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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

    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.
    Epistolary Richard's modding Rules of Cool
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  2. #2

    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.

  3. #3

    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

  4. #4

    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.

  5. #5
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    Default Re: Research: Parameters for commands & console commands

    Well that's the same problem I had with Civ2 even scripting long time ago.

    There is a good reason why normal descr_start.txt script doesn't allow saving, so workarounds like F1 - advice need to be used.

    And it's inability to save inscript variables.
    So things like once per campaing are impossible, only once per session is possible.

    That's for example why you can't save several first turns in prologue. It would completly mess the script if you do (no variables saved).
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  6. #6

    Default Re: Research: Parameters for commands & console commands

    Quote Originally Posted by DimeBagHo
    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.
    Ah, sorry I was assuming you were using a background script like Monkwarrior. I don't understand what you mean when you say that they trigger just once, but they don't trigger once per campaign. Could you explain it further?
    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
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  7. #7

    Default Re: Research: Parameters for commands & console commands

    Quote Originally Posted by Epistolary Richard
    Ah, sorry I was assuming you were using a background script like Monkwarrior. I don't understand what you mean when you say that they trigger just once, but they don't trigger once per campaign. Could you explain it further?
    Sure. Here is the code for a test victory condition I set up.

    Code:
    ;------------------------------------------
    AdviceThread Greek_Cities_Win_Thread
        GameArea Campaign
    
        Item Greek_Cities_Win_Text_01
            Uninhibitable
            Verbosity  0
            Threshold  1 
            MaxRepeats  0
            RepeatInterval  1
            Attitude Excited
            Presentation Default
            Title Greek_Cities_Win_Text_01_Title
            Script scripts\show_me\Greek_Cities_Win.txt
            Text Greek_Cities_Win_Text_01_Text1
    
    ;------------------------------------------
    Trigger Greek_Cities_Win_Trigger
        WhenToTest FactionTurnStart
    
        Condition FactionIsLocal
    	and FactionType greek_cities
    	and I_ThreadCount Greek_Cities_Win_Thread < 1
    	and I_SettlementOwner Athens = greek_cities
    
        AdviceThread Greek_Cities_Win_Thread  1
    This is just a test, so all the Greek Cities need to win is to capture Athens. When the advice thread triggers the advisor comes up and anounces that the player has won. If they hit showme then the script triggers the victory scroll.

    Greek_Cities_Win_Trigger only fires once because of the I_ThreadCount condition. Even if you start a new campaign it will not fire again. If I remove that condition then the trigger and the advice thread will keep firing every turn, as long as the Greek Cities still hold Athens (assuming of course that the player continues to play after achieving victory).

    If I could get it to fire just once per campaign that would be ideal, but it probably doesn't matter that much. Someone would have to play all the way through the Greek Cities campaign twice for it to be an issue - and I can always make an advice thread to remind them to delete preferences/advice if they try to start a new campaign after winning once.

  8. #8

    Default Re: Research: Parameters for commands & console commands

    Thanks, I understand now. The way to do it is to make a permanent change to the game world that will be logged within a save game but not embedded when you start a new campaign. An example of this would be to use the victory script to add a building to a settlement that was not otherwise buildable there and then add a and not SettlementBuildingExists condition to the script. The first time the player achieves the victory conditions, there is no building there and so the conditions are true and the trigger is fired. In subsequent turns, the building is there and so the trigger is not activated. When a new campaign is started, the settlement buildings are generated afresh from descr_strat.
    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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