Results 1 to 30 of 51

Thread: Research: Parameters for commands & console commands

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    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

  2. #2

    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.

  3. #3

    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.

  4. #4

    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

  5. #5

    Default Re: Research: Parameters for commands & console commands

    According to The Mark, the following works:
    set_building_health [settlement] [building line] [health]

    Note that the building line possibly refers to the complex name rather than the individual building name.

    Many thanks to him.
    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

  6. #6

    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

  7. #7
    Anything that isn't 'member' Member Squid's Avatar
    Join Date
    Apr 2005
    Location
    Canada
    Posts
    596

    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

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO