Quote Originally Posted by SigniferOne
Code:
monitor_event EventCounter EventCounterType update_authority
	and EventCounter = 1
What's the advantage of using the event counter over a regular counter, if you won't be invoking it in export_descr_buildings.txt?

Also, I tried out filter_settlement_commands -- very neat. Hopefully someone can do tests of whether the AI is limited by this command, or only human. Have you considered disabling the 'build' and 'recruit' buttons as an alternative? I know it won't stop AI, but I think it would look really striking on the campaign map, when the game says you own the settlement, but you cannot click on anything in it.


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EDIT: I hear your point about documented commands not working as described. Sometimes the proper syntax defies all of the (already convoluted) convention, it's ridiculous. For instance, some person was suggesting this use for launching a script on a button being pressed:


Code:
monitor_event ButtonPressed ButtonPressed character_info_zoom_to_button
...
end_monitor
which makes all kinds of sense (once you get past the convoluted word conventions), because there actually is a ButtonPressed condition, and so it should work. But it doesn't. I even tried

Code:
monitor_event ButtonPressed ButtonPressed character_info_zoom_to_button TrueCondition
but no luck. Finally, I ridiculously tried

Code:
monitor_event ButtonPressed character_info_zoom_to_button
...
end_monitor
and it worked. Although it shouldn't. Because character_info_zoom_to_button is not a condition. Argh!!

We should really release a proper docudemons, with the commands properly documented with examples, because no one except the most diehard fans will want to wade through all this to implement scripts in their favorite game.
The advantage is that I hate monitor_conditions with it's heartbeat.
If I change an event counter it'll throw an event that I can use a monitor_event on - which I prefer.

Code:
monitor_event ButtonPressed character_info_zoom_to_button
...
end_monitor
That code won't work as you intend it to, any condition the game doesn't know is treated as true and therefore yes, your monitor will trigger on the zoom button. But it'll also trigger on every other button that's being pressed.
As some research I just conducted returned, the thing with character_info_zoom_to_button is that it's actually linked to garrison_info_zoom_to_button probably by oversight from the devs. This means that you should use something like this:
Code:
monitor_event ButtonPressed ButtonPressed garrison_info_zoom_to_button
	and not I_ScrollOpen own_settlement_info_scroll

	console_command add_money 40000
end_monitor
There is already an "Ultimate Docudemon"-or-whatever-it's-called project by GrnEyedDvl, you might want to participate in that. As for me, I simply don't have the time to invest it into such a project in addition to real life and modding.