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Thread: [Help!] Scripting the appearance of Hannibal's army

  1. #31
    Member Member brymht's Avatar
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    Default Re: [Help!] Scripting the appearance of Hannibal's army

    In the EBSS script, I see the command "Kill Character" before spawning a character. I'm guessing you can't have two characters with the same name.

    In some place it is mentioned twice. Are there any constraints around this? Hownecessary is it?

  2. #32
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: [Help!] Scripting the appearance of Hannibal's army

    You definitely can't have two with the same internal name, although sometimes they can appear to have the same name in the game.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  3. #33
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: [Help!] Scripting the appearance of Hannibal's army

    AAARGH!!!!

    After all this effort, nothing happened, and I found out why:



    A Hannibal came of age a few years before the event. What's worse, I can't move him either, his internal name is not "Hannibal", I've no idea what it is.

    I've got a save before the thing was supposed to go down; is there something I can put in the script to kill the existing one?
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  4. #34
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: [Help!] Scripting the appearance of Hannibal's army

    I tried adding console_command kill_character "Hannibal", but it didn't do a thing.

    Any ideas? It seems the script doesn't work at all, probably because of the aforementioned family member.

    Is there a simpler way without turn-counters that just spawns him on the next turn, since I'm in summer 216BC anyway?
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  5. #35
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: [Help!] Scripting the appearance of Hannibal's army

    I've given up on scripting his army, instead I transported a convenient FM with a small army and zinged him up to a full stack. Now I just have to give him some appropriate traits.

    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  6. #36

    Default Re: [Help!] Scripting the appearance of Hannibal's army

    Quote Originally Posted by brymht
    Question :

    Will spawn_army
    faction spain
    character, Figvlvs, named character, command 0, influence 0, management 0, subterfuge 0, age 30, , x ?, y ?

    spawn a general, or a family member? does it all depend on the kind of unit which is the first to be selected?
    Not sure if you've figured this out yet, but if you use the phrase "named character" you will spawn a family member. If you use "general" you will just get a captain.

    When you spawn a Family Member you can assign him any unit allowed by his faction, foot or mounted. This has to be the first unit in the army section though.

  7. #37
    Jesus Member lobf's Avatar
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    Default Re: [Help!] Scripting the appearance of Hannibal's army

    So this goes in the EBBS?

    And how do I set spawn coordinates?

  8. #38

    Default Re: [Help!] Scripting the appearance of Hannibal's army

    This has probably been thought of before, but if the problem is that there are too many hannibals, then why not just script in a guy named "Hannibal Barca", or "Hannibal son of Hamilcar"?

    Bear in mind that I have no idea how the internal processes work or if this is even relevant.

  9. #39
    Jesus Member lobf's Avatar
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    Default Re: [Help!] Scripting the appearance of Hannibal's army

    So how do I add units to an army? And how do I input the Carthaginian FM's name into the console? I've done it with a Captain Mago, but it just tells me "character not found" with other FMs.

  10. #40
    Jesus Member lobf's Avatar
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    Default Re: [Help!] Scripting the appearance of Hannibal's army

    I hate to prematurely bump this, but anyone who knows the format of Carthaginian family names could really help me out... (i.e BalishekBurkadurr r whatever)

    Edit- I see you viewing the topic, Quintus... help! :P
    Last edited by lobf; 06-07-2008 at 21:59.

  11. #41

    Default Re: [Help!] Scripting the appearance of Hannibal's army

    In the same manner as scripting Hannibal and his army, could you script the appearance of a rebel faction general with an army of roman troops, representing a civil war or the rebellion of an army?

    where do you find the in-game names for units and family members?

  12. #42
    EBII Hod Carrier Member QuintusSertorius's Avatar
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    Default Re: [Help!] Scripting the appearance of Hannibal's army

    In-game names are all in the names.txt, which I think is in Data\text. That tells you what names are valid. I'm fairly certain you could script rebel armies for the civil war. I'm also thinking of doing that for "barbarian" migrations.
    It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
    Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
    Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR


  13. #43

    Default Re: [Help!] Scripting the appearance of Hannibal's army

    could you script a rebel army with roman legions

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