Can somebady help me with 4 or more turns script? How can i inplement text and wher in DTW?
Can somebady help me with 4 or more turns script? How can i inplement text and wher in DTW?
A 4tpy script? I think those are usually part of background scripts, and D:TW
has a background script(I think.) My meager experience with modding tells me that
you should make a copy of the files you would change, just in case you
mess up. Also, WinMerge could help(google it.)
Anyway, start with this thing here(http://forums.totalwar.org/vb/showthread.php?t=52168),
download the .zip file, and follow the first few instructions on that page.
NOW, here comes the tricky part.
I personally have tried this before, without success, however;
maybe this time, we can get it working for the both of us.
Anyway, first of all, MAKE A BACKUP OF export_descr_advice!!!
Do that by renaming it to something, like, I dunno, export_descr_advice_old.
Then, take the export_descr_advice that is in the same folder as the
scriptgen.exe. Copy it, go to My computer, open C:\, go to program files,
go to The Creative Assembly, open the RTW folder, go to your DTW folder,
open Data, and paste the file there.
Now, run the scriptgen. Next, go to C:\ in My computer, again.
You should see a script file, in .txt format.
Take that file, and put it in the DTW\Data\scripts\show_me folder.
It SHOULD now work, but to start the script, you have to press the
ESC key in the campaign map, then click the "?" in the upper-right hand
corner. Then, click the "show me how" button on your advisor.
That should do it.
Good luck with this, getting it to work, and doing what I just wrote down
the right way. lol.
I tried more than once to implement a 4tpy script in DTW, but with no success. I think that was because of the old BK_Script, which included all campaigns and for some of them it didn't even trigger. In the next release each campaign has its own script, so I think it will be much easier.
Why would you want to play with 4tpy anyways? Making it work in this case wouldn't take more than a few seconds if you had the 4tpy script, why even assume it's anything complicated?? - DTW already has a background script, so you only have to populate the bk script.
Still, DTW is meant to be played with 2tpy.
"If you want epic, try using logic with your girlfriend."
#Complete Guide to BPI - Model INFO# #3dsMax CAS IE ALX Patched#
#Zeus Tool - EDB/DMB/DS Validator# #New Medium Wooden Walls#
I know DTW is meant as 2tpy, but that's my personal taste to play with more than two turns...that's why I never proposed it, and tried to do for my personal playing.
Anyway, in theory it shouldn't be complicated to implement it, I agree. But the BK_Script, which included all campaigns, didn't trigger either, so maybe that's why a 4tpy script don't work. I haven't tried to do that after it was split into 4.
The BK script always triggered, it was the complex conditionals that RTW didn't understand that made it not work.
"If you want epic, try using logic with your girlfriend."
#Complete Guide to BPI - Model INFO# #3dsMax CAS IE ALX Patched#
#Zeus Tool - EDB/DMB/DS Validator# #New Medium Wooden Walls#
Ok ,can,sombady explane to me how to populate bk script or what must to be done to play xtpy per turn?
That would beat the fun of figuring it out all by yourself.
"If you want epic, try using logic with your girlfriend."
#Complete Guide to BPI - Model INFO# #3dsMax CAS IE ALX Patched#
#Zeus Tool - EDB/DMB/DS Validator# #New Medium Wooden Walls#
i used Myrddraal script and work fine. But i didnt touch bk script. Red Fox what i must to change there or not?
Last edited by dzigi; September 19, 2009 at 04:18 AM.
Wait, what? dzigi, xtpy works for you in DTW?
Anyway, in my first post in this thread, I was wrong on
some counts. It appears that the script generated by
Myrddraal's should be part of the BK script. I will test that
shortly, and let you guys know what happens.
EDIT: Nevermind what I just said, the only thing you have to change
is this:
1. put descr_script in the DTW\Data\scripts\show_me\ folder.
2. Search for this: AdviceThread Help_Game_Options_Scroll_Thread
3. That entry look like this currently:
;------------------------------------------
AdviceThread Help_Game_Options_Scroll_Thread
GameArea Campaign
Item Help_Game_Options_Scroll_Text_01
Uninhibitable
Verbosity 3
Threshold 1
Attitude Normal
Presentation Default
Title Help_Game_Options_Scroll_Text_01_Title
Text Help_Game_Options_Scroll_Text_01_Text1
;------------------------------------------
4. Make that entry look like this.
;------------------------------------------
AdviceThread Help_Game_Options_Scroll_Thread
GameArea Campaign
Item Help_Game_Options_Scroll_Text_01
Uninhibitable
Verbosity 0
Threshold 1
Attitude Normal
Presentation Default
Title Help_Game_Options_Scroll_Text_01_Title
Script scripts\show_me\descr_script.txt
Text Help_Game_Options_Scroll_Text_01_Text1
;------------------------------------------
The differences are: Verbosity 3->Verbosity 0
and the addition of the line
"Script scripts\show_me\descr_script.txt".
To turn on the script, go to the campaign menu(press ESC),
click on the ? in the upper right corner, and if the advisor
pops up, click the "show me how" button.
I will test this shortly.
EDIT2: Wow, I think it worked. If I start a campaign, and do the "show me
how" thing, I get another summer instead of winter after hitting the end turn
button. lol
Last edited by Silver Legionary; September 20, 2009 at 12:02 AM.
*sigh* If you just put it there as a part of the BK script it'll work fine. I don't understand why you guys need to complicate this so much.
"If you want epic, try using logic with your girlfriend."
#Complete Guide to BPI - Model INFO# #3dsMax CAS IE ALX Patched#
#Zeus Tool - EDB/DMB/DS Validator# #New Medium Wooden Walls#
Silver Legionary: this method is correct, but since there are 3 different start years (328, 305, 279 BC) it would be better to find a way to implement it into the campaign scripts, because now there is no longer a single big BK script, but a separate script for each campaign.
RedFox, I had already tried to add a 4tpy script to the BK, but it didn't trigger. I haven't tried after the old BK was split, though...
That's because you copy stuff into scripts without even having the slightest clue what it does. If you sat down and had an attention span longer than 5 seconds, you would have figured it all out already.
"If you want epic, try using logic with your girlfriend."
#Complete Guide to BPI - Model INFO# #3dsMax CAS IE ALX Patched#
#Zeus Tool - EDB/DMB/DS Validator# #New Medium Wooden Walls#
You're wrong, because I tried lots of combinations. Not having a great experience on scripting I looked at the EB background script, I made something similar, I was careful with counters and monitors...I admit I didn't spend hours on it, but at least half an hour.
Well, doesn't matter. Now it should be easier to do.
Since you guys don't seem to figure it out, you're supposed to put the script before the main loop. The conditionals in 1.06 are faulty, but I've attached 1.07 CmpMain_Script.txt for those who want it to work. I wouldn't play anything else than Imperial Campaign after replacing it though.
Code:;======================================== ;============== Loop it continuously ;======================================== >> Insert 4tpy script stuff here while I_CompareCounter loop = 1 end_while
Last edited by RedFox; September 20, 2009 at 01:48 PM.
"If you want epic, try using logic with your girlfriend."
#Complete Guide to BPI - Model INFO# #3dsMax CAS IE ALX Patched#
#Zeus Tool - EDB/DMB/DS Validator# #New Medium Wooden Walls#
I dont hawe separate bk script in dtw? where i can get it . or 1.7 patch if exsiste? and force diplomacy dont work when replacing aniclary with midral aniclary.txt.
@RedFox: ah, BEFORE the loop? I thought it was a script activator or something like that...sorry, and thanks for pointing this out!
@dzigi: don't worry, download and install patch 1.07 and it will be all right!