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Thread: Research: Parameters for commands & console commands

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    Default Re: Research: Parameters for commands & console commands

    Quote Originally Posted by Monkwarrior
    The show_err option says me "don't recognise this token: unit".
    Does anybody know what token is?
    Token is their name for words the scripting engine recognises. The problem with the spawn_army as the sample is written is that the game doesn't recognise 'unit' as an command - either because it never did or because it's been deactivated.

    Why must it be considered a partial success? The advices appear only once. If I start again the campaign, they do not appear again and I must modify the advice name in all the related files. To be useful, the advices should appear only once in a campaign, but in every campaign.
    Does anybody know how to repeat an advice?
    I don't quite understand this, when you say start again the campaign do you mean that you are starting a new campaign or that you are reloading one that you have previously saved?

    suspend_unscripted_advice false
    This command means that no advice will appear unless the thread is advanced as part of the script or the player has requested a piece of advice from a help button.

    Updates
    The top posts have also been updated. Console commands clear_messages and test_message both work. As Myrddraal already noted, spawn_character works to some extent as well. I expanded the testing to agents and found it works fine for them - see the sample use for the command line I used.
    Last edited by Epistolary Richard; 05-23-2005 at 12:00.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

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