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.
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.
Does anyone know how to unpak the demo paks? It must have been done.
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.
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.
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.- In the scripts, must "console_command" be used before any of the commands listed in post three?
Ex: console_command capture_settlement ....
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
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:
That means, in case of Lilybaeum is conquered by greek_cities an advice will appear, in this way:Code:;------------------------------------------ Trigger 2902_Sicilia_Casus_Belli2_Trigger WhenToTest FactionTurnStart Condition I_SettlementOwner Lilybaeum = greek_cities AdviceThread Sicilia_Casus_Belli2_Thread 1
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,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
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
but there was no difference. Is there any problem with the repetition of a trigger?Code:MaxRepeats 100![]()
Last edited by Monkwarrior; 05-09-2005 at 23:17.
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 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
Thanks, I've just remarked the zero!
The answer is no, of course, but it was only a question of testing.
Now I have run a short script:
and this is the resultCode:script console_command diplomatic_stance romans_julii greek_cities war end_script
It works!![]()
So I can think in refining this system to stablish "security perimeters" or "security zones", where any movement will be seen as an agression.
Thanks again!
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