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  1. #1

    Default Re: How-to: Add a background script to your mod

    To create a script more things in more than one files are needed than just the trigger, so could you please post here which file(s) you edited and what exactly you did, so that people can better help you?

  2. #2
    Arbitrary Crusader's Avatar Praefectus
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    Default Re: How-to: Add a background script to your mod

    I've edit the export_descr_advice

    The text folder export_advice(for {BackgroundScriptTitle1}Background Script {BackgroundScriptText1}Script started).

    descr_strat(to add the years, and the the line ;script
    ;campaign_script.txt at the bottom.)

    made the campaign_script.txt.

    And finally made a background_script.txt( which contain 4TPY from SQPR mod.).
    .

    ♪ Now it's over, I'm dead and I haven't done anything that I want, or I'm still alive and there's nothing I want to do

  3. #3

    Default Re: How-to: Add a background script to your mod

    Please post the actual code? Put it in [code] tags, if you don't mind, more readable.

    It's probably an error in descr_strat...

  4. #4
    Arbitrary Crusader's Avatar Praefectus
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    Default Re: How-to: Add a background script to your mod

    Quote Originally Posted by Aradan View Post
    Please post the actual code? Put it in [code] tags, if you don't mind, more readable.

    It's probably an error in descr_strat...
    Code:
    background_script.txt
    Code:
     export_descr_advice
    Code:
    export_advice
    Code:
    descr_strat
    Code:
    made the campaign_script.txt
    Code:
    background_script.txt

    ♪ Now it's over, I'm dead and I haven't done anything that I want, or I'm still alive and there's nothing I want to do

  5. #5

    Default Re: How-to: Add a background script to your mod

    Sorry, should have explained better. I meant like this:

    Code:
    ; >>>> start of regions section <<<<
    
    [...]
    blablabla - code
    [...]
    
    
    script
    campaign_script.txt
    etc, not the names of the files, or your text. The actual in-game code near the sections of the file that you edited.

  6. #6
    Arbitrary Crusader's Avatar Praefectus
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    Default Re: How-to: Add a background script to your mod

    Quote Originally Posted by Aradan View Post
    Sorry, should have explained better. I meant like this:

    Code:
    ; >>>> start of regions section <<<<
    
    [...]
    blablabla - code
    [...]
    
    
    script
    campaign_script.txt
    etc, not the names of the files, or your text. The actual in-game code near the sections of the file that you edited.
    Ok.

    export_descr_advice
    Code:
    ;------------------------------------------
    ;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
    Code:
    Trigger background_script_trigger_1
        WhenToTest ButtonPressed
    
        Condition ButtonPressed faction_button
    
        AdviceThread BackgroundScriptThread  1
    
    ;------------------------------------------
    Trigger background_script_trigger_2
        WhenToTest ButtonPressed
    
        Condition ButtonPressed construction_button
    
        AdviceThread BackgroundScriptThread  1
    
    ;------------------------------------------
    Trigger background_script_trigger_3
        WhenToTest ButtonPressed
    
        Condition ButtonPressed recruitment_button
    
        AdviceThread BackgroundScriptThread  1
    
    ;------------------------------------------
    Trigger background_script_trigger_4
        WhenToTest SettlementSelected
    export_advice
    Code:
    ¬***********************************************************
    ¬*                                                         *
    ¬* CAMPAIGN ADVICE                                         *
    ¬*                                                         *
    ¬***********************************************************
    
    
    ¬-------------------
    
    {BackgroundScriptTitle1}Background Script
    {BackgroundScriptText1}Script started.
    descr_strat
    Code:
    ; >>>> start of regions section <<<<
    ;script
    ;campaign_script.txt
    
    start_date    -215 summer
    end_date    260 summer
    campaign_script.txt
    Code:
    script
    
    wait 1
    advance_advice_thread BackgroundScriptThread
    wait 1
    select_ui_element advisor_portrait_button
    simulate_mouse_click lclick_up
    
    end_script
    background_script.txt
    Code:
    script
        console_command date -215
        console_command season summer
        while I_TurnNumber = 0
        end_while
    
        console_command date -215
        console_command season summer
        while I_TurnNumber = 1
        end_while
    
        console_command date -215
        console_command season summer
        while I_TurnNumber = 2
        end_while
    
        console_command date -215
        console_command season winter
        while I_TurnNumber = 3
        end_while
    
        console_command date -214
        console_command season summer
        while I_TurnNumber = 4
        end_while
    
        console_command date -214
        console_command season summer
        while I_TurnNumber = 5
        end_while
    
        console_command date -214
        console_command season summer
        while I_TurnNumber = 6
        end_while
    
        console_command date -214
        console_command season winter
        while I_TurnNumber = 7
        end_while
    
        console_command date -213
        console_command season summer
        while I_TurnNumber = 8
        end_while
    etc etc etc.It go on for long time
    At the end:
        console_command date 260
        console_command season summer
        while I_TurnNumber = 1900
        end_while
    end_script

    ♪ Now it's over, I'm dead and I haven't done anything that I want, or I'm still alive and there's nothing I want to do

  7. #7

    Default Re: How-to: Add a background script to your mod

    Need help trying to work a script that will deleat 1 unit and then create a new 1

    This will hopefully work for upgrading units with better weapons acuracy anything ie RTW once hastati get 3 ceverons they could be replaced by princieps or ETW once a unit reaches a certain level it could be replaced with a simular unit with longer range and better acuracy.

    i thought something like this may work

    script

    declare_counter loop
    set_counter loop 0
    monitor_event FactionTurnStart FactionIsLocal
    and Rome "roman hastati" 1 exp3
    console_command strat_disband_unit Rome "roman hastati" 1 exp 3
    console_command create_unit Rome "roman princeps" 1
    end_monitor
    while I_CompareCounter loop = 0
    end_while

    the unit to be deleated would probably have to be in a city or outside on its own to get the named charactor for the captain and then Kill_charactor could be used?

    Mayby disband_unit_button could work.

    the recruting seems straight forward but deleation is hard.

    Any sugestions/help welcome thx
    Last edited by FB_Bob; March 22, 2010 at 01:15 PM.

  8. #8
    HouseOfHam's Avatar Primicerius
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    Default Re: How-to: Add a background script to your mod

    There is no way to disband a unit in RTW/BI, short of killing it off during battle.

    @EvilNelson666:

    The 2 lines that are supposed to fire up the campaign script are commented out in descr_strat.txt. Uncomment them by removing the semicolons at the beginning of the lines, and move them to the very end of the file.
    Last edited by HouseOfHam; March 22, 2010 at 04:01 PM.
    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

  9. #9

    Default Re: How-to: Add a background script to your mod

    i was thinking that if a unit was in a city it could be scripted someway to check the city for units via army selection or similar, then maybe set_cards_selectable true/false to find the unit your after and disband_unit_button, may need simulate_mouse_click, this mite work.

    What do you think?

    thx for replie

  10. #10
    HouseOfHam's Avatar Primicerius
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    Default Re: How-to: Add a background script to your mod

    I've tried it before, but could never get it to work. Maybe you'll have better luck (but I wouldn't bet on it). Also, AI factions don't use the UI.
    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

  11. #11

    Default Re: How-to: Add a background script to your mod

    what about sometyhing like

    script

    declare_counter loop
    set_counter loop 0
    monitor_event FactionTurnStart FactionIsLocal

    console_command select_settlement Rome
    console_command set_cards_selectable
    console_command call_object_shortcut army_overview_button
    console_command simulate_mouse_click
    console_command UnitType "roman hastati" 1 exp 3
    console_command simulate_mouse_click
    console_command disband_unit_button
    console_command simulate_mouse_click
    console_command create_unit Rome "roman princeps" 1
    end_monitor
    while I_CompareCounter loop = 0
    end_while


    what do you think? any sugestions that could help thx in advance

  12. #12
    HouseOfHam's Avatar Primicerius
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    Default Re: How-to: Add a background script to your mod

    - Only commands listed in console_command.txt need to be prefixed with console_command
    - I would suggest narrowing down the monitor to Rome and checking the owner before you try to do anything there
    - For the call_object_shortcut command, you may need to add strat_ui before the button name
    - Not sure if you need the mouse click commands if you use call_object_shortcut. In any case, the proper syntax is simulate_mouse_click lclick_down|lclick_up
    - Not sure how to select a specific unit (not the way you tried)

    Code:
    script
    
    declare_counter loop
    set_counter loop 0
    
    monitor_event SettlementTurnStart SettlementName Rome
                  and SettlementIsLocal
    
        e_select_settlement
        set_cards_selectable true
        call_object_shortcut army_overview_button
    
        ; select unit to disband
    
        call_object_shortcut disband_unit_button
        console_command create_unit Rome "roman princeps" 1
    end_monitor
    
    while I_CompareCounter loop = 0
    end_while
     
    end_script
    Last edited by HouseOfHam; March 23, 2010 at 10:58 AM.
    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

  13. #13

    Default Re: How-to: Add a background script to your mod

    Theres Unit_info_scroll or hud_show_units_tab
    or maybe if the unit was at a pos on map it could be pointed at with cursor and then clicked on
    or maybe it could be done via a keyboard macro
    For disbanding ui_flash_start disband_unit_button could help

    thx for taking a look HoH
    Last edited by FB_Bob; April 10, 2010 at 02:50 AM.

  14. #14

    Default Re: How-to: Add a background script to your mod

    Hello Can someone help me, because my script does not seem to work
    if everything is okay?

    Spoiler Alert, click show to read: 


    script

    declare_show_me

    suspend_during_battle on
    suspend_unscripted_advice true

    ;;;;;;;;;;;;;;;;ONE AI BONUS

    monitor_event FactionTurnStart FactionType romans_julii
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money romans_julii, 40000
    console_command add_money romans_julii, 40000
    suspend_unscripted_advice true
    end_monitor


    ;; egypt

    monitor_event FactionTurnStart FactionType egypt
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money egypt, 40000
    console_command add_money egypt, 40000
    suspend_unscripted_advice true
    end_monitor


    ;; seleucid

    monitor_event FactionTurnStart FactionType seleucid
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money seleucid, 40000
    console_command add_money seleucid, 40000
    suspend_unscripted_advice true
    end_monitor


    ;; carthage

    monitor_event FactionTurnStart FactionType carthage
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money carthage, 40000
    console_command add_money carthage, 40000
    suspend_unscripted_advice true
    end_monitor


    ;; parthia

    monitor_event FactionTurnStart FactionType parthia
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money parthia, 40000
    console_command add_money parthia, 40000
    suspend_unscripted_advice true
    end_monitor


    ;; gauls

    monitor_event FactionTurnStart FactionType gauls
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money gauls, 40000
    console_command add_money gauls, 40000
    suspend_unscripted_advice true
    end_monitor


    ;; germans

    monitor_event FactionTurnStart FactionType germans
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money germans, 40000
    console_command add_money germans, 40000
    suspend_unscripted_advice true
    end_monitor


    ;; britons

    monitor_event FactionTurnStart FactionType britons
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money britons, 40000
    console_command add_money britons, 40000
    suspend_unscripted_advice true
    end_monitor


    ;; greek_cities

    monitor_event FactionTurnStart FactionType greek_cities
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money greek_cities, 40000
    console_command add_money greek_cities, 40000
    suspend_unscripted_advice true
    end_monitor


    ;; macedon

    monitor_event FactionTurnStart FactionType macedon
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money macedon, 40000
    console_command add_money macedon, 40000
    suspend_unscripted_advice true
    end_monitor


    ;; pontus

    monitor_event FactionTurnStart FactionType pontus
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money pontus, 40000
    console_command add_money pontus, 40000
    suspend_unscripted_advice true
    end_monitor


    ;; armenia

    monitor_event FactionTurnStart FactionType armenia
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money armenia, 40000
    console_command add_money armenia, 40000
    suspend_unscripted_advice true
    end_monitor


    ;; dacia

    monitor_event FactionTurnStart FactionType dacia
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money dacia, 40000
    console_command add_money dacia, 40000
    suspend_unscripted_advice true
    end_monitor


    ;; numidia

    monitor_event FactionTurnStart FactionType numidia
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money numidia, 40000
    console_command add_money numidia, 40000
    suspend_unscripted_advice true
    end_monitor


    ;; scythia

    monitor_event FactionTurnStart FactionType scythia
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money scythia, 40000
    console_command add_money scythia, 40000
    suspend_unscripted_advice true
    end_monitor


    ;; spain

    monitor_event FactionTurnStart FactionType spain
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money spain, 40000
    console_command add_money spain, 40000
    suspend_unscripted_advice true
    end_monitor


    ;; thrace

    monitor_event FactionTurnStart FactionType thrace
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money thrace, 40000
    console_command add_money thrace, 40000
    suspend_unscripted_advice true
    end_monitor


    ;; romans_scipii

    monitor_event FactionTurnStart FactionType romans_scipii
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money romans_scipii, 40000
    console_command add_money romans_scipii, 40000
    suspend_unscripted_advice true
    end_monitor


    ;; romans_brutii

    monitor_event FactionTurnStart FactionType romans_brutii
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money romans_brutii, 40000
    console_command add_money romans_brutii, 40000
    suspend_unscripted_advice true
    end_monitor

  15. #15

    Default Re: How-to: Add a background script to your mod

    it seems to me that you forgot to actually end your script

  16. #16

    Default Re: How-to: Add a background script to your mod

    Quote Originally Posted by Mr.Blackadder View Post
    it seems to me that you forgot to actually end your script
    uppsss sorry but this isn't all

    Spoiler Alert, click show to read: 

    ;;;;;;;;;;;;;;;;;;;;;
    ;; AI Money script ;;
    ;;;;;;;;;;;;;;;;;;;;;

    script

    declare_show_me

    suspend_during_battle on
    suspend_unscripted_advice true

    ;;;;;;;;;;;;;;;;ONE AI BONUS

    monitor_event FactionTurnStart FactionType romans_julii
    and not FactionIsLocal
    and I_TurnNumber = 0
    console_command add_money romans_julii, 40000
    console_command add_money romans_julii, 40000
    suspend_unscripted_advice true
    end_monitor


    ;;;;;;;;;;;;;;;;AI BONUS

    monitor_event FactionTurnStart Treasury < -50000
    and FactionType romans_julii
    and not FactionIsLocal
    console_command add_money romans_julii, 40000
    console_command add_money romans_julii, 40000
    console_command add_money romans_julii, 30000
    end_monitor
    monitor_event FactionTurnStart Treasury < -10000
    and FactionType romans_julii
    and not FactionIsLocal
    console_command add_money romans_julii, 40000
    console_command add_money romans_julii, 10000
    end_monitor
    monitor_event FactionTurnStart Treasury < -2000
    and FactionType romans_julii
    and not FactionIsLocal
    console_command add_money romans_julii, 12000
    end_monitor
    monitor_event FactionTurnStart Treasury < -500
    and FactionType romans_julii
    and not FactionIsLocal
    console_command add_money romans_julii, 6000
    end_monitor
    monitor_event FactionTurnStart Treasury < 0
    and FactionType romans_julii
    and not FactionIsLocal
    console_command add_money romans_julii, 5000
    end_monitor


    end_script


    Why are fractions, not receive money?

    Last edited by Tiberius Caesar Augustus; March 28, 2010 at 07:00 AM.

  17. #17
    Squid's Avatar Opifex
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    Default Re: How-to: Add a background script to your mod

    They are but only once or perhaps only one faction because you didn't include the following at the very of the script.

    Code:
    while I_TurnNumber < 99999
      suspend_unscripted_advice true
    end_while
    Under the patronage of Roman_Man#3, Patron of Ishan
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  18. #18

    Default Re: How-to: Add a background script to your mod

    Thanks now it's works

  19. #19
    Greno Zee's Avatar Foederatus
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    Default Re: How-to: Add a background script to your mod

    Hi guys!
    Sorry if you consider this a dig but this thread seems to be the most comprehensive coverage of the background script execution problematic.
    Therefore I wanna share my own finds here - even though it's been years since anyone worried about this.

    GAMERELOADED EVENT
    Indeed Bardo's final method is probably as far as we get towards automatic execution of background scripts.
    But I've done some aditional testing and discovered a little bit more. First, an explanation of why the trigger on GameReloaded event works the way it does. Bardo explains on the ORG:
    Quote Originally Posted by Bardo
    The method is based on these ideas about advices:
    -"AdviceThread Lotr_Script_Thread 0": this is the way you call the advice. The last number represents the way the advice-counter is incremented:
    1: it increases the advice-counter by 1, then the engine compares the advice-counter to the threshold of the advice (similar to traits/ancillaries), and if equal the advisor appears.
    0:it increases the advice-counter by 1, then the engine compares the advice-counter to the threshold of the advice. If equal, the advisor appears AND then it decreases the advice-counter by 1 again.

    Result:
    1-the first time you start a campaign, when you select a settlement/army, the advice-counter is increased to 1, nothing happens.
    2-the 2nd time, the counter reaches the treshold 2, and the advisor remembers you to launch the script (pressing show me button).
    3-no matter you press show_me or not, the advisor will not appear again until you reload a game.
    NOTE: Since we have not defined "MaxRepeats", it seems that the max value of the advice-counter is equal to the Threshold.

    4-when you reload a game, the trigger Reload_Script_Trigger is executed, it calls the advice, and it decreases the counter by one (2-1=1 in total)
    5-since now, the first time you select a settlement/army, the counter will reach the threshold 2 again, and the advisor will pop-up.
    My testing shows the following and I'm confident this is the real way things work:

    • AdviceThread Lotr_Script_Thread 1 - there's no confusion here it adds 1 to the counter and opens the advise up, if Threshold is reached
    • AdviceThread Lotr_Script_Thread 0 - This resets the counter first to 0 and then increases by 1.

    Now the GameReloaded event. Many people suspect it doesn't work, Bardo claims it does, since his method works (and it really does). Well, both camps are right.
    Mys testing shows this trigger gets fired, no doubt about it:
    Code:
    ;------------------------------------------ LOTR-TW trigger
    Trigger Reload_Script_Trigger
        WhenToTest GameReloaded
    
        AdviceThread Lotr_Script_Thread  0
    it does effect the counter towards the Threshold. But the Advisor never shows up and my guess here is that the moment this trigger gets fired the engine doesn't have the UI ready yet to show the advisor.

    These finds brought me to an idea. Bardo uses the GameReloaded event in the background script to terminate the script when a game is reloaded (again, this really works):
    Code:
    monitor_event GameReloaded TrueCondition
        terminate_script
    end_monitor
    Well, how about this?
    Code:
    declare_counter C_GameReloaded
    
    monitor_event GameReloaded TrueCondition
        set_counter C_GameReloaded 1
    end_monitor
    
    monitor_conditions I_CompareCounter C_GameReloaded = 1
        wait 5
        console_command trigger_advice Lotr_Script_Thread
        advance_advice_thread Lotr_Script_Thread no_dismiss
        set_counter C_GameReloaded 0
        terminate_script
    end_monitor
    it doesn't work - hopefully yet . The logic would seem right but I'm really new to RTW scripting so I might be missing some obvious flaw in this concept...
    I'll certainly keep on testing this

    ADDITIONAL SMALL FINDS
    When you reload a game, occasionally, showing the advisor with the current season and date(advance_advice_thread Season_Year_TurnXX_Thread), it shows only the Startup advisor (Lotr_Script_Thread). Yet, the script is started - when you end the turn, you get the season and year when your turn begins.
    Using "suspend_unscripted_advice true" at the start of the script does seem to prevent that.

    Next, the following in Bardo's script somehow messed things up:
    Code:
    wait 1
    select_ui_element advisor_dismiss_button
    simulate_mouse_click lclick_up
    I have removed it and experienced no problems at all.
    So this is my version of the background script:
    Code:
    script
    
    suspend_unscripted_advice true  
    declare_show_me
    ...
    Hope this helps and we're not done yet with this .
    Last edited by Greno Zee; December 15, 2010 at 06:06 AM.

  20. #20

    Default Re: How-to: Add a background script to your mod

    Hey, I'm glad people still continues reasearching on this. I feel we still need a complete guide about the advice file, but after many test, all I got was some theories about how it works, nothing really confirmed.

    Good point about this:
    Code:
    AdviceThread Lotr_Script_Thread 0 - This resets the counter first to 0 and then increases by 1.
    Your explanation seems to confirm my experiments with threshold=1. But then, if threshold is 2, this advice is never launched?

    This code is not needed, it simply closes the advisor when the script is executed:
    Code:
    wait 1
    select_ui_element advisor_dismiss_button
    simulate_mouse_click lclick_up
    About the line:
    Code:
    suspend_unscripted_advice true
    I do not use it because our mod launches unscripted advices and that line would avoid them.

    In fact, all my reaserch about launching scripts was focused to avoid the use of that command suspend_unscripted_advice. Many scripters seems to use HouseOfHam method, that is simpler and gets similar results. But there is one little advantage of my method, that it is very important to me:

    - When you are playing a campaign with scripts activated, and you reload a savegame, the script is reactivated automatically.
    (It is not completely automatic because: If you load a savegame when you just entered the game, you need to press on advisor portrait, the same with both methods).

    About this...
    Code:
    declare_counter C_GameReloaded
    
    monitor_event GameReloaded TrueCondition
        set_counter C_GameReloaded 1
    end_monitor
    
    monitor_conditions I_CompareCounter C_GameReloaded = 1
        wait 5
        console_command trigger_advice Lotr_Script_Thread
        advance_advice_thread Lotr_Script_Thread no_dismiss
        set_counter C_GameReloaded 0
        terminate_script
    end_monitor
    I'd say it is exactly the same than this:
    Code:
    monitor_event GameReloaded TrueCondition
        wait 5
        console_command trigger_advice Lotr_Script_Thread
        advance_advice_thread Lotr_Script_Thread no_dismiss
        terminate_script
    end_monitor
    I tested something similar, with different waiting times, and I had no luck.
    As you say, I'm sure GameReloaded does work, but I have been unable to use it directly to launch the advices.
    I wish you more luck.
    Last edited by Bardo; December 15, 2010 at 12:25 PM.

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