Is there any way of lifting the fog of war on the campaign map through scripting? The senate missions can reveal a settlement, so perhaps there is a way of scripting this?
Is there any way of lifting the fog of war on the campaign map through scripting? The senate missions can reveal a settlement, so perhaps there is a way of scripting this?
press the ` button (above Tab) and it'll bring you into rome_shell, from there type in Toggle_fow then the fow should be lifted until you type it again. N.B this is on the campaign map, i dont know where the script for it is, this method seems easier.
Hope this helps![]()
When I was a child
I caught a fleeting glimpse
Out of the corner of my eye.
I turned to look but it was gone
I cannot put my finger on it now
The child is grown,
The dream is gone.
I have become comfortably numb...
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There's also a reveal_tile command, which is probably what the Senate are using. toggle_fow through RomeShell is a lot better way of just seeing the whole map.
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Thanks for the help, what I am trying to do is to reveal the map just around a certain point...
A player needs to be able to 'see' a volcano for it to erupt. Because of the change in scale on the Sicily campaign map, it is very unlikely that a player will have units near MT Etna when it erupts, so the volcano effect is lost. Perhaps if I could use a script to reveal the volcano for the player (but not the rest of the map), the player would be able to see it erupting...
Yes, in that case you'll want the reveal_tile script command. It's been used in vanilla so we know it works:
Unless you're incorporating a background script then you'll need to activate it through an event script. If Mt Etna is erupting at a set date each campaign then this would be quite straightforward.Code:reveal_tile Sample use: reveal_tile 25, 43
These entries would go in your export_descr_advice:
This would be your trigger:
Here's your advice thread, also in eda.Code:;------------------------------------------ Trigger 3000_Etna_erupts_Trigger WhenToTest FactionTurnStart Condition FactionIsLocal and I_TurnNumber = 1 ; insert turn number here AdviceThread Etna_erupts_Thread 0
Add the following to export_descr_advice_enumsCode:;------------------------------------------ AdviceThread Etna_erupts_Thread GameArea Campaign Item Etna_erupts_Text_01 Uninhibitable Verbosity 0 Threshold 1 Attitude Normal Presentation Default Title Etna_erupts_Text_01_Title Script scripts\show_me\etna.txt Text Etna_erupts_Text_01_Text1
In your text\export_adviceCode:Etna_erupts_Text_01_Title Etna_erupts_Text_01_Text1
Then create a new file in \scripts\show_me\ called etnaCode:¬------------------- {Etna_erupts_Text_01_Title} Etna erupts! {Etna_erupts_Text_01_Text1} Click on the show me how button to see it.
If you want to know more about scripts and their terminology, then read this.Code:script snap_strat_camera 25,43 reveal_tile 25, 43 end_script
Last edited by Epistolary Richard; 06-11-2005 at 12:21.
Epistolary Richard's modding Rules of CoolCool modders make their mods with the :mod command line switch
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Hmmm.... actually the reveal_tile command doesn't seem to do much of anything at all....
Right, there's another way of doing this, but this is far simpler, so replace the script with this:
This works, but allows the player to see the whole map on the minimap for five seconds. If this okay for you, then great, if not there's another way.Code:script inhibit_camera_input true zoom_strat_camera 0.8 snap_strat_camera 25,43 console_command toggle_fow wait 5 console_command toggle_fow inhibit_camera_input false end_script
Epistolary Richard's modding Rules of CoolCool 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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reveal tile does work I believe, it is used in sons of mars for sure...
That comes straight from the suns of mars tutorial.Code:snap_strat_camera 21, 54 reveal_tile 8, 57
R u sure you got the right tile when testing...
Yes, it's in the prologue, which is why I assumed it worked. But I tried it out and snapped the camera to the same position but nothing was revealed. I even put it in a loop so it would continue to fire while the advisor was visible, but nothing changed. Maybe I mistyped the parameters though, if anyone gets it working then let us know.
Epistolary Richard's modding Rules of CoolCool 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
Thanks for the help guys I'll try those![]()
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