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  1. #1
    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}.

  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'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.

  3. #3
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default One possible application: senate missions emulator

    Well, I am interested in the possibilities of scripting from the start of this research, although I am a complete ignorant about all the relative to this aspect.
    Following the advice of Epistolary Richard and with the invaluable help of our moderator, Myrddraal, I've been trying to explore the use of a continuous script.
    My first idea was to simulate the senate missions, either in campaigns where the senate is not present or for factions different from romans (many people claims that Carthage had also a senate and that this faction could also be splited into two).
    This is my first (partial) success:
    Code:
    ;Senate Missions Emulator, by Monkwarrior Beta Version 0.1
    script
    
    ;set up counters
    declare_counter SenateMission	;used to know which mission is currently assigned
    declare_counter loop
    
    ;start of the first mission
    
    advance_advice_thread Senate_Mission_M01_Thread	;communication to the player
    set_counter SenateMission 1
    
    ;success in mission
    monitor_event GeneralCaptureSettlement FactionType romans_julii
    	and SettlementName Segesta
    
    	if I_TurnNumber < 10
    		advance_advice_thread Senate_Mission_Success1_Thread	;message of success
    		console_command add_money 3000	;this is the reward
    		inc_counter SenateMission 1	;pass to the next mission
    	end_if
    
    	terminate_monitor
    end_monitor
    
    ;mission failed
    monitor_conditions I_TurnNumber = 10
    	and I_CompareCounter SenateMission = 1
    
    	advance_advice_thread Senate_Mission_Failed1_Thread	;time for mission is over
    	console_command add_money -1000		;penalty
    	inc_counter SenateMission 1		;pass to the next mission
    
    	terminate_monitor
    end_monitor
    
    while I_CompareCounter loop = 0
    end_while
    terminate_script
    This script is completed with three advices in export_descr_advice, corresponding to the communication of the mission, the success message and the fail message.
    I have checked this script in my Iberia:TotalWar campaign and it works (thanks to the "loop" idea of Myrddraal).

    Why must it be considered a partial success? The advices appear only once. If I start again the campaign, they do not appear again and I must modify the advice name in all the related files. To be useful, the advices should appear only once in a campaign, but in every campaign.
    Does anybody know how to repeat an advice?
    Does anybody know what is this command used for?:
    Code:
    suspend_unscripted_advice false

  4. #4

    Default Re: Research: Parameters for commands & console commands

    Quote Originally Posted by Monkwarrior
    The show_err option says me "don't recognise this token: unit".
    Does anybody know what token is?
    Token is their name for words the scripting engine recognises. The problem with the spawn_army as the sample is written is that the game doesn't recognise 'unit' as an command - either because it never did or because it's been deactivated.

    Why must it be considered a partial success? The advices appear only once. If I start again the campaign, they do not appear again and I must modify the advice name in all the related files. To be useful, the advices should appear only once in a campaign, but in every campaign.
    Does anybody know how to repeat an advice?
    I don't quite understand this, when you say start again the campaign do you mean that you are starting a new campaign or that you are reloading one that you have previously saved?

    suspend_unscripted_advice false
    This command means that no advice will appear unless the thread is advanced as part of the script or the player has requested a piece of advice from a help button.

    Updates
    The top posts have also been updated. Console commands clear_messages and test_message both work. As Myrddraal already noted, spawn_character works to some extent as well. I expanded the testing to agents and found it works fine for them - see the sample use for the command line I used.
    Last edited by Epistolary Richard; 05-23-2005 at 12:00.
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  5. #5

    Default Re: Research: Parameters for commands & console commands

    I'm having the same problem as Monkwarrior. I am trying to set up scripts for modified victory conditions, so I only want the advice thread to trigger once per campaign. My scripts work fine, except that they either trigger just once, or they trigger every turn after the victory conditions are met. I can't get them to trigger once per campaign.

  6. #6

    Default Re: Research: Parameters for commands & console commands

    Have you considered using a counter as a conditional (eg, if victory_counter = 0) then set the counter to 1 when the victory conditions are fulfilled, so that they won't be fulfilled in future turns?
    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

    Default Re: Research: Parameters for commands & console commands

    Quote Originally Posted by Epistolary Richard
    Have you considered using a counter as a conditional (eg, if victory_counter = 0) then set the counter to 1 when the victory conditions are fulfilled, so that they won't be fulfilled in future turns?
    That would work for a continuously running script, but because of the problems with continuous scripts (like not being able to save) I was planning to just use incidental scripts.

    One solution is to tell users to delete preferences\advice before they start a new campaign. That has the effect of seting all the advice thread counts back to zero. But I was hoping to come up with something that would "just work" without users actually having to read the readme.

  8. #8
    Senior Member Senior Member Duke John's Avatar
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    Lightbulb Re: Research: Parameters for commands & console commands

    Scripting with duplicate character names
    If there are multiple characters with duplicate names then the engine organises them at the start of the turn based on their coordinates. The order of checking goes like: check first top row from left right, then second row from left to right. It only checks the first character that it meets. So if you wish to check in script wether Captain Barrivendos has a specific trait then the command will turn out false if the first character doesn't have it, even when the second one in line does.

    How to move an army into a settlement
    Use the move command:
    Code:
    move Captain Barrivendos, 250, 62
    Note that the characther must have enough movement points.

  9. #9

    Default Re: Research: Parameters for commands & console commands

    Quote Originally Posted by Duke John
    How to move an army into a settlement
    Use the move command:
    Code:
    move Captain Barrivendos, 250, 62
    Note that the characther must have enough movement points.
    I tried this to use this to see if I could make a banner take a settlement. Does this work for that or does it only work if the banner and the settlement belong to the same faction?
    Epistolary Richard's modding Rules of Cool
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  10. #10
    Senior Member Senior Member Duke John's Avatar
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    Default Re: Research: Parameters for commands & console commands

    I have yet to test that. I am trying to clean up the map by moving all AI captains to a nearby settlement. It worked for the player faction, all of them moved and merged into the settlement. But when I use the move commmand for the AI the armies refuse to move. The command should work as it was used for the prologue. Do you know how to move AI armies?

    Edit: discovered that AI armies cannot merge into a settlement in the player's turn. They can still be moved to other tiles though.
    Last edited by Duke John; 08-31-2005 at 13:07.

  11. #11

    Default Re: Research: Parameters for commands & console commands

    Quote Originally Posted by Duke John
    Do you know how to move AI armies?
    Short of the move_character console command, no. And you can't use that to move armies into settlements, they don't appear in them properly.
    Last edited by Epistolary Richard; 08-31-2005 at 16:09.
    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
    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

  12. #12
    Senior Member Senior Member Duke John's Avatar
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    Default Re: Research: Parameters for commands & console commands

    ...
    Last edited by Duke John; 08-31-2005 at 11:22. Reason: double post

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