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Thread: Research: Parameters for commands & console commands

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  1. #1
    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.

  2. #2
    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.

  3. #3
    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.

  4. #4

    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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  5. #5
    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.

  6. #6

    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

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

    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:
    Code:
    script
    console_command diplomatic_stance romans_julii greek_cities war
       
    end_script
    and this is the result
    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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