That is a good idea. But rather than hidding the building out of the way I think I will make it something obviously connected to victory. If the player decides to knock it down and relive victory, that's OK with me.![]()
I have tried this method out and it works fine. Here is the new trigger.
Now, in addition to triggering the victory scroll the script creates a unique building, victory_memorial, in Sparta. Note that I had to change the WhenTotest to SettlementTurnStart rather than FactionTurnStart, so that I could use the SettlementBuildingExists test.Code:;------------------------------------------ Trigger Greek_Cities_Win_Trigger WhenToTest SettlementTurnStart Condition SettlementIsLocal and SettlementName Sparta and I_LocalFaction greek_cities and not SettlementBuildingExists = victory_memorial and I_SettlementOwner Athens = greek_cities AdviceThread Greek_Cities_Win_Thread 1
Doubt has been cast over whether the add_money console command can be used for anyone aside from the local faction. If anyone has anything different to report, please let us know.
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
If they don't, then Cool mod-users use the Mod Enabler (JSGME)
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According to The Mark, the following works:
set_building_health [settlement] [building line] [health]
Note that the building line possibly refers to the complex name rather than the individual building name.
Many thanks to him.
Epistolary Richard's modding Rules of CoolCool 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
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Excellent! I was looking for something like this back in March when I was building the original TFT. Time to go script the Civil War.... thanks for sharing!Originally Posted by Monkwarrior
Edit: And victory condition triggers!!DimeBagHo that is just brilliant! Now I have my TFT work cut out for me...
Last edited by Stuie; 08-09-2005 at 16:08.
here is a neat scripting command which I found whilst working on the MP campaign:
call_object_shortcut
Here is an example of the syntax:
call_object_shortcut strat_ui speedup_ai
the strat_ui bit is the category of the shortcut. If you open data\text\descr_shortcuts.txt and scroll to the bottom end, you'll find a list of the shortcuts with their categories to the right.
Scripting with duplicate character names
If there are multiple characters with duplicate names then the engine organises them at the start of the turn based on their coordinates. The order of checking goes like: check first top row from left right, then second row from left to right. It only checks the first character that it meets. So if you wish to check in script wether Captain Barrivendos has a specific trait then the command will turn out false if the first character doesn't have it, even when the second one in line does.
How to move an army into a settlement
Use the move command:
Note that the characther must have enough movement points.Code:move Captain Barrivendos, 250, 62
...
Last edited by Duke John; 08-31-2005 at 11:22. Reason: double post
I tried this to use this to see if I could make a banner take a settlement. Does this work for that or does it only work if the banner and the settlement belong to the same faction?Originally Posted by Duke John
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
If they don't, then Cool mod-users use the Mod Enabler (JSGME)
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I have yet to test that. I am trying to clean up the map by moving all AI captains to a nearby settlement. It worked for the player faction, all of them moved and merged into the settlement. But when I use the move commmand for the AI the armies refuse to move. The command should work as it was used for the prologue. Do you know how to move AI armies?
Edit: discovered that AI armies cannot merge into a settlement in the player's turn. They can still be moved to other tiles though.
Last edited by Duke John; 08-31-2005 at 13:07.
Short of the move_character console command, no. And you can't use that to move armies into settlements, they don't appear in them properly.Originally Posted by Duke John
Last edited by Epistolary Richard; 08-31-2005 at 16:09.
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
If they don't, then Cool mod-users use the Mod Enabler (JSGME)
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I posted something about giving money and settlements to factions here:
https://forums.totalwar.org/vb/showthread.php?t=53365
not sure if it was the right forum since it's about Scripting, but it is a sort of tutorial
Member of The Lordz Games Studio:
A new game development studio focusing on historical RTS games of the sword & musket era
http://www.thelordzgamesstudio.com
Member of The Lordz Modding Collective:
Creators of Napoleonic Total War I & II
http://www.thelordz.co.uk
Yep, that was the right forum for it.![]()
Epistolary Richard's modding Rules of CoolCool 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
Updates, updates, working spawn_army from Jerome Grasdyke
"Ok, i've had a quick look at spawn_army for you... the syntax you worked out above is essentially correct -- the command expects a sequence of "unit" commands followed by unit id's as phrases ... the following should work:
spawn_army
faction romans_julii
character Foedus Chaerea, general, command 0, influence 0, management 0, subterfuge 0, age 20, x 89, y 80
unit roman generals guard cavalry, soldiers 20 exp 9 armour 1 weapon_lvl 0
unit roman legionary first cohort ii, soldiers 40 exp 0 armour 0 weapon_lvl 0
unit roman legionary cohort ii, soldiers 60 exp 0 armour 0 weapon_lvl 0
unit roman praetorian cohort i, soldiers 60 exp 0 armour 0 weapon_lvl 0
end
The reason why unit and end appeared not to be recognised was because the data after and before (respectively) were incomplete.
This error is typical; understanding the Rome descr parser could have helped some. Essentially it works by parsing Words, which are letter sequences ended by whitespace, Phrases, which are word sequences ended by comma's, and Lines, which are word and phrase sequences ended by newline characters. In this case, there had to be a phrase terminator (comma) after the unit id, because otherwise the parser couldn't know where the unit id ends as a unit id is a phrase - a sequence of arbitrary words.
This is why some identifiers in the game use underscores and others not - internally some things are typed as Words and others as Phrases. If you look out for this kind of pattern it may help you spot wrongly-formed scripts... I'll see about getting you guys some docudemon files up-to-date for Barbarian Invasion."
Epistolary Richard's modding Rules of CoolCool 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
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Cool modders check out the Welcome to the Modding Forums! thread
Cool modders keep backups
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hehehe that awsome... (misspelling =p)
now in my historical addon for rtr i can make hannibal be summoned at the alps in the year of 218 spreading fear into the romans... =) MUAHAHAHAHA
script if a nasty tool for the modders to spread their cruelty on innocent and good players hahahahah =) ok ok i´m not cruel, just pretending ahahhaha
OMG now i can make hole armies been summoned into historical places to force some historical wars or conflicts =) like the first slave war for example... ghahah
my historical information about the hannibal´s forces sadly are being taken out from the battle of cannae (http://www.roman-empire.net/army/cannae.html)
Epistolary Richard tanks you very much about the help your givving me sometimes and for this great information but i wonder why the ""... this information was provided for someone not listed ? =) thanks again... hehe
here is the code for the spawn army of hannibal... i´m gonna test it now
hope it works
script
spawn_army
faction carthage
character Hannibal, general, command 7, influence 8, management 0, subterfuge 0, age 20, x 89, y 80
unit carthaginian general's cavalry, soldiers 8 exp 7 armour 2 weapon_lvl 2
unit carthaginian slinger, soldiers 40 exp 2 armour 1 weapon_lvl 0
unit carthaginian slinger, soldiers 40 exp 1 armour 0 weapon_lvl 1
unit libyan spearmen, soldiers 60 exp 2 armour 1 weapon_lvl 0
unit libyan spearmen, soldiers 60 exp 0 armour 0 weapon_lvl 1
unit libyan spearmen, soldiers 60 exp 1 armour 1 weapon_lvl 0
unit aor spain infantry, soldiers 40 exp 3 armour 0 weapon_lvl 1
unit aor spain infantry, soldiers 40 exp 0 armour 1 weapon_lvl 1
unit aor spain infantry, soldiers 40 exp 4 armour 0 weapon_lvl 1
unit aor gaul swordsmen, soldiers 40 exp 1 armour 1 weapon_lvl 0
unit aor gaul swordsmen, soldiers 40 exp 0 armour 1 weapon_lvl 0
unit punic cavalry, soldiers 24 exp 2 armour 0 weapon_lvl 1
unit punic cavalry, soldiers 24 exp 1 armour 0 weapon_lvl 1
unit carthaginian elephant forest, soldiers 6 exp 3 armour 2 weapon_lvl 2
unit merc numidian cavalry, soldiers 24 exp 1 armour 0 weapon_lvl 1
unit merc numidian cavalry, soldiers 24 exp 1 armour 0 weapon_lvl 1
unit aor punic heavy cavalry, soldiers 20 exp 2 armour 1 weapon_lvl 0
unit aor punic heavy cavalry, soldiers 20 exp 2 armour 1 weapon_lvl 0
unit aor punic pikemen, soldiers 60 exp 3 armour 2 weapon_lvl 1
unit aor punic pikemen, soldiers 60 exp 3 armour 2 weapon_lvl 1
end
end_script
"Cool modders read and write tutorials
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Cool modders help each other out
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by Epistolary Richard
Welcome to the forum Black Crow, that army should come as a nasty surprise...![]()
a few corrections :
if you wanna a family member put , named character
okok everybody must know it... i confuse myself hahaha
the new code :
script
spawn_army
faction carthage
character Hannibal, named character, command 7, influence 8, management 0, subterfuge 0, age 35, x 89, y 80
unit carthaginian general's cavalry, soldiers 18 exp 6 armour 2 weapon_lvl 2
unit carthaginian slinger, soldiers 120 exp 2 armour 1 weapon_lvl 0
unit carthaginian slinger, soldiers 120 exp 1 armour 0 weapon_lvl 1
unit libyan spearmen, soldiers 180 exp 2 armour 1 weapon_lvl 0
unit libyan spearmen, soldiers 180 exp 0 armour 0 weapon_lvl 1
unit libyan spearmen, soldiers 180 exp 1 armour 1 weapon_lvl 0
unit aor spain infantry, soldiers 120 exp 3 armour 0 weapon_lvl 1
unit aor spain infantry, soldiers 120 exp 0 armour 1 weapon_lvl 1
unit aor spain infantry, soldiers 120 exp 4 armour 0 weapon_lvl 1
unit aor gaul swordsmen, soldiers 120 exp 1 armour 1 weapon_lvl 0
unit aor gaul swordsmen, soldiers 120 exp 0 armour 1 weapon_lvl 0
unit punic cavalry, soldiers 72 exp 2 armour 0 weapon_lvl 1
unit punic cavalry, soldiers 72 exp 1 armour 0 weapon_lvl 1
unit carthaginian elephant forest, soldiers 18 exp 3 armour 2 weapon_lvl 2
unit merc numidian cavalry, soldiers 72 exp 1 armour 0 weapon_lvl 1
unit merc numidian cavalry, soldiers 72 exp 1 armour 0 weapon_lvl 1
unit aor punic heavy cavalry, soldiers 60 exp 2 armour 1 weapon_lvl 0
unit aor punic heavy cavalry, soldiers 60 exp 2 armour 1 weapon_lvl 0
unit aor punic pikemen, soldiers 180 exp 3 armour 2 weapon_lvl 1
unit aor punic pikemen, soldiers 180 exp 3 armour 2 weapon_lvl 1
end
end_script
the inclusion of these 2 lines dont let the script to be executed... in my case the show me how button dont appears if i input those in the script...
traits GoodAdministrator 2, GoodCommander 2, NaturalMilitarySkill 1
ancillaries poet, chirurgeon, historian, oracle, orator
this picture is a test of the old script just to test is it works and it works fine... the date, the age of hannibal, the location are all messed up, this will be corrected but it is just for tests... the picture is ...
![]()
"Cool modders read and write tutorials
![]()
Cool modders help each other out
"
by Epistolary Richard
ok the image doesnt work... lets try this other link at imageshack
as i forguet to add in the other post, i´m working in a historical addon for rtr
6.x that will lead the player trought the ancient wars of rome, and historical battles, and historical events... the system works on show_me script... so i accept help or sugestions =) thanks.
=)
ps. this is not a spawn i dont know how to edit a post... or i dont have permission to do it, so if a moderator could just mix these two posts ill be apreciated
"Cool modders read and write tutorials
![]()
Cool modders help each other out
"
by Epistolary Richard
In your script for Hannibal, under 'spawn_army', you can put other lines :
'console_command give_trait Hannibal GoodCommander 2'
'console_command give_trait Hannibal GoodAdministrator 2' eetc...
It works. I made the same thing for Spartacus.
guys I've got a problem with the create_unit command, i don't know what to type nexte because the only thing all sites are saying is: create_unit {settlement/character_name} {unit_id} {opt: how many}{opt: exp/armour/weapon}
can one of you guys post a pre made command for Armoured Hoplites because when i do it from all the sites examples my console says not reconising unit id
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