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Scripting question
Is it the following bit of code possible?
Code:
monitor_event FactionEndTurn FactionType romans_julii
and I_LocalFaction romans_juli
and not BuildingExixts Ivernis expansion
and not BuildingExixts Eamin_Macha expansion
and not BuildingExixts Ivernis homeland
and not BuildingExixts Eamin_Macha homeland
and I_TurnNumber > 1
if I_settlementOwner Ivernis = romans_julii
and I_SettlementOwner Emain_Macha = romans_julii
console_command create_building Ivernis expansion
console_command create_building Emain_Macha expansion
terminate_monitor
end_if
Specificlay, can you do not BuildingExists for more than one settlement in the same chunk of code?
Thanks
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Re: Scripting question
No that won't work at all.
There is no BuildingExists condition. You probably want to use SettlementBuildingExists, but that requires a settlement as a trigger. Generally that means you'd want to use the SettlementTurnsStart or SettlementTurnEnd event in the event monitor.
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Re: Scripting question
"Exixts"
be sure to get spelling right with Atilius' suggestion. Good luck! :)