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  1. #1

    Default Re: alpaca's Script-O-Rama

    lordyu, the actual problem in your code (aside from the "1" typo in the event handler) is that you use == in your if statements. You need to use =. The error log was helpful in tracing down that one.

  2. #2
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: alpaca's Script-O-Rama

    In my experience you can use == as a logic token, it's the same as =
    The original campaign script uses ==, too

  3. #3
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: alpaca's Script-O-Rama

    Ok, I resumed to work on this by adding a bit more to the tutorial. Will have a look at adding more stuff, too. Kick me a bit in the backside from time to time so I don't let this slip

  4. #4

    Default Re: alpaca's Script-O-Rama

    Could You maybe make a list of new/changed features from RTW scripting?
    That would be really helpful. I love that You can triger events from script, storing trigers in save files is pericles and IsSettlementBesige (Dont know exact frase) event is so great.
    What else M2TW holds?
    Links for CA docudemon files would also be great.

  5. #5
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: alpaca's Script-O-Rama

    Well I actually don't remember much about what has changed from RTW.
    One of the things is that map-related stuff often doesn't work in show-me scripts (because the map isn't loaded at game start anymore but at campaign start).
    The state of the campaign script is saved now though so that's no huge problem because we can use that for almost everything.
    Another important change in 1.2 is the set_event_counter command which allows you to interact between different scripts, the edb and all files requiring triggers, and the ability to dynamically change leader AI personalities by script.

    Anyways, I'll see what I can get together. A link to the docudemons will be added to the tutorial prerequisites.

  6. #6
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: alpaca's Script-O-Rama

    Added a how-to about spawning armies and characters.

  7. #7

    Default Re: alpaca's Script-O-Rama

    Hi!
    Does not work with a patch 1.2
    Why? Here my command:

    monitor_conditions I_TurnNumber = 1
    spawn_army
    faction turks
    character Bel_Kermek, named character, age 30, x 279, y 138
    traits GoodCommander 2
    unit ME Bodyguard exp 1 armour 0 weapon_lvl 0
    unit Turkomans exp 0 armour 0 weapon_lvl 0
    unit Turkish Archers exp 0 armour 0 weapon_lvl 0
    end

    terminate_monitor
    end_monitor

    And in a patch 1.1 works.

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