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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 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.

  2. #2

    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)
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  3. #3
    Bug Hunter Senior Member player1's Avatar
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    Default Re: Research: Parameters for commands & console commands

    This is great idea.
    Just make sure that building can't be destroyed by player.
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  4. #4

    Default Re: Research: Parameters for commands & console commands

    It can be built in any province you like, so it can be put out of the way in Hyperborea or a completely isolated province if you're making adjustments to the map.
    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

    Default Re: Research: Parameters for commands & console commands

    That is a good idea. But rather than hidding the building out of the way I think I will make it something obviously connected to victory. If the player decides to knock it down and relive victory, that's OK with me.

  6. #6

    Default Re: Research: Parameters for commands & console commands

    I have tried this method out and it works fine. Here is the new trigger.

    Code:
    ;------------------------------------------
    Trigger Greek_Cities_Win_Trigger
        WhenToTest SettlementTurnStart
    
        Condition SettlementIsLocal
            and SettlementName Sparta
            and I_LocalFaction greek_cities
    	and not SettlementBuildingExists = victory_memorial
            and I_SettlementOwner Athens = greek_cities
    
        AdviceThread Greek_Cities_Win_Thread  1
    Now, in addition to triggering the victory scroll the script creates a unique building, victory_memorial, in Sparta. Note that I had to change the WhenTotest to SettlementTurnStart rather than FactionTurnStart, so that I could use the SettlementBuildingExists test.

  7. #7

    Default Re: Research: Parameters for commands & console commands

    Doubt has been cast over whether the add_money console command can be used for anyone aside from the local faction. If anyone has anything different to report, please let us know.
    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

  8. #8

    Default Re: Research: Parameters for commands & console commands

    guys I've got a problem with the create_unit command, i don't know what to type nexte because the only thing all sites are saying is: create_unit {settlement/character_name} {unit_id} {opt: how many}{opt: exp/armour/weapon}
    can one of you guys post a pre made command for Armoured Hoplites because when i do it from all the sites examples my console says not reconising unit id

  9. #9
    Anything that isn't 'member' Member Squid's Avatar
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    Default Re: Research: Parameters for commands & console commands

    Quote Originally Posted by scorpionsting View Post
    guys I've got a problem with the create_unit command, i don't know what to type nexte because the only thing all sites are saying is: create_unit {settlement/character_name} {unit_id} {opt: how many}{opt: exp/armour/weapon}
    can one of you guys post a pre made command for Armoured Hoplites because when i do it from all the sites examples my console says not reconising unit id
    The obvious problem, which the error is telling you, is that you have the wrong unit id. The command takes the unit type from EDU. Find that and you should be fine.

    -Trait/Ancillary/Building Editor

    "Two things are infinite: the universe and human stupidity;
    and I'm not sure about the universe." -----Albert Einstein

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