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  1. #1
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: Some modest results with spawn_army

    wow great, this is gonna be VERY usefull. Thanks for your attention once again Jerome
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  2. #2
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: Some modest results with spawn_army

    Yeees!!!!

    The Turks can finally spawn their army, before attacking Constantinople.
    All hail King Jerome!!!!
    Ja mata, TosaInu. You will forever be remembered.

    Proud

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  3. #3

    Default Re: Some modest results with spawn_army

    *swears blindly*

    Especial thanks for this one, Jerome. We're still saving up for the performing telegram bearing flowers and chocolate for Guy to tell us why there isn't an 'or' operator, but we'll see what we can do.

    Any light you can shed on the below that we've also not been able to get working would be appreciated:

    play_video Sample use: play_video fmv/rome_intro.mpg
    provoke_rebellion Sample use: provoke_rebellion Segesta
    call_object_shortcut Sample use: call_object_shortcut strat_ui speedup_ai - will toggle the fast ai mode
    Last edited by Epistolary Richard; 09-20-2005 at 16:12.
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  4. #4

    Default Re: Some modest results with spawn_army

    JeromeGrasdyke thank you.
    As always we apriciate your help.

    Now thanks to you we can add money to AI faction.

    syntax:

    console_command add_money faction, how_much

    Thanks again Jerome, this is HUGE help for us.
    Last edited by LorDBulA; 09-20-2005 at 17:05.

  5. #5
    CA CA JeromeGrasdyke's Avatar
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    Default Re: Some modest results with spawn_army

    Quote Originally Posted by Epistolary Richard
    Any light you can shed on the below that we've also not been able to get working would be appreciated:

    play_video Sample use: play_video fmv/rome_intro.mpg
    provoke_rebellion Sample use: provoke_rebellion Segesta
    call_object_shortcut Sample use: call_object_shortcut strat_ui speedup_ai - will toggle the fast ai mode
    play_video is unimplemented in code... sorry about that
    provoke_rebellion should work, it takes a Phrase which is matched worldwide to a settlement name and should cause a rebellion in that settlement on the next end-of-turn
    call_object_shortcut should work as well, it is used to trigger various pieces of the UI by name; it takes a ui object name and then a ui piece name, both of which are Words... this goes through the tutorial assistant, so there is a chance it will be non-functional outside the prologue
    "All our words are but crumbs that fall down from the feast of the mind."
    -- from 'The Prophet' by Kahlil Gibran

  6. #6
    Simulation Monkey Member The_Mark's Avatar
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    Default Re: Some modest results with spawn_army

    Just occurred to me that the thread title should probably be changed

    Jerome, would you happen to have any idea if a destroy_building command will be included in BI?

  7. #7

    Default Re: Some modest results with spawn_army

    Sorry wrong topic

  8. #8
    Axebitten Modder Senior Member Dol Guldur's Avatar
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    Default Re: Some modest results with spawn_army

    Just to clarify (I have not turned my mind to scripts as of yet)...

    Can I have an event in-game which spawns an army? OR must I get the player of the mod to go click the "show me" button? Could I have an event which tells him to click the said button so he at least knows what is going on?

    The replication of the senate's "rewards" (but with different units and different circumstances(i.e. not from the senate)) would be nice.
    "One of the most sophisticated Total War mods ever developed..."

  9. #9
    Member Member Dromikaites's Avatar
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    Default Re: Some modest results with spawn_army

    Quote Originally Posted by Dol Guldur
    Just to clarify (I have not turned my mind to scripts as of yet)...

    Can I have an event in-game which spawns an army? OR must I get the player of the mod to go click the "show me" button? Could I have an event which tells him to click the said button so he at least knows what is going on?

    The replication of the senate's "rewards" (but with different units and different circumstances(i.e. not from the senate)) would be nice.
    You can probably use Epistolary Richard's excellent code form his "Client Kingdoms" mod.

  10. #10
    Member Member Stuie's Avatar
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    Default Re: Some modest results with spawn_army

    Quote Originally Posted by JeromeGrasdyke
    provoke_rebellion should work, it takes a Phrase which is matched worldwide to a settlement name and should cause a rebellion in that settlement on the next end-of-turn
    Has anyone gotten this to work?

  11. #11

    Default Re: Some modest results with spawn_army

    I' m sure someone got this to work in RTW awhile ago on the twcenter site.
    Rorarii


    Camillus, Savior of Rome.


  12. #12

    Default Re: Some modest results with spawn_army

    Hi rorarii,

    Do you mean this?
    Code:
    script
    declare_counter loop
    set_counter loop 0
    
    monitor_event FactionTurnStart empire_east
                and I_TurnNumber = 1
    
    if I_SettlementOwner Alexandria = empire_east
    provoke_rebellion Alexandria 
    end_if
    terminate_monitor
    end_monitor 
    
    while I_CompareCounter loop = 0
    end_while
    end_script
    From here http://www.twcenter.net/forums/showt...voke_rebellion

    I'm going this now....

    Cheers
    Fall of the Republic - Rise of the Empire (FRRE)
    Late Roman Republic mods for B.I

  13. #13

    Default Re: Some modest results with spawn_army

    Hmm, that code doesn't seem to work or variations of it, at least not in B.I

    Anyone had success with provoke_rebellion in B.I ? - Personally i don't think it works...
    Fall of the Republic - Rise of the Empire (FRRE)
    Late Roman Republic mods for B.I

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