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  1. #1
    Anything that isn't 'member' Member Squid's Avatar
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    Default Guide: The Complete Guide to Plugins - Discussion Thread

    This thread is to discuss any of the information contained in the Guide: The Complete Guide to Plugins.

    Plugins up until now have been a black box, Gotthard and I over at twcenter have made some interesting discoveries on using plugins in game.
    Last edited by Squid; 04-02-2008 at 15:55.

    -Trait/Ancillary/Building Editor

    "Two things are infinite: the universe and human stupidity;
    and I'm not sure about the universe." -----Albert Einstein

  2. #2
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Guide: The Complete Guide to Plugins - Discussion Thread

    Hmm, interesting stuff. So beyond existing, plugins don't affect gameplay directly, what you're saying is you can use them as a tool for scripting right?

    PS, have you added this to the tutorials database?

  3. #3
    Anything that isn't 'member' Member Squid's Avatar
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    Default Re: Guide: The Complete Guide to Plugins - Discussion Thread

    From what we've discovered, they don't affect gameplay directly at all, according to the quote from Jerome, they don't exist at all as far as the AI is concerned, but we can use them in scripting and in any triggers (trait/advice/ancillary) that we want.

    And thanks for reminding me, I'll add it to the database, I'd actually just posted the guide itself.

    -Trait/Ancillary/Building Editor

    "Two things are infinite: the universe and human stupidity;
    and I'm not sure about the universe." -----Albert Einstein

  4. #4

    Default Re: Guide: The Complete Guide to Plugins - Discussion Thread

    Thank you Squid for this guide.
    Even when I believe it do not open any new scripting possibilities that were not already there due to Buildings (GovernorBuildingExists and GovernorBuildingFinished), the plugins seem to be easier to implement.

    Sometimes I need a building to stop some scripts from being triggered twice, but since I do not manage the building files (I'm just the scripter), I need other people in the modding team to include the new building, the new images, etc... It is good to know the plugins do not need extra ui files .

    Dramatically increases the trait customization that can be done (use to add traits based on control, after x turns of control remove the original cultural plugin and replace with a new one for the new faction)
    Wait! Does it mean it is possible to remove Plugins using scripts?, because this would indeed increase a lot the possibilities of the scripts. How do you manage to destroy the plugins?

    Btw, a little mistake in the guide: you wrote console_command construct_building instead of create_building.
    Last edited by Bardo; 04-06-2008 at 22:11.

  5. #5
    Anything that isn't 'member' Member Squid's Avatar
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    Default Re: Guide: The Complete Guide to Plugins - Discussion Thread

    Quote Originally Posted by Bardo
    Thank you Squid for this guide.
    Even when I believe it do not open any new scripting possibilities that were not already there due to Buildings (GovernorBuildingExists and GovernorBuildingFinished), the plugins seem to be easier to implement.

    Sometimes I need a building to stop some scripts from being triggered twice, but since I do not manage the building files (I'm just the scripter), I need other people in the modding team to include the new building, the new images, etc... It is good to know the plugins do not need extra ui files .


    Wait! Does it mean it is possible to remove Plugins using scripts?, because this would indeed increase a lot the possibilities of the scripts. How do you manage to destroy the plugins?

    Btw, a little mistake in the guide: you wrote console_command construct_building instead of create_building.
    I corrected the Guide, as of yet we can't remove plugins via script any more than buildings can be removed. I misunderstood some information Gottard was telling me, probably because it sounded so much better that way, and though building could be destoryed via script, when Gotthard was actually talking about actually destorying the building with the plugin via the UI. :D

    Also fixed the typo in the create_building command.
    Last edited by Squid; 04-09-2008 at 02:39.

    -Trait/Ancillary/Building Editor

    "Two things are infinite: the universe and human stupidity;
    and I'm not sure about the universe." -----Albert Einstein

  6. #6

    Default Re: Guide: The Complete Guide to Plugins - Discussion Thread

    Anyway, it is an useful option for scripters, thank you for your researches on this matter.

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