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  1. #1
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Hot Seat Mod - Beta Release

    This is the hot seat mod script. Its only a beta version so no readme etc. Its just a script I put together. It will later be adapted to realise Swoosh So's Net Based Multiplayer Campaign.

    At the moment, it works like this:

    Press end turn - The game runs until player 2s faction where it halts
    Press escape - control is handed to player 2.

    It works fine as a hot-seat mod, although it will still need adapting for a net based campaign because you can only save during the turn itself as the escape key is reserved in the period where you have pressed end turn.

    Some notes: It doesn't work if the two factions are next to each other in the turn sequence. So you need to change this in descr_strat.txt.


    Some thoughts:
    There are some problems with this system if you want some AI controlled factions. During half of the AI's turns' one faction is officially in control, so if an AI makes a diplomatic proposal or attacks player 2 this is resolved automatically. Of course if all factions are human controlled this problem does not arise. Unfortuantely you can't yet have all factions under human control because of the problem of having two factions next to each other in the turn sequence. But don't worry about that, I think I have a solution...

    Here is the script:
    Code:
    ;Hotseat script by Myrddraal Beta Version
    script 
    ;Set up counters
    declare_counter loop ;Used to keep script running
    set_counter loop 1
    declare_counter faction ;Used to determine who's turn it is
    set_counter faction 1
    declare_counter waitcounter ;Used to stop the script swapping control between the two factions back and forth
    set_counter waitcounter 1
    declare_counter esckeystolen ;Used to check what the escape key is supposed to do
    set_counter esckeystolen 0
    suspend_during_battle on ;Make sure the script doesn't stop working after a battle
    ;---------------------------------------------------------------------
    monitor_event ButtonPressed ButtonPressed end_turn ;The user presses the end turn button....
    if I_CompareCounter faction = 1
    console_command halt_ai germans ;Stops the AI at the start of the German turn if faction = 1
    end_if
    if I_CompareCounter faction = 2
    console_command halt_ai romans_julii ;Stops the AI at the start of the Julii turn if faction = 2
    end_if
    steal_esc_key on	 ;Stops the escape key from bringing up the menu so that it can be used to switch control
    set_counter esckeystolen 1
    end_monitor
    ;---------------------------------------------------------------------
    monitor_event EscPressed TrueCondition ;Player then presses esc to control the next faction.
    and I_CompareCounter esckeystolen = 1
    set_counter waitcounter 0
    if I_CompareCounter faction = 2
    and I_CompareCounter waitcounter = 0
    console_command control romans_julii ;If currrently controlling the germans, switch to the Julii.
    set_counter faction 1
    set_counter waitcounter 1
    end_if
    if I_CompareCounter faction = 1
    and I_CompareCounter waitcounter = 0
    console_command control germans ;If currently controlling the Julii, switch to the germans.
    set_counter faction 2
    set_counter waitcounter 1
    end_if
    steal_esc_key off	 ;Set the esc key back to menu.
    set_counter esckeystolen 0
    end_monitor
    while I_CompareCounter loop = 1 ;Make sure the script doesn't end
    end_while
    terminate_script
    Of course, battles between two players have to be automatically resolved. Remember, this is only a Beta.

    Use this script as a show_me script. If your not clear on how to do this, I'll post more info later, but I don't have time right now...

  2. #2

    Default Re: Hot Seat Mod - Beta Release

    amazing!!! but could you include a simple readme for those of us who dont get how to do this type of stuff? ie how to get it to run, a semi-detailed way to change the order of the turns, and a list of things to go through to get the game handed over right, like so:

    1. do all of the stuff you wish to do in your turn

    2. hit "end turn"

    and then tell us how to save it, and how to send it and so on

    this is great work and i will try and figure out how to do it!!

    thanks
    stichmaster1

  3. #3
    The Lion Prince Member Sundjata Keita's Avatar
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    Default Re: Hot Seat Mod - Beta Release

    Exellent work Myrddraal as always, you keep making this game better and better

  4. #4
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Hot Seat Mod - Beta Release

    Well like I said, this is only a 'hot - seat' version of the script, so its for several players on one computer. It will still have to be adapted for use over the net. Thats why its a hot-seat mod.

    Well this is how it runs:

    Player one does everything they want to in their turn, then hits end turn.
    The computer stops the AI sequence just before the beginning of player two's turn.
    At this point, swap players, and hit escape when your ready. Control is then passed to player two, who does the same.

    You can see why this will need adapting for play over the net as you can't save in between turns as the escape key is reserved for handing over control.

    But I will adapt it, either by making the save menu appear automatically, or by getting rid of pressing escape etc.

    NOTE: don't press escape whilst the AI is still taking its turn, make sure it has stopped.

    I just noticed that I got rid of the instructions for the several turns a year script when I uploaded the new script generator. I will upload them again and adapt them for this, its really not that different.

  5. #5
    Member Member Zharakov's Avatar
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    Default Re: Hot Seat Mod - Beta Release

    2 questions


    1. Where can we download it.

    2. Can players play each other.
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  6. #6

    Default Re: Hot Seat Mod - Beta Release

    Not to overplay it in any sense, but this is going to allow me to make the mod that I originally got into modding to make.

    Bravo, and need I say, Encore!

    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
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    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  7. #7

    Default Re: Hot Seat Mod - Beta Release

    I'm curious about the faction numbering eg, if I_CompareCounter faction = 1

    Is this just an internal id number used within the code (so any faction could be 1 or 2) or does it relate to the faction turn sequence in the game?

    Edit: Also, I'd like to change the process by which the script is activated (activate it from a different AdviceThread, use a different trigger etc.) but I'm concerned about the effect that turning advice off might have. Is there some way I can ensure that the advisor will always appear even if the player has deactivated advice?
    Last edited by Epistolary Richard; 04-06-2005 at 16:42.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  8. #8

    Default Re: Hot Seat Mod - Beta Release

    I did everything from step 2 to 7. And the 'instea of part 1' you just posted. But now my game crashes to desktop after the loading screen (so it crashes before the intro).

    Any idea what might be wong?

  9. #9

    Default Re: Hot Seat Mod - Beta Release

    yeah im having the same problem as Cealin, i copied to whole script into a txt file named descr_script.txt, saved it in the show me folder then followed all steps posted above only changin the name from four_turns to multi_player and it CTD on start up before the intro. i am sure i changed the name and text thingy every where it appeared so help please.
    "How come i cant make friends like that"
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  10. #10
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: Hot Seat Mod - Beta Release

    OK, theres no point me going through all this. I will upload the files as they should be from a fresh install. That should sort the probs out...

  11. #11

    Default Re: Hot Seat Mod - Beta Release

    Great :D, thanks for your work.

  12. #12

    Default Re: Hot Seat Mod - Beta Release

    Epistolary Richard, I'm refering to this;

    Quote Originally Posted by Myrddraal
    OK, theres no point me going through all this. I will upload the files as they should be from a fresh install. That should sort the probs out...
    I did all the instructions as I said in a post before, but my game crashes before the intro.

  13. #13

    Default Re: Hot Seat Mod - Beta Release

    any chance of a downloadable version any time soon? or will the multiplayer campagian take priorty?

  14. #14

    Default Re: Hot Seat Mod - Beta Release

    Myrddraal i sent you the files u requested can u please let me know if u got them or not and if u do have them have u had a chance to look at them yet. sorry if im being impaitient but hell this is the best thing ever so i really wanna know how too make it possible. cheers
    "How come i cant make friends like that"
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  15. #15

    Default Re: Hot Seat Mod - Beta Release

    So are the good files uploaded? Where can I download them?

  16. #16
    Bug Hunter Senior Member player1's Avatar
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    Default Re: Hot Seat Mod - Beta Release

    Are instruction needed to set up this 100% accurate?
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  17. #17

    Default Re: Hot Seat Mod - Beta Release

    So is there anyone who has this script running good, please send the files that you had to changed to: viper_tbc@hotmail.com

    If you do, I would be very happy.

  18. #18
    Bug Hunter Senior Member player1's Avatar
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    Default Re: Hot Seat Mod - Beta Release

    Ok, some info about the script.
    There is an error in script code.

    This line:
    monitor_event ButtonPressed ButtonPressed end_turn

    Should be replaced with this line:
    monitor_event ButtonPressed end_turn


    This should make script work, but it is still very buggy.
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  19. #19
    Bug Hunter Senior Member player1's Avatar
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    Default Re: Hot Seat Mod - Beta Release

    Here is a reformatted script:
    (still buggy of course)


    *script deleted to prevent confusion*
    Last edited by player1; 05-02-2005 at 21:39.
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  20. #20

    Default Re: Hot Seat Mod - Beta Release

    It works now!!

    Player1 really thanks for your fix!!

  21. #21

    Default Re: Hot Seat Mod - Beta Release

    Damn, it still gives an error..

    - I play Julii

    - I play Germania

    - I play Julii

    And then it doesn't stop and germania gets the AI turn, then it stops before Julii's turn and you can't do anything. Pressing esc also doesn't do anything.

    It does work if I save the game when I play with the second Julii turn, quit the game (to desktop), load the game and play 2 turns again. Looking at the AI load siege bug that is very bad, and also the time you have to put in it with quiting the game etc.

    Is there any smart man who can fix this ?:)

  22. #22
    Bug Hunter Senior Member player1's Avatar
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    Default Re: Hot Seat Mod - Beta Release

    Well, I got same results too.

    It seems that somwere in transition between germans --> Julii somethings gets bugged, since after Julii turn it never gets to germans again (skipps gremans and gets frerezed at next Julii turn).



    P.S.
    Have you tried instead of exiting the game to just reactivate the script (F1, show me), after you get to Julii turn again?

    Haven't tried myself (yet), but it could be a workaround.
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

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