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Thread: Just in case the team didn't find out

  1. #1

    Default Just in case the team didn't find out

    This might be really useful with EBBS: http://www.twcenter.net/forums/showthread.php?t=169689
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  2. #2

    Default Re: Just in case the team didn't find out

    Ok what am I missing?

    What is so special about that thread?

    Just to remind EB team was pioneer in RTW scripting. Beginner/Intermediate scripting guides linked in this post are written by EB member.
    Last edited by LorDBulA; 08-15-2008 at 06:47.

  3. #3

    Default Re: Just in case the team didn't find out

    LorDBula, no offense meant.

    I'll quote what I thought to be interesting:

    Yes, the "On_display scripts\show_me\my_script.txt" part indicates this is the improved version of it, that only requires a single click on the advisor to launch the script.

    If you use the "speech only" mode then scripts do get launch automatically, just by clicking on a settlement or a character, if the player has set the advice level to anything other than "no advice".
    because it seems it is possible to relaunch the scripts automatically after reloading, without the trick of voice-only adviser.

    I was trying to add the line "declare_show_me" to my scripts, as you suggest, (it is the only thing that I had not tested from your method), and for some reason, now when I reload a game, as soon as I select a settlement/character or I press any button, the advisor appears and the scripts are automatically launched without the needed to click on the advisor portrait. Same than when you select voice-only advice, but I have checked that it is set to text+voice.

    I must say I'm not using exactly the same method than you, I use the event GameReloaded and an extra advice thread to relaunch the scripts, in stead of the use of "suspend_unscripted_advice true".
    And it seems that using your discovery of "on_display" and also the "declare_show_me", it is possible to make the scripts COMPLETLY AUTOMATIC
    Hope it helps.
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  4. #4

    Default Re: Just in case the team didn't find out

    Thanks. I just skimmed the text because it looked like simple introduction to scripting.

  5. #5

    Default Re: Just in case the team didn't find out

    Having followed EB for years I would never post something so basic if it did not contain interesting data.
    Not being a scripter I cannot fully evaluate it but apparently somebody found a way to start a background script without the advisor.

    Let me know if I'm wrong.
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  6. #6

    Default Re: Just in case the team didn't find out

    apparently somebody found a way to start a background script without the advisor.
    From what I understand you only dont have to click show me how button when advisor pops up (or is activated silently if advisor is set to voice only ).

  7. #7

    Default Re: Just in case the team didn't find out

    That's what I meant.
    Which in terms of ease of use and ensuring the script is activated could be a good step ahead imho.
    The best is yet to come.
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  8. #8
    Guitar God Member Mediolanicus's Avatar
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    Default Re: Just in case the team didn't find out

    If I remember correctly, RTR uses this in their 4tpy-script.
    It worked perfectly indeed, no matter what your advisory was set to (no advice, text only,...)

    So this could be worth trying out.
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  9. #9

    Default Re: Just in case the team didn't find out

    Quote Originally Posted by Mediolanicus View Post
    If I remember correctly, RTR uses this in their 4tpy-script.
    It worked perfectly indeed, no matter what your advisory was set to (no advice, text only,...)

    So this could be worth trying out.
    HoH (an RTR member) only made this discovery a couple of months ago so we haven't had a chance to use it in existing RTR releases. There is an RTR sub-mod that uses it i think. It will be used in RTR-FOE however...

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  10. #10
    Member Member TWFanatic's Avatar
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    Default Re: Just in case the team didn't find out

    This might be useful for newcomers who forget to activate the script (as I did my first campaign). However, for everyone else this probably ranks pretty low in importance--right behind making the Gaesatae not look circumsized.
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  11. #11

    Default Re: Just in case the team didn't find out

    Removing a potentially game-breaking hassle isn't that small imho.
    Try asking how many people got their campaign messed up because they forgot to activate the script for a few turns...
    The best is yet to come.
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  12. #12
    White Panther (Legalize Weed!) Member AlexanderSextus's Avatar
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    Default Re: Just in case the team didn't find out

    Quote Originally Posted by TWFanatic View Post
    This might be useful for newcomers who forget to activate the script (as I did my first campaign). However, for everyone else this probably ranks pretty low in importance--right behind making the Gaesatae not look circumsized.
    thanx very much for actually making me think about whether the gaesatae are "cut" or not
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  13. #13
    Biotechnlogy Student Member ||Lz3||'s Avatar
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    Default Re: Just in case the team didn't find out

    yep LoTR TW uses this kind of scripts , you just have to select a city or a character -no advisor clicking whatsoever- and IF you forgot to activate the script , the next turn the map turns black and says everywhere with white letters "Please activate the script"
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