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Thread: Research: Parameters for commands & console commands

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  1. #1
    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.

  2. #2

    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
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
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    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

  3. #3
    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.

  4. #4

    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

  5. #5
    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!

  6. #6
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: Research: Parameters for commands & console commands

    I've been also trying the question of spawn_army.
    I think I've tried about a dozen of ways to write it. This is one:

    Code:
    spawn_army
    faction	romans_julii
    character	Publius Scipio, general, command 0, influence 0, management 0, subterfuge 0, age 23, , x 211, y 69 
    army
    unit roman generals guard cavalry early soldiers 15 exp 0 armour 0 weapon_lvl 0
    unit roman velite soldiers 40 exp 0 armour 0 weapon_lvl 0
    unit roman velite soldiers 40 exp 0 armour 0 weapon_lvl 0
    unit roman hastati soldiers 40 exp 0 armour 0 weapon_lvl 0
    unit roman hastati soldiers 40 exp 0 armour 0 weapon_lvl 0
    unit roman hastati soldiers 40 exp 0 armour 0 weapon_lvl 0
    unit roman hastati soldiers 40 exp 0 armour 0 weapon_lvl 0
    unit roman princeps soldiers 41 exp 0 armour 0 weapon_lvl 0
    unit roman triarii soldiers 41 exp 0 armour 0 weapon_lvl 0
    end
    It doesn't work, of course, but perhaps there is a useful information. The show_err option says me "don't recognise this token: unit".
    Does anybody know what token is?
    The interesting question is that it seems that recognise everything until "unit" (so army is necessary, isn't it?). I've tried also:
    roman generals...
    "roman generals...
    create_unit ...
    and the error message is always the same: don't recognise this token {first word}.

  7. #7
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Research: Parameters for commands & console commands

    I've also tried many ways, copying entries from descr_battle.txt (like it says you should), the sample use given by CA, and even entries from descr_strat. Of course none worked.

  8. #8
    Member Member Stuie's Avatar
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    Default Re: Research: Parameters for commands & console commands

    Quote Originally Posted by Monkwarrior
    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!
    Excellent! I was looking for something like this back in March when I was building the original TFT. Time to go script the Civil War.... thanks for sharing!

    Edit: And victory condition triggers!! DimeBagHo that is just brilliant! Now I have my TFT work cut out for me...
    Last edited by Stuie; 08-09-2005 at 16:08.

  9. #9
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Research: Parameters for commands & console commands

    here is a neat scripting command which I found whilst working on the MP campaign:

    call_object_shortcut

    Here is an example of the syntax:

    call_object_shortcut strat_ui speedup_ai

    the strat_ui bit is the category of the shortcut. If you open data\text\descr_shortcuts.txt and scroll to the bottom end, you'll find a list of the shortcuts with their categories to the right.

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