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Thread: Creating Garrison Script.

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  1. #1

    Default Re: Creating Garrison Script.

    I followed Bardo's guide and it works. Thanks!
    Last edited by Hoginator01; 09-03-2010 at 20:39.
    Respectfully,

    Hoginator01

  2. #2

    Default Re: Creating Garrison Script.

    Note I find that garrison script too complicated and hard to maintain, since it needs all the settlement names and coordinates. If I would have to create a garrison script now, from scratch, I would use one based on this simpler method:

    Code:
    monitor_event CharacterTurnEndInSettlement FactionType [faction name]
       and IsUnderSiege
       and SettlementName [settlement MAP name]
    
          console_command create_unit [settlement INTERNAL name] "[unit name]" 1
    
    end_monitor
    The limitation is it only works if there is a named character inside the city, but you only need to write one monitor per city.
    It would be easy to add one named charater at each city, and to give them a trait with penalty to movement points to avoid AI move them.

    I already used this method for siege of Helm's Deep in our mod and it works. I would just need to add a counter to avoid the script being triggered every turn.

    I tried to place other useful info about scripts here:
    http://www.twcenter.net/forums/showthread.php?t=300345
    Last edited by Bardo; 09-03-2010 at 21:43.

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