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Thread: Research: Parameters for commands & console commands

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  1. #1

    Default Re: Research: Parameters for commands & console commands

    Console commands
    All taken from Console commands & command line options for modders?

    1) Commands we know are working
    Note, not all of these can be activated through the RomeShell console
    Code:
    toggle_fow
    toggle_perfect_spy
    show_cursorstat
    bestbuy
    oliphaunt
    add_money {opt:faction} {amount}
    create_unit {settlement/character_name} {unit_id} {opt: how many}{opt: exp/armour/weapon}
    add_population {settlement_name}{amount}
    move_character {name}{x},{y}
    auto_win {attacker/defender}
    give_ancillary {charactername}{ancillary name}
    give_trait {charactername}{trait name}{opt:level}
    puppify_my_love
    capture_settlement {settlementname} 
    invulnerable_general {charactername}
    date {year}
    season {summer/winter}
    create_building {settlement_name} {building_name}
    kill_faction {faction}
    kill_character {charactername}
    halt_ai
    control {faction}
    test_victory_scroll {faction}
    diplomatic_stance {faction1} {faction2} {stance}
    clear_messages
    test_message {messagename} ;(as per descr_event_enums)
    set_building_health [settlement] [building line] [health]
    2) Commands that have been tested and we believe are not working


    3) Commands that have not been tested yet
    Code:
    oliphants.jericho
    toggle_tow
    auto_win
    toggle_restrictcam
    give_ancillary
    give_trait
    process_cq
    character_reset
    toggle_terrain
    write_ui_cache
    give_trait_points
    list_traits
    list_ancillaries
    mp
    list_characters
    show_landings
    filter_coastlines
    toggle_coastlines
    ai_turn_speed
    amdb_min
    amdb_max
    amdb_offset
    zoom
    set_ranking_interval
    regenerate_radar
    adjust_sea_bed
    reload_shaders
    reload_textures
    fire (mt | toggle | reload | int)
    toggle_game_update
    building_debug
    reset_display
    toggle_underlay
    toggle_overlay
    process_rq
    force_diplomacy
    shadow
    ie
    test_ancillary_localisation
    perf_times
    burn_piggies_burn
    show_terrain_lines
    message_collation_set
    show_all_messages
    reapply_rigid_model_influence
    toggle_flowing_water
    nw_stats
    toggle_pr
    list_units
    trigger_advice
    damage_wall
    upgrade_effect
    force_battle_victory
    force_battle_defeat
    output_unit_positions
    show_battle_paths
    show_battle_paths_for_unit
    show_battle_street_plan
    show_battle_marker
    show_battle_circle
    diplomacy_mission
    event
    disable_ai
    run_ai
    Last edited by Epistolary Richard; 07-29-2005 at 17:53.
    Epistolary Richard's modding Rules of Cool
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  2. #2
    Simulation Monkey Member The_Mark's Avatar
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    Default Re: Research: Parameters for commands & console commands

    You should add placeholders for events and conditions also.

  3. #3
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: Research: Parameters for commands & console commands

    The kill_faction and kill_character commands work through scripts. I use them for debugging purposes. kill_unit, unit_group_order_relative_move_formed, play_sound_event, stop_sound_event, unit_order_change_formation, unit_order_attack_unit, unit_order_move, unit_order_move_relative, unit_set_morale, unit_set_skirmish_mode, inhibit_camera_input, and undefine_unit_group are used in the Carrhae script, and probably others are used in other battle scripts.

    -Simetrical
    TWC Administrator

    MediaWiki Developer

  4. #4

    Default Re: Research: Parameters for commands & console commands

    Updated, thanks Simetrical.

    Are these the correct parameters?
    kill_faction {faction}
    kill_character {charactername}
    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

  5. #5
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: Research: Parameters for commands & console commands

    I used quotes for the character name. Not sure if it'll work without. I know you have to include titles for captains and admirals, like "Captain Bob" rather than just "Bob". Also, the faction names are case-sensitive (they have to be all lowercase).

    -Simetrical
    TWC Administrator

    MediaWiki Developer

  6. #6
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Research: Parameters for commands & console commands

    I tested the spawn_character, and it half works.

    I used the code to spawn a captain (not a family member) for the scipii called Asinius Aelius. The man appears, (right model for scipii etc) but he didn't have a banner. I tried adding units to his army by using console_command add_unit, but this seemed to have no effect. I could script the army to move by using move captain asinius, x, y. But the AI seemed to ignore this new character completely. So, it didn't work.

    As for spawn_army, I tried editing the syntax so that it was the same as used in descr_battle.txt for historical battles (as this is what it said it should be in the CA txt files) but again, the script did not run at all (no commands were executed, before or after the spawn_army command)

    Here is something weird, for some reason the line:
    console_command run_ai
    won't work for me. I halt the AI, but it won't start again, no commands after that line are executed. This is very very wierd as CA use this exact line in the prologue script.... WTF?

  7. #7

    Default Re: Research: Parameters for commands & console commands

    Did you try spawn_character for diplomats, spies and assassins as well?

    Quote Originally Posted by Myrddraal
    Here is something weird, for some reason the line:
    console_command run_ai
    won't work for me. I halt the AI, but it won't start again, no commands after that line are executed. This is very very wierd as CA use this exact line in the prologue script.... WTF?
    Were you using halt_ai or disable_ai? The Prologue script initially uses disable_ai before the run_ai, don't know if that would make a difference...
    Last edited by Epistolary Richard; 04-29-2005 at 22:11.
    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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