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  1. Replies
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    Re: Condition I_SoundPlaying

    I_SoundPlaying works for sound events defined in the sounds text files as well as scripted sounds from play_sound_event. I don't know if it works for events in .evt files.
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    Re: Condition I_SoundPlaying

    No, the reason your first example above doesn't work is because this extremely optimistic bit of code...



    monitor_event TrueCondition


    ... doesn't do anything. I just tested, half expecting...
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    Re: Condition I_SoundPlaying

    The I_SoundPlaying condition certainly does return true for sounds triggered and tagged with the play_sound_event command. In fact, this was the basis of all pre-Lua custom character selection audio...
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    Re: Condition I_SoundPlaying

    If I recall correctly, this condition can only be used to check if a scripted sound event with a specified tag is playing. It can't check other sounds. The tags are defined as part of the...
  5. Re: Get AI Army to build more siege equipment

    Ah, I didn't see that you were assigning the number of equipment. Really cool that it works out, but I wonder how the game decides which units get the equipment. And what happens if you assign more...
  6. Re: Get AI Army to build more siege equipment

    I see this is coming along pretty well. What do your addRams, addTowers, and addLadders functions look like?
  7. Re: Get AI Army to build more siege equipment

    Here is an example script with a lot of stuff left for you to do.




    function onPreFactionTurnStart(eventData)
    if eventData.faction.isPlayerControlled == 0 then
    ...
  8. Re: Get AI Army to build more siege equipment

    I had not seen that tutorial by Archaon nor any mention of 'sieging' or 'garrisoned_army' elsewhere on TWC, so thanks for bringing this to my attention. Standard practice for spawning an army that is...
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    [Tutorial] Re: Kingdoms: making an UI

    The .lnt file in the menu folder only controls the size and position of text and UI elements in the menus.

    In general, it is not possible to move and resize text and UI elements on the campaign...
  10. Re: Ms3d to cas. file error: "input string was not in a correct format"

    If your .ms3d files are ready to be converted to .cas, and don't require any further human input beyond conversion, that wouldn't be too hard to do in bulk using IWTE. You can DM me the files if you...
  11. Re: How to change name of upgrade levels for castles?

    This is incorrect. I just tested again to confirm; the wall_level effect doesn't change which model is used for cities or castles on the strategy map. From what I remember, it doesn't do anything for...
  12. Re: Lighting flips on units - normal map issue?

    What you and the game call a "normal map" isn't strictly a normal map. Iirc, one of the channels handles topology similar to a normal map and one of the channels acts like a specular map. The latter...
  13. Re: Building only buildable when character with a specific trait is in settlement

    Yeah, construction happens between ButtonPressed end_turn and SettlementTurnEnd. You should post your script.



    Methinks it depends on how, exactly, the script writer wants this to work. Does...
  14. Re: How to change name of upgrade levels for castles?

    The faction-specific settlement level names can be found in expanded.txt in entries such as below:



    {EMT_ENGLAND_HUGE_CITY}English Huge City
    {EMT_ENGLAND_LARGE_CASTLE}English Fortress...
  15. Re: In which descr_ file is the trigger for when the general dies?

    That's a good point. The fact that the first few units are typically the only ones to suffer auto-resolve losses is a significant bug and exploit for human players.
  16. Re: In which descr_ file is the trigger for when the general dies?

    I had to dig through old messages to find this, but probably worth posting: Serious Potato tested recruit_priority_offset in 2021 by creating units with otherwise identical stats. The unambiguous...
  17. Re: In which descr_ file is the trigger for when the general dies?

    Here's the link to Serious Potato's AI Personalities page. This page doesn't give the exact formulae used in AI recruitment/construction decisions, the exact formulae may not be known yet, but I seem...
  18. Re: Building only buildable when character with a specific trait is in settlement

    I'm going to keep pointing out the bugs in your scripts because this is an interesting topic and every time you've posted a sample in this thread, it's gotten incrementally closer to a 100% bug free...
  19. Re: Building only buildable when character with a specific trait is in settlement

    It doesn't look like you're selecting the other settlement in your video after moving the faction leader over. Ironically, you're using the trick I mentioned earlier to open the building browser for...
  20. Re: Building only buildable when character with a specific trait is in settlement

    This is essentially the same script as before; using SettlementSelected and testing the governor's attribute value. You've just added an extra condition: 'and I_EventCounter leader_capital = 1', but...
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    [Tutorial] Re: A Guide for Missions

    You can't use create_mission for this because there's no way to get the devastating general's label (he might not even have one). However, the game is very good about creating this mission type...
  22. Re: Old mod not showing text in campaign UI

    Post the entire config and batch file from the mod. You can use the "contentbox" syntax to make it expandable so your comment isn't massive. I find it strange that the mod creator didn't just include...
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    [Tutorial] Re: A Guide for Missions

    Thanks for the usage example. That may come in useful at some point.

    I know for a fact that it's possible to create the assassinate_general mission type in script. Have you tried using the...
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    [Tutorial] Re: A Guide for Missions

    Please post a usage example for descr_campaign_ai_db.xml, I'm interested to see how this looks.



    Jojo or youneuoy may know this by now.



    This I can answer and the answer is 'no'. In...
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    [Tutorial] Re: A Guide for Missions

    In which file did you find this modifier and is 'target_faction_to_outlive' a valid decision entry in descr_campaign_ai_db.xml? If so, do you have a usage example? I'm guessing it comes from one of...
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    [Tutorial] Re: A Guide for Missions

    Have you seen anything in the AI data files to suggest the AI acts on missions? For that matter, is there any evidence the AI acts on campaign victory conditions?
  27. Re: Old mod not showing text in campaign UI

    Did you follow the instructions at the bottom of that submod's page?



    Without doing this, you will get the missing text bug as discussed in this thread.
  28. Re: Unit Recruitment Pool Limit - Crashing

    I don't know if either of these limitations were added to any formal guides. Honestly, these are the sort of things that are just tribal knowledge around here. You can find comments on them here,...
  29. Re: Unit Recruitment Pool Limit - Crashing

    Yes.



    If Faction 2 has access (all conditions in EDB satisfied) to those 33 recruit_pool lines from a single building at the start of the campaign, then the game will crash with nothing in the...
  30. Re: Unit Recruitment Pool Limit - Crashing

    There is a limit of 32 active recruit_pool lines per building level. An 'active' EDB effect is one for which all conditions are met at the same time for any given faction.
  31. Re: The reason behind AI being stupid: Destroyed Faction bug.

    I'm not sure this is actually a bug. CA may have wanted the enemy factions you destroy (or at least, allow to be destroyed) to continue affecting your diplomacy after they're dead. E.g. you can't...
  32. Re: Game crash when try to test Greek Fire/Mangonel without skeleton.dat and pack.dat

    Glad you figured it out!
  33. Re: Game crash when try to test Greek Fire/Mangonel without skeleton.dat and pack.dat

    I'm not sure what you mean when you say you're testing with the animations unpacked. The game will only read skeleton and animation files from packs, it won't use the raw .cas files except for...
  34. Re: Building only buildable when character with a specific trait is in settlement

    Hidden resources can't be changed during the course of the campaign, so you will just be restricting the clan to specific regions by adding a hidden resource condition in EDB.



    There are...
  35. Re: Adding Fire thrower unit to my mod... it crashes

    I would recommend against deleting any of the vanilla files. Are you sure the Voice.dat file is building correctly? Do you have all of the necessary text files in your mod's data folder? It sounds...
  36. Re: Building only buildable when character with a specific trait is in settlement

    This sounds like a guild with more steps and longer AI turn times. The GovernorAttribute condition requires a new monitor every time it's used, which means the total number of required mintors for...
  37. Re: Building only buildable when character with a specific trait is in settlement

    Ah yes, I remember that from Withwnar's faction aliveness check. Not sure why he used 999, that condition is essentially just checking if the faction leader has a command attribute at all, if he...
  38. Re: Building only buildable when character with a specific trait is in settlement

    In my example, it takes 10 turns, starting from when the governor enters a fresh settlement, before the guild is offered. You could also add a RandomPercent condition on top of or instead of this to...
  39. Re: Adding Fire thrower unit to my mod... it crashes

    You should always post the solution to your problem when you find it just in case anyone else has the same issue in the future and finds this thread.

    The mod will automatically use the audio files...
  40. Re: Building only buildable when character with a specific trait is in settlement

    I will preface my answer by saying that things like this are trivial with EOP, but that requires knowledge of Lua scripting and I won't discuss it here as it's not the correct forum for it. I will...
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