It would only work for the player-controlled faction. The AI doesn't use the UI.
If you post your code, I'll look over it.
It would only work for the player-controlled faction. The AI doesn't use the UI.
If you post your code, I'll look over it.
RTR VII Developer
i know thhat ;).
the code is simple
call_object_shortcut card_manager disband
i select the unit and then activate the script.NOTHING
but if i use my keyboard shortcut it works...
Ideator,Scripter and Team Leader of RES BELLICAE modding project.Come visit us on http://www.twcenter.net/forums/forumdisplay.php?f=603
How do you activate the script? I wonder if the keyboard shortcut works in that context.
RTR VII Developer
with the show_me...
normally.the other stuffs are working well.And i have tried everything(to include it in monitors and event).I'm pretty sure it depends on the sintax ;).
Ideator,Scripter and Team Leader of RES BELLICAE modding project.Come visit us on http://www.twcenter.net/forums/forumdisplay.php?f=603
What events are you using to trigger it?
I believe card_manager can only be used in the context of a battle (according to https://forums.totalwar.org/vb/showp...25&postcount=5), where disband and select_all refer to disbanding a group and selecting all units.
If you look in the .exe, it has things like:
C:\barbi_daily\code\ui\ui_card_manager.cpp
card_manager: select, assign, orders_ungroup, orders_group, select_prev_grp, select_next_grp, dec_xp, inc_xp, disband, select_melee, select_missile, select_siege, select_infantry, select_cavalry, select_prev, select_all, select_next, deselect_all
If, for eample, your script has "suspend_during_battle on", monitors wouldn't work.
Last edited by HouseOfHam; 06-11-2008 at 07:19.
RTR VII Developer
i understand ;)
Ideator,Scripter and Team Leader of RES BELLICAE modding project.Come visit us on http://www.twcenter.net/forums/forumdisplay.php?f=603
You realize you can't disband units while in battle mode, right?...
I take it you're trying to do something related to a "loss of control over your units in battle" script, then. I suppose, you could try using kill_unit on a labeled_unit, instead.
Last edited by HouseOfHam; 06-11-2008 at 21:18.
RTR VII Developer
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