Another important question:
Does anybody know how to show the message of senate mission failed?
Thanks.![]()
Another important question:
Does anybody know how to show the message of senate mission failed?
Thanks.![]()
As your actually giving them a real Senate mission I'm surprised that they don't follow the same system and generate the mission failed message when the ten turns are up.
Have you found where the number of turns is defined for the mission?
Either way, for failure you could try running a console command to test the message, have a look at the list here. The names for the events are in descr_events_images and enums, there's one there called senate_mission_failed. Try that one.
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
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Yeah, I was also surprised. In fact I had to include the senate_mission_help_player command, or the mission never was considered as succeded.Originally Posted by Epistolary Richard
No. When you put major_reward, it seems that the mission is considered for 10 turns. But I haven't still tested any other type of reward or mission.Originally Posted by Epistolary Richard
In the list I found several types of missions and the command for the success, but nothing about fail.Originally Posted by Epistolary Richard
I will try this event. Thanks.![]()
They're all scripting commands, try the test_message console command in that list with the event I described.
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
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