View Full Version : Messing with event_strings, export_descr_advice
BozosLiveHere
02-06-2007, 05:38
EB had this neat little system where we would use console_command test_message commands in the script to make announcements to the player whenever he did something important (like get a Triumph, or become a Shahan Shah). Anyway, after the transition to 1.5 we haven't been able to make them work at all: while the commands are there, the messages just never pop-up no matter what we do.
Does anyone have a successful experience modding these files in 1.5? What events were you able to use? We were using outlawed, civil_war and disaster_fire, but none of them are working right now....any help would be most appreciated.
Edit: When I wrote export_descr_advice I meant descr_event_images. The frustration must be getting to me.
Monkwarrior
02-09-2007, 11:47
EB had this neat little system where we would use console_command test_message commands in the script to make announcements to the player whenever he did something important (like get a Triumph, or become a Shahan Shah). Anyway, after the transition to 1.5 we haven't been able to make them work at all: while the commands are there, the messages just never pop-up no matter what we do.
Does anyone have a successful experience modding these files in 1.5? What events were you able to use? We were using outlawed, civil_war and disaster_fire, but none of them are working right now....any help would be most appreciated.
Edit: When I wrote export_descr_advice I meant descr_event_images. The frustration must be getting to me.
I posted sometime ago the same problem. I didn't succed in making the test_message command work in RTW 1.5.
I thought it was because the moment chosen to show the message was the turn start, when a lot of messages appear (building, recruitment, family, etc), but perhaps it is a more general problem.:inquisitive:
In view of that I changed all the system of messages to the advisor method.
BozosLiveHere
02-09-2007, 18:26
Me and Atilius have had some minor successes, but they appear to be faction (or culture) dependant. We were able to get disaster_fire with macedon(greek) and romans_julii(egyptian) and daughter_retired with parthia(eastern). Seems that we'll have to keep trying them all for every faction.
Makanyane
04-05-2009, 14:36
sorry for the ancient thread bump - but has anyone had any luck with test_message recently?
I'm trying
monitor_event FactionTurnStart FactionType greek_cities
if I_TurnNumber = 1
console_command test_message disaster_fire
end_if
end_monitor
playing as greek_cities in Alex mod - and just get errorless CTD when it tries to trigger
PopePopo
04-05-2009, 16:30
I'm not sure , but shouldn't that be :
monitor_event FactionTurnStart FactionIsLocal
and I_LocalFaction greek_cities
if I_TurnNumber = 1
console_command test_message disaster_fire
end_if
end_monitor
Btw , is there a greek_cities faction in Alex:TW ? or are you using a mod that uses the greek_cities faction slot ?
Makanyane
04-05-2009, 18:09
erm yes, if you were going to use it seriously for only greeks to see - it would need a local faction = greek restriction... I was only loading as greeks and trying to test with most basic monitor I could think of, don't see why that would make it not work though :confused:
Alex internal faction names are exactly the same as RTW, CA had a lazy fit.... I don't think they're actually in use in the original game though, this is for a mod.
PopePopo
04-05-2009, 21:13
Yes , but you could leave the i_LocalFaction .. away ofcourse :)
Alex internal faction names are exactly the same as RTW, CA had a lazy fit.... I don't think they're actually in use in the original game though, this is for a mod.
If you hav custom characters , you need to do something extra (you'll probably already know all what i'm saying , but i don't care :P) .. Take a look at LOTR-TW for example , they have some amazing scripts ..
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