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  1. #1
    Harbinger of... saliva Member alpaca's Avatar
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    Default Kingdoms commands

    Well I have a specific question after getting the campaign scripts and maybe someone could test it:

    Do destroy_buildings and destroy_units only work on a faction-wide level or can we also specify a certain city as the scope?

  2. #2

    Default Re: Kingdoms commands

    We'll need the docudemons more precisely, to know what exact options are available for those buildings. There seems to be nowhere to specify scope in the commands as they're used, but as you are aware there's a 'true' statement, and it's curious what that refers to.

    Anyhow, but possibly unrelated, levy scripts are exceptionally easy now.

    EDIT: also, I'm not entirely clear how destroy_units works, since it seems to refer to a label and regular (non named char) units don't seem to have labels.

  3. #3
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Kingdoms commands

    Quote Originally Posted by SigniferOne
    We'll need the docudemons more precisely, to know what exact options are available for those buildings. There seems to be nowhere to specify scope in the commands as they're used, but as you are aware there's a 'true' statement, and it's curious what that refers to.

    Anyhow, but possibly unrelated, levy scripts are exceptionally easy now.

    EDIT: also, I'm not entirely clear how destroy_units works, since it seems to refer to a label and regular (non named char) units don't seem to have labels.
    Why are levy scripts exceptionally easy?

  4. #4

    Default Re: Kingdoms commands

    Well not the randomized ones that you have, but static ones are super easy -- make a 'train a legion' building available to be built. Trigger on it being built, create the army, then destroy all legion buildings for that faction, even if global action.

  5. #5
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Kingdoms commands

    Quote Originally Posted by SigniferOne
    Well not the randomized ones that you have, but static ones are super easy -- make a 'train a legion' building available to be built. Trigger on it being built, create the army, then destroy all legion buildings for that faction, even if global action.
    Yeah but I think triggering on unit recruitment is more in-style anyways. Of course you can do the same with the kill_units command

  6. #6

    Default Re: Kingdoms commands

    Yep that's right, kill_units would make more sense, since both commands are now available. However I am not entirely clear how kill_units works, since it seems to reference a unit label and not the actual unit type.

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