The first line of a script must be "script", and you should also conclude with "end_script". Try
Code:script if not I_LocalFaction romans_senate console_command add_money romans_senate, 30000 end_if end_script
The first line of a script must be "script", and you should also conclude with "end_script". Try
Code:script if not I_LocalFaction romans_senate console_command add_money romans_senate, 30000 end_if end_script
The truth is the most valuable thing we have. Let us economize it. - Mark Twain
Does a campaign script loaded form the Descr_strat also need script at the start? The EB one for example doesn't...
I did have end_script though.
EDIT:
Same error message though.![]()
No, that's a bit different. In that case the "script" command actually appears in descr_strat.txt. You should have something like this at the end:Originally Posted by Moros
Sorry Moros, I don't see what the problem is, and as you're probably aware, the code looks very familiar.Code:script campaign_script.txt
The truth is the most valuable thing we have. Let us economize it. - Mark Twain
Yes I know. It looks familiar. You gotta learn it and start with something simple and something you can compare, no? Also I have it like you have in the descr_strat.txt, that's why I had no script in the script itself.
This is wierd, I guess I'll just restart completely maybe that'll help. Thanks for the help though!
kinda new to the TW scripting and more into M2 at the moment, but try this ...
Code:if FactionType romans_senate
G
No, Moros wishes to give this faction money only if it isn't controlled by the player. Substituting FactionType for I_LocalFaction won't make this distinction.
The truth is the most valuable thing we have. Let us economize it. - Mark Twain
yep, thats what I'm refering to, afaik you're not refering to a faction with just "[faction]", but need to use "FactionType [faction]".
anyway thats what the docudemon files make me believe ...![]()
G
No. Here's the docudemon entry:
In fact, the FactionType condition has a trigger requirement, so it's not useful in this situation.Code:--------------------------------------------------- Identifier: I_LocalFaction Trigger requirements: Parameters: faction Sample use: I_LocalFaction romans_julii Description: Is the faction the local faction? Battle or Strat: Either Class: I_LOCAL_FACTION Implemented: Yes Author: Guy
The thing is, this expression:
is used in EB. I just tested it to make sure, and it's working.Code:if not I_LocalFaction romans_julii console_command add_money romans_julii, 30000 end_if
Last edited by Atilius; 08-09-2007 at 03:38.
The truth is the most valuable thing we have. Let us economize it. - Mark Twain
that'll teach me only reading 1/2 the stuff in the docudemon files ...![]()
I just read about this one ....
Code:Identifier: FactionType Trigger requirements: faction Parameters: faction type Sample use: FactionType romans_julii Description: Test the faction type
Thanks for the correction ..;)
(I was under the impression the I_LocalFaction flag was one without variables)
G
Hi just read the tutorial, great work. Its making me think I can add some features to my mod project I'd given up on. I have managed to get a mo money and a kill character script working.
My only question is, a show-me script that runs in the background was mentioned earlier in the thread how can I construct one of these?
Also it was mentioned that a show-me script could be activated by a campaign script again how?
Thanks![]()
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