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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

    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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  2. #2
    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.

  3. #3
    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.

  4. #4
    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.

  5. #5

    Default Re: Research: Parameters for commands & console commands

    Thanks, Monkwarrior, but really I would have remained completely ignorant of scripting if others had not shown the way.

    SettlementIsLocal condition
    The player's faction is the local faction. This condition means that the trigger will only activate if the city being tested belongs to the player's faction and means that it's only the player that will benefit from the client's troops. If you removed the settlement is local condition then the advisor would appear during an AI turn (and subsequently disappear without you being able to run it). One of the big limitations of the event script method used in Client Kingdoms (as opposed to the background script used in Myrddraal's Multiple Turns) is that it can't be triggered easily by an event that occurs in the AI's turn.

    - In the scripts, must "console_command" be used before any of the commands listed in post three?
    Ex: console_command capture_settlement ....
    That's right. This thread isn't very big on details, but then it's intended to be just hard-core research. Once we understand how stuff works, then it can be made reader-friendly.
    Epistolary Richard's modding Rules of Cool
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  6. #6
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Research: Parameters for commands & console commands

    Thanks, ER.
    As I promised, I have a new doubt.
    As I told before, I was able to write a new trigger, a really simple one:
    Code:
    ;------------------------------------------
    Trigger 2902_Sicilia_Casus_Belli2_Trigger
        WhenToTest FactionTurnStart
    
        Condition I_SettlementOwner Lilybaeum = greek_cities
    
        AdviceThread Sicilia_Casus_Belli2_Thread  1
    That means, in case of Lilybaeum is conquered by greek_cities an advice will appear, in this way:
    Code:
    ;------------------------------------------
    AdviceThread Sicilia_Casus_Belli2_Thread
        GameArea Campaign
    
        Item Sicilia_Casus_Belli2_Text_01
            Uninhibitable
            Verbosity  0 
            Threshold  1 
            Attitude Normal
            Presentation Default
            Title Sicilia_Casus_Belli2_Text_01_Title
            Text Sicilia_Casus_Belli2_Text_01_Text1
    I have played a campaign with greek_cities and I have captured Lilybaeum. Just before pressing the end-of-turn button I saved the campaign, in order to have a quick test for this trigger. The advisor text appeared for the first time,
    but if I try to repeat (with or without modification), the advisor didn't appear anymore. I copied and renamed the trigger and the advice, and again it appeared only once.

    I tried by putting
    Code:
             MaxRepeats  100
    but there was no difference. Is there any problem with the repetition of a trigger?
    Last edited by Monkwarrior; 05-09-2005 at 23:17.

  7. #7

    Default Re: Research: Parameters for commands & console commands

    You want it to appear at the start of every faction's turn? Including the AI ones? For every turn that the Greeks hold Lilybaeum?

    Well, okay, try this trigger instead:
    Code:
    ;------------------------------------------
    Trigger 2902_Sicilia_Casus_Belli2_Trigger
        WhenToTest FactionTurnStart
    
        Condition I_SettlementOwner Lilybaeum = greek_cities
    
        AdviceThread Sicilia_Casus_Belli2_Thread  0
    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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