View Full Version : Dynamic Reform Script
Roman_Man#3
07-30-2007, 19:14
Ave,
Can someone explain to me how to make a Dynamic Reform via script? I know EB features them, but I have no idea how to make them myself, so could someone please help me accomplish this?
Cheers,
RM3
That's too broad a question to answer with much specificity.
Generally speaking, a background script is required for dynamic reforms. The script looks for a defined set of triggers. These can be, for example, a specific turn number, ownership of a set of settlements, the presence of a building or buildings, the existence of a trait or ancillary, or any combination of these things. When the conditions are satisfied, the script places a building in one or more settlements. That building may directly allow the player to build new (reform) units or it may permit construction of a building which enables recruitment of reform units.
SSJVegetaTrunks
08-03-2007, 19:21
Hmmm... Sorry if I'm stealing your thread, but... Could you use something like this to make it so that when one of your characters gets a certain trait, you can create a new building? I don't want to have any new units, just buildings.
Could you use something like this to make it so that when one of your characters gets a certain trait, you can create a new building?
Yes. The script could recognize when one of your characters gains a certain trait and create a building in one or more settlements. This could be the building you want, or its presence could be used as a condition for constructing (or upgrading to) the new building.
SSJVegetaTrunks
08-03-2007, 20:19
Could this "building" be invisible to the person who's playing? I'm making a vampire mod, and here's my idea: when one of your generals becomes a vampire (it's a trait), you are then able to create a "vampire den" within your cities.
Makanyane
08-03-2007, 20:45
Could this "building" be invisible to the person who's playing?
I don't think so - buildings are quite inflexible and have to appear on the city interface, when we were trying to make invisible building to solve revolt CTD only answers seemed to be use a tga for the 'building' with either very small alpha'd area or one matches the background of the UI - the problem with that is that when another building is built afterwards you will have a gap in the building display where the 'invisible' building is sitting.
The revolt CTD garrison buildings for FATW and EOD in the end used a logo and message scroll for the building pictures. You could do that and have it as a sort of message alert - "One of your generals has been infected by the vampyre virus, the following buildings / units are now available......"
SSJVegetaTrunks
08-03-2007, 21:09
Thanks, that's a good idea. I may add something like that in a later version of the mod.
vBulletin® v3.7.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.