The
Parameter CharacterName
bit in your advice thread looks a bit out of place - is that meant to be there or did it just get copied over from something else?
The
Parameter CharacterName
bit in your advice thread looks a bit out of place - is that meant to be there or did it just get copied over from something else?
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@HoH: what do you mean?
@makanyane: Since I don't really know what I am doing, I copied another entry and changed the necessary things. That ceratainly wasn't meant to be there.
Last edited by Caligula Caesar; January 30, 2009 at 03:05 PM.
Your advice thread
looks like the threads that are normally used for things triggered by character related stuff likeAdviceThread Saka_Thread 1
GameArea Campaign
Item Saka_Thread 1
Suppressible y
Uninhibitable
Verbosity 3
Threshold 1
MaxRepeats 0
RepeatInterval 3
Attitude Normal
Presentation Default
Parameter CharacterName
Title Saka
Script scripts\show_me\Saka_Armies.txt
Text 4tpy_Text_01_Text1
which is triggered from ' WhenToTest CharacterPanelOpen'Code:;------------------------------------------ AdviceThread Character_Details_Be_A_General_Thread GameArea Campaign Item Character_Details_Be_A_General_Text_01 Suppressible y Uninhibitable Verbosity 3 Threshold 1 MaxRepeats 0 RepeatInterval 3 Attitude Normal Presentation Default Parameter CharacterName Title Character_Details_Be_A_General_Text_01_Title Text Character_Details_Be_A_General_Text_01_Text1 Text Character_Details_Be_A_General_Text_01_Text2 Text Character_Details_Be_A_General_Text_01_Text3
if you're triggering from
'WhenToTest SettlementSelected'
then it maybe isn't returning a CharacterName parameter...
if you look at HouseOfHam's other thread http://www.twcenter.net/forums/showthread.php?t=169689
the advice suggested is:
without that bit - I was wondering if that was part of problemCode:;------------------------------------------ AdviceThread BackgroundScriptThread GameArea Campaign Item BackgroundScriptItem1 Uninhibitable Verbosity 0 Threshold 1 MaxRepeats 0 RepeatInterval 1 Attitude Normal Presentation Default Title BackgroundScriptTitle1 On_display scripts\show_me\background_script.txt Text BackgroundScriptText1
EDIT: - missed your edit, before posting that, try without that line and see if it works....
Last edited by makanyane; January 30, 2009 at 03:12 PM.
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Now I get a CTD as soon as I select a settlement.
I'm guessing that now the advice thread is actually triggering but that you didn't add the required text to
data/text/export_advice.txt
when you added the new thread...??
if you had
Title Saka
and
Text 4tpy_Text_01_Text1
you'd have needed:
{Saka} blah, blah
and
{4tpy_Text_01_Text1} blah blah
lines in the text file so it had something to look up for text to be displayed in game when that thread was called, otherwise it will crash...
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Yep, that looks like the most likely reason.
RTR website/SVN admin
- Settlement coordinate locator -for RTW/M2TW
- EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
- RTW scripting tutorials
- n-turns per year script generator
Actually, I just copied the Text 4tpy_Text_01_Text1 from the 4 turns per year script because I wasn't sure where I was supposed to put a new one (presumably export_advice), so that shouldn't be a problem. Is there an "...enums" file or whatever they are called where I have to list the scripts in curly brackets? I haven't done that.
the enums files aren't actually used by RTW if it's patched to version 1.5/ BI 1.6,
how about the
Title Saka
bit though? whatever you have after 'Title' also needs an entry in export_advice, eg.
{Saka} xxxxxxxx
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It works now. The only problem is that it overwrites the 4tpy script. I think I need to change the trigger somehow.
What? Are you trying to run 2 background scripts at once? Just merge the monitor_event block into the 4tpy script (before the first date change line there) and remove the Saka_thread and its trigger.
RTR website/SVN admin
- Settlement coordinate locator -for RTW/M2TW
- EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
- RTW scripting tutorials
- n-turns per year script generator
I've got a question, what does the numbers at the end mean?
Spoiler Alert, click show to read:
Okay.
Got another question!
Does the, this is just an example, "soldier 240" command used in historical battles to determine the size of units work in a script?
Hmm, would appear that making a line like this:
would make the unit appear with 99 soldiers in the unit.Code:unit hellenistic infantry spartiateshoplitai, soldiers 99 exp 1 armour 0 weapon_lvl 0
This post explains the spawn_army command parameters in more detail. I think it will answer most of your questions.
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- Settlement coordinate locator -for RTW/M2TW
- EDB Validator v1.2.8 (Oct 16, 2012) - for RTW/M2TW
- RTW scripting tutorials
- n-turns per year script generator
How i can what turn number is?
I have 4 turn per year script and campaign started at 215 BC.
if I´m right to spawn army is possible only in any date (turn)? it is not possible to spawn army by conditions? for example if player holds several specific regions the army of enemies will spawn?
sorry my english.
You can use spawn army in whatever condition you feel like. A given date, holding a specific region, a specific event occurs, a building is built, etc. It's just a matter of creating the correct script to fire at the correct moment.
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