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Thread: Research: Parameters for commands & console commands

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  1. #1
    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).

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  2. #2
    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?

  3. #3

    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.
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  4. #4

    Default Re: Research: Parameters for commands & console commands

    As I'm not able to unpack the demo pak files I've not been able to tell if there any additional files in there that might be of use, such as the posited available_ui_elements file.

    However, I have tried to compile my own list of ui_element names from those listed in vanilla:

    Code:
    settlement_stats_button
    advanced_stats_show_trade_button
    settlement_info_construction_tab
    settlement_info_repair_tab
    settlement_info_recruitment_tab
    settlement_info_retrain_tab
    selected_item_button
    faction_button
    combined_scroll_senate_tab
    senate_scroll_missions_tab
    show_hide_group_formations
    ?hud_show_buildings_tab ; *only mentioned in documentation*
    advisor_dismiss_button
    toggle_run
    order_halt
    play_button
    radar
    hud_select_prev_item_cycle		;doesn't work??? *that's a CA comment*
    season_icon
    end_turn
    faction_turn_display
    construction_button
    recruitment_button
    own_settlement_governor_info_panel
    settlement_status_icons_group							;Highlight the settlement status icons
    settlement_state_icon_revolting
    settlement_state_icon_under_siege
    settlement_state_icon_plague
    governor_policy_inc_gadget							;Highlight the arrow button for increasing taxation level
    governor_policy_dec_gadget							;Jump to highlighting the arrow button for decreasing taxation level
    available_construction_options
    settlement_info_repair_tab
    building_browser_button							;Highlight the building browser button
    show_construction_advice_button						;Highlight the request advice button
    available_training_options							;Highlight the recruitment list
    garrison_info_zoom_to_button							;Highlight the centre map button
    siege_maintain_button
    siege_assault_button
    available_siege_equipment_options
    siege_end_button
    toggle_special_ability
    decrease_taxation_gadget						; Flash the decrease taxation gadget
    increase_taxation_gadget	; Flash the increase taxation gadget
    character_info_command_points							;Highlight the governor's panel stats
    character_info_management_points
    character_info_influence_points
    egg_timer
    ffwd_button
    ultra_ffwd_button
    play_button
    formation_1
    formation_2
    formation_3
    formation_4
    formation_5
    formation_6
    formation_7
    formation_8
    toggle_defend
    radar
    radar_zoom_in_button
    radar_zoom_out_button
    toggle_skirmish
    Epistolary Richard's modding Rules of Cool
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    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
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  5. #5
    Simulation Monkey Member The_Mark's Avatar
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    Default Re: Research: Parameters for commands & console commands

    Here's a useful console command:

    diplomatic_stance {faction1} {faction2} {stance}
    diplomatic_stance gauls germans allied

    Stances are (at least): allied, war, neutral. The command also spawns a diplomatic message.
    Last edited by The_Mark; 05-08-2005 at 13:19.

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

    Does anyone know how to unpak the demo paks? It must have been done.

  7. #7
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Research: Parameters for commands & console commands

    I must acknowledge you, ER, your efforts in putting scripting as a tool in our hands.
    In fact I am trying to understand the "language" to implement some scripting in my own mod. I am not an expert, so some of the questions may seem stupid, but... Anyway, here are my doubts (from your clientkingdoms mod):

    - I don't understand the use of SettlementIsLocal. What does it mean? I wonder if the script only works when the settlement is owned by the human player and if this is the way to say it. In my case this can be a problem, as I would like to include "general historic events", but that only happens if the "historical conditions" are fulfiled.

    - In the scripts, must "console_command" be used before any of the commands listed in post three?
    Ex: console_command capture_settlement ....

    For the moment I have a trigger and an advice thread that work, but now I must do a script.
    I will report any success in this task, and probably more doubts.
    Cheers.

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