Results 1 to 30 of 33

Thread: Scripting problems

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    CeltiberoRamiroI Member Monkwarrior's Avatar
    Join Date
    Apr 2004
    Location
    Salduie/Caesaraugusta/ Sarakusta/Saragossa
    Posts
    828

    Default Re: Scripting problems

    Quote Originally Posted by Dol Guldur
    Might as well post this here - does anyone know how to create a new advisor message that will appear without having to click the advisor portrait first? I've never really looked into this area much. Everything works fine, but that advisor will not open automatically. If I change the verbosity to anything other than 0 it does not appear at all when triggered...I just cannot see any difference between my version and those that do open automatically...

    I will post the code if necessary.
    I have the same problem, but sometimes the message is open and sometime (the most) not. From my experience it seems to me that it is not possible to do it when the advisor appears at the faction turn start, and I feel that it is due to some interference of the incoming faction messages (the images falling from the top). When the advisor appears directly after some event or circumstances (city captured, for example) then the message appears with the typical simulate click orders.

  2. #2
    Bibliophilic Member Atilius's Avatar
    Join Date
    Oct 2005
    Location
    America Medioccidentalis Superior
    Posts
    3,837

    Default Re: Scripting problems

    Quote Originally Posted by Monkwarrior
    From my experience it seems to me that it is not possible to do it when the advisor appears at the faction turn start...
    That's been my experience also.
    The truth is the most valuable thing we have. Let us economize it. - Mark Twain



  3. #3
    Axebitten Modder Senior Member Dol Guldur's Avatar
    Join Date
    Apr 2005
    Location
    England
    Posts
    1,550

    Default Re: Scripting problems

    I've seen mods load background scripts on reloads at turn-start where the text automatically appears with the advisor (and disappears again). How is this done?
    "One of the most sophisticated Total War mods ever developed..."

  4. #4
    CeltiberoRamiroI Member Monkwarrior's Avatar
    Join Date
    Apr 2004
    Location
    Salduie/Caesaraugusta/ Sarakusta/Saragossa
    Posts
    828

    Default Re: Scripting problems

    Quote Originally Posted by Dol Guldur
    I've seen mods load background scripts on reloads at turn-start where the text automatically appears with the advisor (and disappears again). How is this done?
    Yes. It is my case too, but I use a clear_messages console command, because the messages in the first turn are not interesting at all. But this method cannot be used on any other turn, as they can include important information for the player.

  5. #5
    Axebitten Modder Senior Member Dol Guldur's Avatar
    Join Date
    Apr 2005
    Location
    England
    Posts
    1,550

    Default Re: Scripting problems

    Well, doomed to never get scripting working (too me about a year to work out how to get perfect spy working in BI - you have to use the vanilla script text files as creating new ones just never work for some odd reason) I have yet another problem.

    The advisor will never show up with triggered advice unless I "rest advisor" in the game options; it then has to be done again as it only works once.

    How can I reset the advisor (whetver that does) without having to do this? And, more importantly, how come it has been working up until yesterday? These scripting and script-related issues are so temperamental ;)

    EDIT: Apparently it is being very temperamental and is now working :( What could cause this?
    Last edited by Dol Guldur; 12-27-2007 at 17:53.
    "One of the most sophisticated Total War mods ever developed..."

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO