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  1. #1
    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.

  2. #2
    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.

  3. #3

    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.

  4. #4
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: alpaca's Script-O-Rama

    Quote Originally Posted by grif
    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.
    Hmm it still works with that syntax for me, maybe you didn't add the name to the Turks' list of names?

  5. #5

    Default Re: alpaca's Script-O-Rama

    Quote Originally Posted by alpaca
    Hmm it still works with that syntax for me, maybe you didn't add the name to the Turks' list of names?
    Has added names.
    With this command the army does not appear also other commands cease to work.

    P.S. I ask a pardon for bad English, I work with the program the translator.

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

    If other commands stop working you made a mistake or used a command that disables them somewhere. Some commands aren't safe to use, so try just putting spawn_army into your script and nothing else (and be sure to put it into a monitor because the script can't spawn armies on game start)

  7. #7

    Default Re: alpaca's Script-O-Rama

    Quote Originally Posted by alpaca
    If other commands stop working you made a mistake or used a command that disables them somewhere. Some commands aren't safe to use, so try just putting spawn_army into your script and nothing else (and be sure to put it into a monitor because the script can't spawn armies on game start)
    And how it is better to make?
    Write please that there was an army.

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