Thanks, Alpaca.Quote:
Originally Posted by alpaca
I will try this possibility.:bow:
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Thanks, Alpaca.Quote:
Originally Posted by alpaca
I will try this possibility.:bow:
~:confused: ~:confused: ~:confused: ~:confused: :dizzy2: :dizzy2: :dizzy2:
I'm really shocked.
I tried the syntax you proposed, alpaca, and the game simply doesn't load.
I mean, the splash appears for a moment and then CTD without error message.
I looked for another reason, but it is clearly the script,... even if it is not launched!!!!! :dizzy2:
All the tests show that any other of the scripts (with the old syntax), with the same or another name, allows the game to load.
I tried to modify the script by eliminating the loop counter, but no positive result.
I cannot understand this problem.~:confused:
Finally.... SUCCESS!!!!~:cheers:
The correct syntax working for me is:
In this way, when I launch the script in a saved game, the building is recognized and another identical building is not constructed.Code:monitor_event SettlementTurnStart FactionType spain
and I_SettlementOwner Nertobriga = spain
and I_CompareCounter wall_spain = 3
and not SettlementBuildingExists = wall_tech
In fact I used a script with this event for one settlement and the old one for another settlement and the difference was clear.
Thanks ER and alpaca for pointing me through the correct direction.:bow:
Oh yeah, sorry, I stated a wrong syntax there.
Don't worry. ~;)Quote:
Originally Posted by alpaca
At least the idea behind the syntax was correct.~:cheers: