Shouldn't the "suspend_unscripted_advice" command prevent her from popping up while the script is running?
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Shouldn't the "suspend_unscripted_advice" command prevent her from popping up while the script is running?
It should yes. I seem to remember that needs to be run at the beginning of each turn. In the meantime. The link is back up with the corrected ScriptGen
hooray!!!
I have tried now a couple of times but it doesn't work for me. I do as you say in your first post except for Im using the script gen. Im using RTR 5.4.1 if that is any help...
Are you using the new script gen? The one I just uploaded?
Does the script run at all?
well what do you mean with "just"? I uploaded it some 1 hour before I wrote the post.Quote:
Originally Posted by Myrddraal
When I run the script I get up a menu were I can choose what file to script and I push a button which says "generate" and a progress bar fills up. But now is there only one file to script or are there more? A small readme might be good have if there is more things to do.
There are installation instructions in the first post of this thread. Is there any other information that you need?
I see. It would be indeed a not-so-good solution.Quote:
Originally Posted by Epistolary Richard
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Quote:
Originally Posted by E.R.
Quote:
Originally Posted by The_Mark
I'm waiting eagerly for a successful update on this by either you or Myrdraal! Any success? This is the final step for making the 4turn-year mod perfect so I (and many mods' team members) would be VERY apreciated if anyone with time and skill could look into it asap...please :embarassed:Quote:
Originally Posted by Myrdraal
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If anyone out there has the skills and time but feels this is a not so important feature to waste your precious time, please consider on these important advantages:
-more realistic movements and actions/reactions (the "time bandits" expression a member of the mod I'm working on mentioned, sums the irrealistic consequence that would happen if armies would be given realistic 6month movement points);
-realistic aging in relation to moves' range (Alexander wouldn't be dead before he reached India);
-more realistic training&building times&diferentiation (most basic units won't take 6months anylonger to get recruited and in fact the whole training/building system would actually be perfected due to a better diferentiation)
-a realistic snow season (instead of inadequately having snow 6months per year on many regions)
Cmon people, we're closer than ever to make rtw SOOO much better ~:)
Hear hear!
Let's be solution-oriented! ~:cheers:
I missread what he wrote in the first post. I thought the instructions was for doing it manually and not using a script generator.Quote:
Originally Posted by Epistolary Richard
No, you need to follow them :smile:
*bump*
https://forums.totalwar.org/vb/showp...8&postcount=38
Could you at least reply to the above Myrddraal? If I understand, your current script still hasn't a way yet to ALWAYS remind people to press F1 after each load correct? Can't you or Epistolary Richard look at that UI buttons' trigger suggestion to ALWAYS remind us by E.R. and complete it with that "suspend_unscripted_advice command" to make it perfect and nonrepetitive? Please mates, this is the final step.
I haven't used "suspend_unscripted_advice" before, but I'll give it a try this evening (or the wee hours of the morning more likely). And even if we keep the advisor under wraps it's not an ideal solution because the player still has to press a UI button before pressing end turn.
Plus, of course, it might well stop the advisor popping up for any other reason.
Edit: Later that day...
Okay, I put in "suspend_unscripted_advice" each turn as Myrddraal suggested and it seemed to work both for new games and for reloads. This is the script that I've been using, it's one of Myrddraal's early versions, before the script generator. As you see, it just has "suspend_unscripted_advice" each turn.
... with this triggerCode:script
suspend_unscripted_advice true
suspend_during_battle on
console_command date -50
console_command season summer
while I_TurnNumber = 0
end_while
suspend_unscripted_advice true
disable_shortcuts options_button true
console_command date -50
console_command season summer
while I_TurnNumber = 1
end_while
suspend_unscripted_advice true
console_command date -50
console_command season summer
while I_TurnNumber = 2
end_while
suspend_unscripted_advice true
console_command date -50
console_command season winter
while I_TurnNumber = 3
end_while
suspend_unscripted_advice true
disable_shortcuts options_button false
console_command date -51
console_command season summer
while I_TurnNumber = 4
end_while
suspend_unscripted_advice true
disable_shortcuts options_button true
console_command date -51
console_command season summer
while I_TurnNumber = 5
end_while
suspend_unscripted_advice true
console_command date -51
console_command season summer
while I_TurnNumber = 6
end_while
suspend_unscripted_advice true
console_command date -51
console_command season winter
while I_TurnNumber = 7
end_while
suspend_unscripted_advice true
disable_shortcuts options_button false
console_command date -52
console_command season summer
while I_TurnNumber = 8
end_while
suspend_unscripted_advice true
disable_shortcuts options_button true
console_command date -52
console_command season summer
while I_TurnNumber = 9
end_while
suspend_unscripted_advice true
console_command date -52
console_command season summer
while I_TurnNumber = 10
end_while
suspend_unscripted_advice true
console_command date -52
console_command season winter
while I_TurnNumber = 11
end_while
suspend_unscripted_advice true
disable_shortcuts options_button false
console_command date -53
console_command season summer
while I_TurnNumber = 12
end_while
suspend_unscripted_advice true
disable_shortcuts options_button true
console_command date -53
console_command season summer
while I_TurnNumber = 13
end_while
suspend_unscripted_advice true
console_command date -53
console_command season summer
while I_TurnNumber = 14
end_while
suspend_unscripted_advice true
console_command date -54
console_command season summer
while I_TurnNumber = 15
end_while
end_script
With this method, pressing any one of the following buttons will bring up the advisor. You have to click on her and she'll start talking about the 4 turns script, then click on show me how and it'll run it.Code:------------------------------------------
Trigger 2150_Multiple_Turns_Trigger
WhenToTest ButtonPressed
AdviceThread Help_Campaign_Keyboard_Shortcuts_Scroll_Thread 0
I didn't try refusing the advice - I assume if you do, she won't appear again.
Note, also I found that requested advice still seems to appear.
Edit: Even later that day...
Okay, there's another problem. The advisor stays away right up until I go into a battle. As soon as I come out and hit a button then she pops back up. The solution may be no more complicated than repeating the suspend during battle line in the same way as the suspend unscripted advice...
I have done as you have written in your first post Myrddraal but it still doesn't work. The advisor do say that if I click on the "show me how" button it will be activated but the button is greyed out (mybe supposed to be?). I have also tried with waiting a few minuites before doing anything from the beginning.
I wonder if the text within the () just down below is supposed to be in the file.
4.
Open export_advice.txt in Data\text
Add to the bottom of this file the following text:
;-------------------
{four_turns_Title} (Four turns a year)
{four_turns_Text1}
(To finish loading the four turns a year script, click
on the 'Show me how' button. Remember, you must do
this every time you load a saved game.)
In the file export_descr_advice there are two places which says:
AdviceThread
Help_Campaign_Keyboard_Shortcuts_Scroll_Thread
the first only says like above then there are another one futher down that looks like this:
;------------------------------------------
Trigger 2137_Help_Campaign_Keyboard_Shortcuts_Scroll_Trigger
WhenToTest ScrollAdviceRequested
Condition ScrollAdviceRequested help_scroll
AdviceThread Help_Campaign_Keyboard_Shortcuts_Scroll_Thread 0
Are Im supposed to change anything here too?
you don't change the trigger one
Thanks for the help Myrddraal but I have to give up on this. I simply dont have the knowledge to correct the problem.
It is a good mod as it would be more correct then the 2 turns years that CA made. I hope it will be included in RTR as it would do a lot for the game.
I'll upload the files eventually :sad: then it should be an easy install
What happens if the player does not run the script upon loading? It simply runs 2 turns a year with no other adverse effects? What if upon a second load the player hits F1. Will this cause issues?
Thx for giving it a try ~:)Quote:
Originally Posted by Epistolary Richard
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That's great news! If no bugs appear this means the main problem (advisor repetitiveness) is solved.Quote:
Okay, I put in "suspend_unscripted_advice" each turn as Myrddraal suggested and it seemed to work both for new games and for reloads. This is the script that I've been using, it's one of Myrddraal's early versions, before the script generator. As you see, it just has "suspend_unscripted_advice" each turn.
I believe that if it worked before that same "suspend advice" command can also properly function in this situation too. And I seriously hope those "..." you put in the end mean you meant taking another look at it eh? ~;)Quote:
Okay, there's another problem. The advisor stays away right up until I go into a battle. As soon as I come out and hit a button then she pops back up. The solution may be no more complicated than repeating the suspend during battle line in the same way as the suspend unscripted advice...
That's not even a problem I believe. If I understand correctly the advisor will pop up after we load/start campaign and every time we press any of the training/building/faction UI buttons right? I believe any player always presses at least one of those, after loading/starting any campaign even if it is just for a quick overlook. Even if he doesn't (which I think will be a 1 in a million case) and since the advisor also pops up when we press end turn (right?), the player will immediately understand he 'forgot' to start the script before ending the turn... and reload again. But as I said, I don't believe this is going to happen.Quote:
And even if we keep the advisor under wraps it's not an ideal solution because the player still has to press a UI button before pressing end turn.
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Final question:
Do we need to have the advisor on to get this 'reminder'? If so, is it possible to "suspend" EVERY other advice? If not, can we at least have it at 'low advice level'?
If the player forgets to run the script the first turn, or starts the script after playing a bit of normal two turns, when he runs the script, the date and season will revert to what they would have been had the script been run from the beginning. The only adverse effect I can think of is that people who had grown older would keep the years they had aquired without the script running.Quote:
What happens if the player does not run the script upon loading? It simply runs 2 turns a year with no other adverse effects? What if upon a second load the player hits F1. Will this cause issues?
The suspend during battle line stops the script being cancelled if a battle is played. This means you don't have to start the script again after every battle.Quote:
Okay, there's another problem. The advisor stays away right up until I go into a battle. As soon as I come out and hit a button then she pops back up. The solution may be no more complicated than repeating the suspend during battle line in the same way as the suspend unscripted advice...
I've tried this solution before, but whatever you do, you can't have the advisor pop up immediately on load. The user has to do something. Like you can make the advisor pop up on selection of an army or anything, but there has to be something. There is no trigger: onload as far as I know.
Yes you can. A trigger that checks if turn number > 0 will return always true, popping up at the start of a turn.Quote:
Originally Posted by Myrddraal
Also, shouldn't advancing the advice thread in question forward prevent her from popping up?
:dozey:
Stupid me...
No, you don't need to have the advisor on. The conditionals on whether or not the advisor appears when the trigger is activated are listed in the AdviceThread lines which I really don't understand properly. Needless to say, there are some advice threads such as 'Why don't you consider moving your troops, you lazy dumb-ass?" which are turned off and some such as the advice threads that are actually requested which are still on.Quote:
Originally Posted by Hanbaal
What event would you tie that trigger to? Would a factionturnstart event work if you reloaded a game that had been saved in the middle of your turn?Quote:
Originally Posted by The Mark
Gah. Why can't the advisor only check a condition...
I deserved that. Thanks.Quote:
Originally Posted by Myrddraal
Um, I wasn't being sarcastic... (perhaps that was a bad smilie) But now you say it, I remember why I said the first thing. Thats right it has to check an event!
Now I feel even more of an idiot. Oh well :smile:
Well, you're not the only one ~D
I'm really beginning to miss OFP scripting now.
gah.
Just remember, kids, smilies are a powerful tool, but they can be used for both good and evil :wink:
Now returning to the matter in hand...
Unfortunately, I can't test anything for the next couple of weeks at least. If you've got an idea then run with it ~ otherwise I think Hanbaal might explode :grin:Quote:
Originally Posted by The Mark
Nice. One less problem till perfection.Quote:
Originally Posted by Myrdraal
And there goes 2 :balloon2: . I believe that with these 2 solved, we reach perfection and even the few unbelievers, nay-saying folks in our mod won't have the arguments to deny what most people already want ~:)Quote:
Originally Posted by Epistolary Richard
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2 WEEKS!!! :bomb:Quote:
Originally Posted by E.R.
Since E.Richard is off for some time could you, Myrdraal or anyone capable, compile a new version with this new advisor/"reminder" (popping up every time we press any of the UI buttons or even also the selection of an army as you suggested) and with its "suspend" commands (to avoid its repetitiveness after the script is running)? I would be grateful a million times if you could do that for us :bow:
She should, and CA had this in mind while doing this. AdviceSupressed-event should fire when player dismisses her, so we can keep her popping up until the player gets the message and starts the script ~DQuote:
Originally Posted by ER