glad to be of assistance
glad to be of assistance
It is my great honour to have my poem Farmer in the Scriptorium here.
Nice Theodotos.
Icedie of South also PMed me his work, and after helping him fix a few errors has completed the second lesson.
Done:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
You are right there is one thing left on yours. Check your PM box, and I marked you as pending for now.
Dewy, nice job. You have been added.
Okay a couple of questions,
If i look in the text file in the mymod folder there are 2 versions of the historic events file a txt one and a .bin one. Which one do i edit, do i still need to convert the .bin file.
In historic events there is a long list of events for the game. do i need to clear these or just add my scripts to the bottom of the list.
Just add yours anywhere in the file. Strings files only work as references, meaning junk code in strings files doesn't do any harm. You could enter a gazillion strings that never get referenced by anything and it wouldn't hurt the game. The only problem you encounter is if a string does get referenced and it isn't there. If you make a mod though I do recommend you remove unnecessary string entries from most strings files to lessen the risk of a duplicate.
House of Ward ~ Patron of Eothese, Mythic_Commodore, Wundai, & Saint Nicholas
Son of PW
Script:
Spoiler Alert, click show to read:
Screens:
Spoiler Alert, click show to read:
That should be it, I suppose. I followed the lesson up till I started testing the unit spawning portion. I didn't want to have to wait 10 or 20 turns to test it, so I lowered the turn required to 2.
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Last edited by Odoaker; July 13, 2009 at 09:39 AM.
Developer of Rising Sumer
Beta-tester for ChC; Mapper of Colonialism-TW;
Sorry I'm so far behind. Today's the first chance I've had to do this.
Garrison script code:
Spoiler Alert, click show to read:
Screenies below.
Spoiler Alert, click show to read:
Last edited by aduellist; July 11, 2009 at 10:12 PM.
Under the patronage of TheFirstONeill
Proud team member of THERA, A New Beginning
"The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all." H. L. Mencken
"Liberty is meaningless where the right to utter one’s thoughts and opinions has ceased to exist. That, of all rights, is the dread of tyrants. It is the right which they first of all strike down." Frederick Douglass
Does this script function entirely? You seem to have started using "event_counter" instead of I_EventCounter for your conditions in the latter half of the script, which to my knowledge should not work.
@ Odoaker: I assume you're still working on it?
Looks good.
House of Ward ~ Patron of Eothese, Mythic_Commodore, Wundai, & Saint Nicholas
Finished lesson 2 here are the pictures,
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Finally my code. I am sure it could be optimised but it works so..
Spoiler Alert, click show to read:
I finally got mine done,
Code:create_unit Rennes, Archer Militia, num 2, exp 1, arm 0, wep 0 create_unit Rennes, Spear Militia, num 2, exp 1, arm 0, wep 0Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Horum omnium fortissimi sunt Belgae :
Hesus 's Photo Gallery
The Writers Study|Ex-Global Moderator|Moderation Mentor| Ex - Librarian of the Scriptorium|PoTW|MAARC|ToTW
SPQR Forum Moderator
Alex-ander:
Looks good, except for two minor things. First, you declared a counter named Reinforce, and then you are setting an event_counter named Reinforce. They are two different objects as far as the game engine is concerned. What you did is reserve a spot in memory for a counter that is not used.
Second, in your second monitor it says:
Since you did not set a number for that event_counter it will always fire true. It needs to say and I_EventCounter Reinforce == 1. I will add you to the list for finishing this lesson, just keep in mind that you have to be specific when you are checking counters and event_counters or your script will drive you nuts. In this case it probably wont hurt the script to have that one always fire true, but in other scripts it will.monitor_event FactionTurnEnd FactionIsLocal
and not I_SettlementUnderSiege York
and I_EventCounter Reinforce
Hesus can you post your script please?
I think you should have broke this lesson into part A and B.. lol I am trying to work on it in the time I have avail.
I will have this up by Sunday evening along with Lesson 3.
From the holy bloodline of GodEmperor Nicholas | The last son of Publius
D|need | uanime5 | xeryx | Naimad | Lord_Calidor | Yelü Dashi | Tyre | Augustus Lucifer | gogo t
Tominokar | morfeasnikos | alien_t | dome | Octavius
Yayyyy, after so many hours I got it to work!
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:
Under the noble patronage of Jimkatalanos