I put command line to export_descr_advise.txt, but when I press F1 and activate advisor, the <show me> button did not highlighted so I cannot click it to start scripts. What is wrong?
I put command line to export_descr_advise.txt, but when I press F1 and activate advisor, the <show me> button did not highlighted so I cannot click it to start scripts. What is wrong?
Did the correct advisor speech bubble appear? The Show Me How button doesn't become available until the speech bubble appears.
Post the advice thread that you added the script line to in export_descr_advice.
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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Richard
As I have got not experience whatsover in scripting I have copy edited your your script:
That works but despite press F1 button it only works once.When I remove terminate_monitor I get new units created on every turn.Could you kindly tell me what line needs to be change for the unit to be created only upon pressing F1.I guess that could be also way of having message appearing advising player he can get new units.Also is there a line that could replace "Sassanids" with something like "all except Romans"HTML Code:script declare_counter loop set_counter loop 0 monitor_event FactionTurnStart FactionType sassanids if I_SettlementOwner Dumatha = sassanids console_command create_unit Dumatha "merc cata" 1 console_command create_unit Dumatha "merc veteranii" 1 end_if if I_SettlementOwner Erewan = sassanids console_command create_unit Erewan "elite cata" 1 end_if terminate_monitor end_monitor while I_CompareCounter loop = 0 end_while end_script
I solved the problem. If a script has any syntax error, the <show me how> button did not highlighted, not allows to run a script. Now my scripts run, but not wery well:(Originally Posted by dzsagon
script
declare_counter state
set_counter state 0
declare_counter loop
set_counter loop 0
console_command add_money -100; just for test to scripts really runs
monitor_event FactionTurnStart FactionType Egypt
and FactionIsLocal
and FactionHasAllies
if DiplomaticStanceFromFaction pontus >= Hostile
set_counter state 1
console_command add_money 2000; just for test to scripts really runs
end_if
if DiplomaticStanceFromFaction pontus < Hostile
set_counter state 0
console_command add_money -2000; just for test to scripts really runs
end_if
end_monitor
monitor_event FactionTurnStart EgyptFactionType Numidia
and not FactionIsLocal
and DiplomaticStanceFromFaction pontus <= Hostile
and I_CompareCounter state = 1
console_command diplomatic_stance numidia pontus war
end_monitor
while I_CompareCounter loop = 0
end_while
end_script
My allies is Nubidia. If I declare war with pontus I want to Nubidia declares war to. But the script not doing this.
If that is a direct copy&paste from your script then this line is part of the problem:
Then, there are the if lines in the first monitor.Code:monitor_event FactionTurnStart EgyptFactionType Numidia
DiplomaticStanceFromFaction requires exported parametres from a monitor, so it will no work if it is not tied to the monitor with ands. You'll have to split the monitor in two. This is how the other monitor should begin:Code:monitor_event FactionTurnStart FactionType Egypt and FactionIsLocal and FactionHasAllies if DiplomaticStanceFromFaction pontus >= Hostile
As a rule of thumb, if a condition doesn't start with I_ it requires to be used as an event monitor condition.Code:monitor_event FactionTurnStart FactionType Egypt and FactionIsLocal and FactionHasAllies and DiplomaticStanceFromFaction pontus >= Hostile
Thanks a lot! It works now!
Another question. What is the proper command to give money to other fraction?
add_money <amount> <fraction name> not works.
From what other people have posted, you need a comma in there:
console_command add_money faction, how_much
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, it seems to be working.Originally Posted by Epistolary Richard
HI!
I want to use move_character command , but I don't know how to calculate x,y koordinates of a position on campaign map. Is there a tool or method to do this?
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