Where can I get this file?
In docudemon_commands.txt it is said that in available_ui_elements_ids.txt there is a list with all the ui_elements to be used in scripting in combination with ui_flash_start or select_element.
Thanks in advance.![]()
Where can I get this file?
In docudemon_commands.txt it is said that in available_ui_elements_ids.txt there is a list with all the ui_elements to be used in scripting in combination with ui_flash_start or select_element.
Thanks in advance.![]()
Aha, you have asked one of the great mysteries of RTW scripting, for many years no one - no matter how hard they searched with hex editors through hidden files - could find such a thing.
Fortunately, with the second coming of Jerome many of these eternal questions have been answered:
https://forums.totalwar.org/vb/showp...25&postcount=5
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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 your patience, ER.I had read that thread when it had been posted, but I had completely forgotten.
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As you probably imagine, I'm trying to destroy buildings through script.
For the moment I'm able to select the settlement, to show the building cards in that settlement, but my problem now is how to select the corresponding building card to simulate a mouse click on it.
Any idea?
Nope, that's where I got stuck as well. I think you'll find there's a point_at command that could be used to circle a building, but there's nothing that allows you to highlight it for the purposes of auto-clicking on it.
That's where I got to, do let us know if you get any further![]()
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
Even I was unable to do that.Originally Posted by Epistolary Richard
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Could you give me the correct syntax for the highlight? I've used point_at_card but it doesn't work for me with this syntaxwith and without 1 at the end. There exists point_at_unit_card, but unfortunately there is no reference in the commands to any "point_at_building_card".Code:point_at_card building muster_field
What about moving the cursor? Would it be possible to place it on the card?
If this is impossible, the only way should be through human participation, that is a sort of guided tutorial. It would be necessary to disable_entire_ui and send the message that the building must be destroyed. Only in case this is detected the ui would be again enabled. I'll try this approach.![]()
I'm rather hazy on this, so I might be wrong, but try using the complex name rather than the building name and see if that works.
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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