ok thanks. So what would be the best way to launch a background script ? The player using the F1 method ? or linking it with some HUD element ?
ok thanks. So what would be the best way to launch a background script ? The player using the F1 method ? or linking it with some HUD element ?
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To be honest, that's still in the air. The answer really depends on how mod users take to it. Myrddraal's scripts in the beginning used the F1 method because it was a useful method for beta-testing, it could be activated but equally it wasn't so obstrusive that it would get in the way. It was there if you knew what you were doing. Because other modders have been using his multiple turn script, they've also transposed the F1 method.
I know that EB, we're aware that many of the mod users won't be big modders themselves and it won't necessarily be easy for them to get into the routine of the whole "Press f1, press request advice, press show_me" routine every time they reload, so we've looked into integrating it more naturally, so when they reload they'll be prompted to start the script when clicking on a HUD element or a settlement or the like. Now, that wasn't straightforward to implement, but it was our opinion that it was more in line with that mod's intended wide appeal.
There have been very few major mods released that have had an integrated background script to date (I think TFT, I'm not sure of any others) and that I think was an optional four turn addition.
After a few major mods are released a community standard will develop, as the mod users will get used to a particular method, right at the moment though, it's a compromise between ease of implementation for the modder and the ease by which the mod-user will be reminded of the requirement to reactivate.
Of course the new Reload event that Guy put into the BI release might change all that for mods intended for BI. We'll have to see how it operates.
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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TFT is using click-on-a-settlement to make the advisor appear. So far I haven't heard any complaints, and most of the time a player will click on a settlement in the natural course of events when they start/continue a game. Even if they forget the first turn they continue a game, clicking on one the next turn is good enough for starting the four-turns-per-year portion of the script. The rest of the script's functions are not as time sensitive.Originally Posted by Epistolary Richard
So this is our Crassus/Gauls campaign code from the EDA (note that only brutii, scipii, julii, gauls and eventually parthia are playable in TFT, and thus the not I_LocalFaction conditions - those factions have their own triggers as the start date differs for their campaigns):
Code:;------------------------------------------ TFT_Campaign AdviceThread TFT_Licinii_Campaign_Thread GameArea Campaign Item TFT_Campaign_Text_01 Uninhibitable Verbosity 0 Threshold 1 Attitude Normal Presentation Default Title TFT_Campaign_Text_01_Title Script scripts\show_me\Crassus_TFT_Campaign.txt Text TFT_Campaign_Text_01_Text1 ;------------------------------------------ TFT Campaign Trigger 2300a_TFT_Campaign_Thread_Trigger WhenToTest SettlementSelected Condition not I_LocalFaction romans_julii and not I_LocalFaction romans_scipii and not I_LocalFaction parthia AdviceThread TFT_Licinii_Campaign_Thread 0
Last edited by Stuie; 09-21-2005 at 13:22.
Ah, thank you Stuie, I stand corrected![]()
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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