Greetings,
I've been trying to get this one to work properly but something seems to elude me.
EXCERPT MONGOL INVASION
This is an excerpt from my campaign_script. Runs fine and doesn't seem to encounter problems except for the spawning part in game.Code:monitor_event EventCounter EventCounterType mongols_invasion and EventCounter > 0 if I_EventCounter mongols_invasion == 1 add_events ;;; SCOUTING INVASION event emergent_faction mongols date 0 ; region Tbilisi_Province ; region Yerevan_Province ; region Bulgar_Province region Sarkel_Province region Baghdad_Province movie event/mongols_invade.bik ;ADD MONGOL INVASION 1 event counter mongols_invasion date 2 end_add_events end_if if I_EventCounter mongols_invasion == 2 ;Sarkel if I_CharacterTypeNearTile mongols named_character, 30 258, 134 set_counter mongols_sarkel 1 end_if ;Tbilisi / Yerevan ; if I_CharacterTypeNearTile mongols named_character, 20 278, 101 ; set_counter mongols_yerevan 1 ; end_if ;Baghdad if I_CharacterTypeNearTile mongols named_character, 30 291, 70 set_counter mongols_baghdad 1 end_if ;;; MONGOL INVASION 1 SCRIPT spawn_army faction mongols character Jebe, named character, age 30, x 292, y 166, family ;command 8, dread 9, loyalty 7, piety 1 traits EasternWarlord 3 , GoodCommander 2 , Bloodthirsty 2 , BattleDread 4 , Energetic 2 , StrategyDread 2 , PublicFaith 1 , Loyal 2 , ContentGeneral 3 ;command 8, dread 9, loyalty 7, piety 1 unit Mongol Bodyguard exp 6 armour 0 weapon_lvl 0 unit Mongol Infantry exp 6 armour 0 weapon_lvl 0 unit Mongol Infantry exp 6 armour 0 weapon_lvl 0 unit Mongol Infantry exp 6 armour 0 weapon_lvl 0 unit Mongol Infantry exp 6 armour 0 weapon_lvl 0 unit Mongol Infantry exp 6 armour 0 weapon_lvl 0 unit Mongol Foot Archers exp 6 armour 0 weapon_lvl 0 unit Mongol Foot Archers exp 6 armour 0 weapon_lvl 0 unit Mongol Foot Archers exp 6 armour 0 weapon_lvl 0 unit Mongol Foot Archers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 6 armour 0 weapon_lvl 0 end spawn_character mongols, Yesuk, spy, age 20, x 289, y 165 console_command give_trait Yesuk NaturalSpySkill 3 console_command give_trait Yesuk GoodSpy 4 ;;; move them to location of first invasion if I_CompareCounter mongols_sarkel = 1 reposition_character Jebe, 280, 136 reposition_character Aradai, 277, 133 reposition_character Bayan, 278, 131 reposition_character Abadhun, 276, 132 reposition_character Bavdai, 276, 133 reposition_character Yesuk, 276 134 end_if ; if I_CompareCounter mongols_yerevan = 1 ; reposition_character Jebe, 291, 109 ; reposition_character Aradai, 289, 108 ; reposition_character Bayan, 291, 107 ; end_if if I_CompareCounter mongols_baghdad = 1 reposition_character Jebe, 292, 58 reposition_character Aradai, 290, 60 reposition_character Bayan, 293, 63 reposition_character Abadhun, 290, 61 reposition_character Bavdai, 290, 63 reposition_character Yesuk, 289, 60 end_if
Yesuk the spy is spawned, but nameless. He has all the traits he should have and can be reset and moved around the map via console just fine as if the game knows his name. It just isn't displayed.
When he spawned nameless, the mongols camped outside Sarkel endlessly until the Timurids spawned and Yesuk finally got his name displayed.
EXCERPT TIMURID INVASION
The Timurid spy (well actually mongol, because in this iteration I forgot to change the second spawn's faction to timurid) was nameless now though, but both Mongols and Timurids immediately went into full attack mode.Code:monitor_event EventCounter EventCounterType timurids_invasion and EventCounter > 0 if I_EventCounter timurids_invasion == 1 ;;; SCOUTING INVASION add_events event emergent_faction timurids date 0 ; region Tbilisi_Province ; region Yerevan_Province ; region Bulgar_Province region Sarkel_Province region Baghdad_Province movie event/timurids_invade.bik ; ADD TIMURID INVASION 1 event counter timurids_invasion date 2 end_add_events end_if if I_EventCounter timurids_invasion == 2 ;Sarkel if I_CharacterTypeNearTile timurids named_character, 30 258, 134 set_counter timurids_sarkel 1 end_if ;Tbilisi / Yerevan ; if I_CharacterTypeNearTile timurids named_character, 20 278, 101 ; set_counter timurids_yerevan 1 ; end_if ;Baghdad if I_CharacterTypeNearTile timurids named_character, 30 291, 70 set_counter timurids_baghdad 1 end_if ;;; TIMURID INVASION 1 SCRIPT spawn_army faction timurids character Timur, named character, age 30, x 292, y 166, family ;Command 9 Dread 9 Loyalty 6 Piety 4 traits EasternWarlord 3 , GoodCommander 4 , Bloodthirsty 2 , Energetic 3 , BattleDread 3 , StrategyDread 2 , PublicFaith 4 , Loyal 1 , ContentGeneral 3 ;command 9, dread 9, loyalty 6, piety 4 unit Mongol Bodyguard exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Lancers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 0 weapon_lvl 0 unit Mongol Heavy Archers exp 6 armour 0 weapon_lvl 0 unit Sabadar Militia exp 6 armour 0 weapon_lvl 0 unit Sabadar Militia exp 6 armour 0 weapon_lvl 0 unit Sabadar Militia exp 6 armour 0 weapon_lvl 0 unit Sabadar Militia exp 6 armour 0 weapon_lvl 0 unit ME Halberd Militia exp 6 armour 0 weapon_lvl 0 unit ME Halberd Militia exp 6 armour 0 weapon_lvl 0 unit Elephants exp 6 armour 0 weapon_lvl 0 unit Elephants exp 6 armour 0 weapon_lvl 0 unit Elephants exp 6 armour 0 weapon_lvl 0 unit Elephant Artillery exp 6 armour 0 weapon_lvl 0 unit Elephant Artillery exp 6 armour 0 weapon_lvl 0 end spawn_character mongols, Yegu, spy, age 20, x 289, y 165 console_command give_trait Yegu NaturalSpySkill 3 console_command give_trait Yegu GoodSpy 4 ;;; move them to location of first invasion if I_CompareCounter timurids_sarkel = 1 reposition_character Timur, 280, 136 reposition_character Husayn, 277, 133 reposition_character Umar_Shaykh, 278, 131 reposition_character Miran, 277, 136 reposition_character Ghunan, 277, 135 reposition_character Illugei, 277, 137 reposition_character Yegu, 276, 137 end_if ; if I_CompareCounter timurids_yerevan = 1 ; reposition_character Timur, 291, 109 ; reposition_character Husayn, 289, 108 ; reposition_character Umar_Shaykh, 291, 107 ; reposition_character Miran, 288, 106 ; end_if if I_CompareCounter timurids_baghdad = 1 reposition_character Timur, 292, 58 reposition_character Husayn, 290, 60 reposition_character Umar_Shaykh, 293, 63 reposition_character Miran, 290, 65 reposition_character Ghunan, 290, 61 reposition_character Illugei, 290, 63 reposition_character Yegu, 289, 63 end_if
So what I want to know is why do the characters appear nameless until spawn_character is run again? When I did the initial test using england and spawning a spy for myself, it worked just fine, but in this expanded spawn code it doesn't.
I've been thinking that maybe an "end" is needed after spawn_character, but alpaca's Script-O-Rama doesn't seem to suggest that one is needed or indeed should be there.
Thanks for the help you can supply.




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