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  1. #1
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: scripting question

    Quote Originally Posted by Atilius
    Just a quick note:

    The "soldiers" parameter to spawn_army is optional. This is nice because you don't need to concern yourself with the unit scale. If you DO use the "soldiers" option, you get the specified number of soldiers in the unit regardless of whether you're playing using small, normal, large, or huge.
    Is that right?
    I didn't know.
    I was annoyed because of that problem (fixed number of soldiers irrespective of the scale small-huge).
    Thanks.

  2. #2
    Bibliophilic Member Atilius's Avatar
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    Default Re: scripting question

    Quote Originally Posted by Monkwarrior
    Is that right?
    I didn't know.
    I was annoyed because of that problem (fixed number of soldiers irrespective of the scale small-huge).
    Yeah, I was annoyed with it too. Tried to use create_unit instead, but that has its own set of problems. Then I stumbled across some code which used spawn_army and omitted "soldiers". I figured that was wrong, but luckily I decided to test it.
    The truth is the most valuable thing we have. Let us economize it. - Mark Twain



  3. #3

    Default Re: scripting question

    Thx for the help so far: when I play 2 turns now, the advisor tells me of Alexander, but when I click the ShowMeHow button, it CTDs...

  4. #4
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: scripting question

    Quote Originally Posted by Ian Altano
    Thx for the help so far: when I play 2 turns now, the advisor tells me of Alexander, but when I click the ShowMeHow button, it CTDs...
    Post here exactly the script you use. Let's see if there is any mistake.

  5. #5

    Default Re: scripting question

    script
    declare_show_me

    spawn_army
    faction macedon
    character Gyras, named character, command 9, influence 9, management 9, subterfuge 0, age 28, , x 86, y 97
    unit levy pikemen, soldiers 80 exp 5 armour 0 weapon_lvl 2
    unit levy pikemen, soldiers 80 exp 5 armour 0 weapon_lvl 2
    unit levy pikemen, soldiers 80 exp 5 armour 0 weapon_lvl 2
    unit levy pikemen, soldiers 80 exp 5 armour 0 weapon_lvl 2
    unit levy pikemen, soldiers 80 exp 5 armour 0 weapon_lvl 2
    end

    end_script
    that's it. filename alexander_army.txt

    other bits of code have been implemented in the correct files, no errors there.

  6. #6
    Bibliophilic Member Atilius's Avatar
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    Default Re: scripting question

    If you're modding vanilla RTW, there's no unit with the name "levy pikemen", you need "greek levy pikemen" or something else. Everything else looks non-toxic. As an aside, the command, management, influence, and subterfuge settings are ignored by this command for some reason.
    The truth is the most valuable thing we have. Let us economize it. - Mark Twain



  7. #7

    Default Re: scripting question

    ok, that got it to work (silly mistake)

    thanks for helping out guys ;)

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