console_command event: anybody?
In the docudemon files, we have the list of console commands, and there we can find this:
Code:
event
Availability: campaign
Usage: event <event_type> <opt:position> : creates an event at position
Did anybody succeed in making this command working?
I've tried to put this line in a script, but it doesn't work:
Code:
console_command event senate_mission_success
as senate_mission_success is in descr_event_enums.txt
Re: console_command event: anybody?
have you tried any events apart from the senate missions... cos i think the senate are quite buggy when attempting to mod them
try the archamides screw one, it should be in there
Re: console_command event: anybody?
Well, in fact I was only interested in the senate missions.
There are 4-5 commands to trigger senate missions (I don't understand why there are not commands for all the possible missions), and the senate_mission_help_player allows to trigger the reward in case of success. But I was trying to trigger the failure message, but it seems to me that it is not possible.:no:
Re: console_command event: anybody?
well a quick question... does it work on other events? have you tried?
Re: console_command event: anybody?
Nothing I tried yet with that command didn work (in BI 1.6), so I guess it's disabled. There are reports of it working though, so I'm not 100% sure.
Re: console_command event: anybody?
If all you want is the message you can use the test_message command.
Re: console_command event: anybody?
Quote:
Originally Posted by DimeBagHo
If all you want is the message you can use the test_message command.
Yes, I wanted the message just to make different those type of messages from the normal advices.
I'll try this way, thanks.
Re: console_command event: anybody?
Quote:
Originally Posted by DimeBagHo
If all you want is the message you can use the test_message command.
I'm completely unable to use this command.:no:
First I tried to test the senate messages. As they were not shown, I thought that it was a problem with the syntax.
Then I looked for the use of this command in other scripts and I found that in EB it was used with civil_war.
I tried this syntax:
Code:
monitor_event FactionTurnStart FactionType romans_julii
and I_TurnNumber = 1
console_command test_message civil_war
terminate_monitor
end_monitor
but the message was not shown. I know that the event is working, as I used it to test other commands.
As all the events for test_message command in EB script were TurnEnd, I've tried this other syntax:
Code:
monitor_event CharacterTurnEnd FactionType romans_julii
and EndedInSettlement
and SettlementName Ostia
console_command test_message civil_war
terminate_monitor
end_monitor
In spite of the fact that the faction leader is in that settlement from the very beginning of the campaign, the message is not shown in any of the first three turns.:wall:
Could somebody find the mistake?:embarassed:
Re: console_command event: anybody?
console_command test_message civil_war This command works (i checked it) so problem is with monitors.
In first code i think that turn numbering starts from 1.
So aither there is no FactionTurnStart event for it or it happens just as campagne is loaded and there is no chance you can catch it (you activate script afther this event already happened).
Second code looks ok. You should recheck if Ostia is visible city name.
SettlementName command uses visible city name (i think that all other commands uses internal city names).
I hope it helps.
Re: console_command event: anybody?
Quote:
Originally Posted by LorDBulA
console_command test_message civil_war This command works (i checked it) so problem is with monitors.
In first code i think that turn numbering starts from 1.
So aither there is no FactionTurnStart event for it or it happens just as campagne is loaded and there is no chance you can catch it (you activate script afther this event already happened).
Second code looks ok. You should recheck if Ostia is visible city name.
SettlementName command uses visible city name (i think that all other commands uses internal city names).
I hope it helps.
The mistake in the first code must be in another place.
This alternative code worked:
Code:
monitor_event FactionTurnStart FactionType romans_julii
and I_TurnNumber = 1
senate_mission_take_city major_reward, Segesta
set_counter Senate_Mission 1
terminate_monitor
end_monitor
and the senate mission was shown in the beginning of the second turn. Thus I supposed that the first turn is turn 0.
In the second case, perhaps you are right, as Ostia is internal name. I will try with the visible one.
Thanks.:2thumbsup: