroll_character_panel
null
enemy_character_siege_equipment_display
character_info_zoom_to_button
show_bodygaurd_unit_button
enemy_army_unit_display_1
enemy_army_unit_display_2
enemy_army_unit_display_3
null
null
own_character_scroll_character_panel
available_training_options
null
recruitment_queue
character_info_prev_item_cycle
strat_prev_card
character_info_next_item_cycle
strat_next_card
set_rally_point_button
remove_rally_point_button
toggle_unit_recruit_button
hire_mercenaries_button
show_recruitment_advice_button
garrison_info_zoom_to_button
show_bodygaurd_unit_button
garrison_buildings_button
garrison_stats_button
army_listview
army_listview
fort_info_scroll
garrison_info_zoom_to_button
enemy_garrison_display
enemy_agents_display
building_info_scroll
destroy_building_button
garrison_info_zoom_to_button
seige_scroll
available_siege_equipment_options
null
siege_equipment_queue
siege_end_button
siege_assault_button
siege_maintain_button
unit_info_scroll
unit_info_zoom_to_button
disband_unit_button
faction_events_scroll
events_listview
trade_summary_scroll
trade_summary_scroll
senate_office_listview
senate_office_listview
family_tree_scroll
family_tree_zoom_to_button
set_heir_button
agent_info_scroll
mission_target_listview
mission_target_listview
perform_assassination_button
perform_sabotage_button
mission_scroll_assassinate_tab
mission_scroll_sabotage_tab
request_assistance_scroll
faction_ranking_scroll
null
null
null
end_campaign_scroll
null
loot_settlement_scroll
loot_settlement_occupy_button
loot_settlement_enslave_button
loot_settlement_extermintate_button
advanced_settlement_info_scroll
advanced_stats_show_trade_button
advanced_stats_set_as_capital_button
zoom_to_settlement_button
null
settlement_details_population_stats
null
settlement_details_puplic_order_stats
null
settlement_details_income_stats
building_browser_scroll
building_browser_scroll
building_browser_select_prev_city_cycle
strat_prev_card
building_browser_select_next_city_cycle
strat_next_card
landmark_info_scroll
break_siege_confirmation_scroll
combined_overview_scroll
family_tree_button
faction_ranking_button
show_senate_offices_button
combined_scroll_senate_tab
combined_scroll_diplomacy_tab
combined_scroll_finances_tab
combined_scroll_faction_tab
advisor_speech_bubble
advisor_hide_bubble_button
advisor_show_me_button
advisor_dismiss_button
advisor_zoom_to_button
message_show_me_more_button
message_zoom_to_button

SigniferOne
09-21-2005, 13:28
Jerome are those 'nulls', or duplicates, normal? i.e:

"
settlement_info_construction_tab
settlement_info_construction_tab
settlement_info_construction_tab
settlement_info_construction_tab"

or

"
trade_summary_scroll
trade_summary_scroll"

JeromeGrasdyke
09-21-2005, 13:47
It's a code-generated text file, which is listing UI elements with duplicate and non-existent names. References to elements which are duplicated will probably end up triggering on the first ui element found.

SigniferOne
09-21-2005, 14:03
Jerome, I'm going to distribute this awesome reference onto TWCenter, so that those who don't visit the ORG know it exists (I will include the two "id" text files within the zip as well). Now my question is: is this an official or an unofficial package? Sorry for making you call the CA lawyers... I want to give you guys as much credit as possible, and therefore have words like "official", combined with exclamation marks and such, in the title of my announcement. However, I also don't want to get you guys into any doo-doo accidentally, so I'm just being 101% careful with exactly how you want us to do this.

JeromeGrasdyke
09-21-2005, 14:39
Feel free to call it official, as long as it's made clear that this is an information release only, for the convenience of the modding community, and is entirely unsupported. All changes that people make to their installations of the game are - as always - at their own risk...

Epistolary Richard
09-21-2005, 14:44
Jerome, I'm going to distribute this awesome reference onto TWCenter, so that those who don't visit the ORG know it exists.
You could always just direct them back over here, the Org is always welcoming to errant Total War ethusiasts who come back in from the cold :grin:

SigniferOne
09-21-2005, 15:00
Thanks Jerome, you got it.

ER, you're right, hmm. The ORG should get the credit for this. However I'd also like multiple places to host the files, for redundancy's sake. How about this, I'll make the announcement and point everyone here, and in a few days or a week I'll put it up for download there as well, once everyone knows about this already.

edyzmedieval
09-21-2005, 15:04
Let's split the work. ~:)

I'm going to SCC and Total Rome. You go to TWC and RTR.

Ok?! ~:)

Epistolary Richard
09-21-2005, 15:08
dysrow I was just yanking your chain :grin: This is important stuff for all RTW modders so please do distribute it wherever. It would be nice though if you could add a link back to this thread in whatever threads on other forums you post it.

Thanks :thumbsup:

edyzmedieval
09-21-2005, 15:27
Done ER. ~:)

SCC and Total Rome. ~:)

edyzmedieval
09-21-2005, 15:36
Jerome,

I have a few questions. Checking the docudemon files, I saw:

Unit_order_move
unit_order_move_relative

They have the same description.
What's the difference between these 2?! ~:confused:

Anyways, it's good. Solved another problem with unit_order_move. ~:)

Dromikaites
09-21-2005, 20:08
Thank you very much Jerome!

The_Mark
09-21-2005, 20:28
Unit_order_move
unit_order_move_relative

They have the same description.
What's the difference between these 2?!
unit_order_move takes an absolut coordinate as a parameter, while the relative version will take in a coordinate relative to the unit, e.g. unit_order_move 2,3 causes unit move to point 2,3, while unit_order_move_relative 2,3 orders the unit 2 metres to the direction of the x-axel and 3 to the y. Or then the unit_move_order_relative needs a distance and an angle relative to the unit.. I don't remember anymore..

edyzmedieval
09-22-2005, 11:12
Thanks Mark. ~:)

Stuie
09-22-2005, 17:07
Ave, Jerome! Thanks for the files! :bow:

Where should we ship the case of lager? ~;)

~:cheers:

Epistolary Richard
09-22-2005, 18:18
Mail to:

Jerome Grasdyke
The Creative Assembly, Weald House,
Southwater Business Park,
Southwater Nr. Horsham,
West Sussex
RH13 - 9JB

:grin:

octavius vatco
11-22-2007, 16:59
Ave everyone. I was wondering where i could find a command like this?

"I_settlement_besiege" ???:help:

Makanyane
11-22-2007, 18:22
There doesn't seem to be anything quite that useful in the RTW conditions...
for the sort of contortions you get into to make garrison script see some recent discussion here:
https://forums.totalwar.org/vb/showthread.php?t=95146

You, can get to, is a faction being besieged, which faction is besieging, who owns settlement, and by using check on locations if faction's army is standing next to city, but unfortunately as far as I can tell you can't directly use is settlement 'x' under siege as a condition.

octavius vatco
11-23-2007, 15:02
Ok.... One last thing. uhmm where can i find this command? id try looking through conditions txt both RTW & BI:help: and thanks very much for the information
Makayane...

EDIT: sorry. I mean Ive tried looking through RTW & BI conditions txt and still no sign of it...??

Makanyane
11-23-2007, 16:02
What I was trying to explain (not very well obviously) is that the command you quoted is not available in RTW. So if you want to figure out if a particular settlement is under siege you have to make up a complicated monitor using the conditions that are available like:
I_FactionBesieging
I_FactionBesieged
I_SettlementOwner
& I_CharacterTypeNearTile

its very long winded but you can check if a character from a faction which is not the same one that owns the settlement is standing within 2 tiles of it (which it has to, to have it under siege) cross check if the owning faction is under siege and the faction standing outside it is besieging something. And that is about as close as you can get to the condition you are looking for.

RedSpot's method that is in the thread I linked to in last post is a bit simpler and triggers if another factions army is standing outside a particular city when you open the siege scroll.

octavius vatco
11-23-2007, 16:08
OK.. thanks very much makayane:2thumbsup:

Vartex
04-09-2009, 21:12
Sorry for da bump but making a new thread would be kind of useless, anyways
A lot of the console commands don't work and they seem so interesting i tried with all patches and still a lot don't work, is there any reason?

SubRosa
04-09-2009, 21:29
Many of the commands only work in scripts, not directly from the console. Force Diplomacy for example.

HouseOfHam
04-10-2009, 23:40
Yes, what's worse, some commands that used to work in v1.2/v1.3 got broken in v1.5/1.6. :( The best known example of this is the test_message command.

Makanyane
04-11-2009, 08:26
The best known example of this is the test_message command.

Would be nice if that was slightly better known - having recently spent some time wondering why everyone in old thread seemed to have got it (or at least some examples of it) working and I couldn't :wall: hopefully at least this thread will pop up when you search for it now....



Do you know anything about 'disable_ui <ui_element_name>'?
I seem to have trouble with that as well :embarassed:

Dol Guldur
04-11-2009, 10:49
Hehe. Why do we so often cross paths in our research? Yeah, I was looking into this too. We should always remember the 3 laws of scripting

1. Scripting will never quite do what you want it to do

2. CA have the right to - without notice - break once-working code in patches

and, of course,

3. Scripting is evil.

And, lest we forget, the coder's motto: "Good coders don't need scripts, they've learnt their lines already!"

:laugh4:

Red Spot
04-11-2009, 11:20
....3 laws of scripting..

*sorry for the spam*

lol, I now truely dislike you ... ;)
j/k

Dol Guldur
04-11-2009, 13:56
:laugh4: