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Thread: Adding garrison script to human player faction...

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    Default Adding garrison script to human player faction...

    Ok, so...

    A lot of people are asking me this, so:

    To give your own faction the benefit of the garrison script

    1. Go to the folder: "(your default M2TW folder)/DLV_ext/data/world/maps/campaign/imperial_campaign
    "

    2. Open the text-file with "scripts" in the filename (doing this from memory)


    3. look for the garrison script (Ctrl+f, enter "garrison"...)

    4. The garrison-script starts with declaring which faction is controlled by the player, by giving this faction a "counter = 1". Very simply, alter all the "counter = 1" to "counter = 0" (or from 1 to 0, whichever the case). This way, the player faction is "defined" as an AI-controlled faction as far as the garrison-script is concerned.

    5. SAVE THE ALTERED FILE WITHOUT CHANGING THE NAME

    6. This alteration requires a new campaign start, obviously only works with the campaigns with the garrison-script activated, the garrison spawn costs you money and using the spawned units for attacking makes your pubic hair turn green (@Tokus: no, I do not know this from experience!)

    7. Doing this is at your own risk. Update the file first and don't complain if you didn't do it right...
    Last edited by Belgae; August 13, 2007 at 08:44 AM.
    Horum Omnium Fortissimi Sunt Belgae


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