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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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.
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...
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...
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...
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...
I see this is coming along pretty well. What do your addRams, addTowers, and addLadders functions look like?
Here is an example script with a lot of stuff left for you to do.
function onPreFactionTurnStart(eventData)
if eventData.faction.isPlayerControlled == 0 then
...
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...
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...
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...
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...
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...
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...
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...
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.
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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
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?
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.
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,...
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...
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.
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...
Glad you figured it out!
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...
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...
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...
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...
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...
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...
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...
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...