toggle_perfect_spy does work but only if launched inside a script.
Ok, that's good to know! I take it one could do that by simply putting toggle_perfect_spy at the start of the campaign_script?
Once in, can one toggle it off from within the game? I presume not since it has to be in the script to function in the first place.
=MizuDoc Otomo=
Thanks alpaca. Just how easy or difficult will it be to develop a script to allow toggling of perfect spy on and off? Are we talking a couple of lines of code or hours worth of work here?Originally Posted by alpaca
=MizuDoc Otomo=
Since we're lacking a lot of tutorials, you'll have to dig through most stuff yourself.Originally Posted by Jambo
I'd do it by adding an advice thread, hooking it up to a show_me script and trigger on the construction scroll help request or something like that.
The old RTW tutorials about scripting should tell you how to make a show-me, but you also have to edit descr_advice_timings.txt by adding an entry so the text will actually show.
All in all it's quite a non-trivial task for starting to mod![]()
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