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Thread: 1.2 Docudemons

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  1. #1
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: 1.2 Docudemons

    Quote Originally Posted by Jambo
    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.
    You have to put in console_command toggle_perfect_spy
    If you take the time and learn a bit of scripting, you can also find ways to switch it off again using shortcuts or buttons

  2. #2
    Senior Member Senior Member Jambo's Avatar
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    Default Re: 1.2 Docudemons

    Quote Originally Posted by alpaca
    You have to put in console_command toggle_perfect_spy
    If you take the time and learn a bit of scripting, you can also find ways to switch it off again using shortcuts or buttons
    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?
    =MizuDoc Otomo=

  3. #3
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: 1.2 Docudemons

    Quote Originally Posted by Jambo
    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?
    Since we're lacking a lot of tutorials, you'll have to dig through most stuff yourself.
    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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