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Thread: The Script-o-Rama (last updated April 15th 2009)

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  1. #1
    alpaca's Avatar Harbinger of saliva
    Join Date
    Sep 2005
    Location
    Germany
    Posts
    4,811

    Default Re: The Script-o-Rama

    Quote Originally Posted by JohnHamm View Post
    With your abilities I have no doubt you could just mod some more in if you really wanted too.
    Thanks but reality's physics engine is very unfortunately hardcoded. And running on a central server I don't have access to. Me and a few million friends are trying to reverse-engineer it but so far we couldn't find out too much. I fear there's nothing I can do

    Stupid downtime now I forgot what I wanted to do

    No thing is everything. Every thing is nothing.

  2. #2

    Default Re: The Script-o-Rama (last updated April 11th 2009)

    Hi all;


    This command is for add a entire faction regions to another:

    scripting.game_interface:grant_faction_handover("britain", "thirteen_colonies", 0, 0, context)

    thats ok


    ... But what command for add ONLY a SINGLE REGION????

    scripting.game_interface:grant_region_handover("britain", "gibraltar", 0, 0, context)

    i try with this command or similar ones, but nothing...


    Thanks in advance

  3. #3

    Default Re: The Script-o-Rama

    Well I am sure a genious programmer could make something of them, I am not strong at C though.
    http://www.twcenter.net/forums/showthread.php?t=260572

    Game Scripter @ Reverie World Studios

  4. #4

    Default Re: The Script-o-Rama

    I am sure someone has seen this.

    http://console/empire/Empire%20Wiki/...Interface.aspx

    Do you think we could bug CA into opening that up sooner.
    http://www.twcenter.net/forums/showthread.php?t=260572

    Game Scripter @ Reverie World Studios

  5. #5

    Default Re: The Script-o-Rama (last updated April 11th 2009)

    It is certainly better in many respects, it just falls short in others. I think with proper documentation we can make full use of their systems.

  6. #6

    Default Re: The Script-o-Rama (last updated April 11th 2009)

    They do all happen at the start of a turn, I haven't logged if there is a specific order yet, but here is a sample of starting a new campaign and playing IIRC two turns (with one autoresolved battle, no actually played battle):
    Spoiler Alert, click show to read: 

    WorldCreated
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    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    FactionRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    SlotRoundStart
    ComponentLClickUp
    PanelClosedCampaign
    ComponentLClickUp
    PanelOpenedCampaign
    EventMessageOpenedCampaign
    ComponentLClickUp
    PanelClosedCampaign
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    PanelOpenedCampaign
    EventMessageOpenedCampaign
    ComponentLClickUp
    PanelClosedCampaign
    ComponentLClickUp
    SlotSelected
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    CharacterInfoPanelOpened
    PanelOpenedCampaign
    ComponentLClickUp
    PanelOpenedCampaign
    ComponentLClickUp
    ComponentLClickUp
    PanelClosedCampaign
    ComponentLClickUp
    PanelClosedCampaign
    ComponentLClickUp
    SettlementSelected
    ComponentLClickUp
    SlotSelected
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    SettlementSelected
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    RecruitmentItemIssuedByPlayer
    HudRefresh
    ComponentLClickUp
    RecruitmentItemIssuedByPlayer
    HudRefresh
    ComponentLClickUp
    RecruitmentItemIssuedByPlayer
    HudRefresh
    ComponentLClickUp
    RecruitmentItemIssuedByPlayer
    HudRefresh
    ComponentLClickUp
    RecruitmentItemIssuedByPlayer
    HudRefresh
    PanelOpenedCampaign
    ComponentLClickUp
    PanelClosedCampaign
    ComponentLClickUp
    HudRefresh
    ComponentLClickUp
    HudRefresh
    ComponentLClickUp
    HudRefresh
    ComponentLClickUp
    SlotSelected
    ComponentLClickUp
    SlotSelected
    ComponentLClickUp
    BuildingCardSelected
    BuildingConstructionIssuedByPlayer
    SlotSelected
    HudRefresh
    ComponentLClickUp
    SlotSelected
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    CharacterSelected
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    CharacterCreated
    CharacterSelected
    CharacterSelected
    HudRefresh
    ComponentLClickUp
    CharacterSelected
    ComponentLClickUp
    ComponentLClickUp
    CharacterCreated
    CharacterSelected
    CharacterSelected
    HudRefresh
    CharacterSelected
    HudRefresh
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    SlotSelected
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    ComponentLClickUp
    PanelOpenedCampaign
    ComponentLClickUp
    ComponentLClickUp
    PanelClosedCampaign
    MultiTurnMove
    CharacterSelected
    CharacterSelected
    HudRefresh
    MovementPointsExhausted
    CharacterSelected
    HudRefresh
    PanelOpenedCampaign
    ComponentLClickUp
    PanelClosedCampaign
    PanelOpenedCampaign
    ComponentLClickUp
    PanelClosedCampaign
    UIDestroyed

    As you can see, all the slots and factions start their turn before the Camera mover starts (the one right at the start that shows you around your empire and tells you what you should do in the campaign), and it's not until the autosave gets saved that turns end for a (my?) faction.

  7. #7

    Default Re: The Script-o-Rama (last updated April 11th 2009)

    I know that the game autosaves when you click the end turn button, that is why it is a pain to redo actions by loading it because you cannot move units you already moved.
    http://www.twcenter.net/forums/showthread.php?t=260572

    Game Scripter @ Reverie World Studios

  8. #8
    Kushan's Avatar Artifex
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    Default Re: The Script-o-Rama (last updated April 11th 2009)

    Forgive my noob question, but I only have a very basic knowledge of scripting. Is there counters in ETW scripting like there was in M2? Im trying to get the four turn per year script from M2 converted over to ETW. but Im not sure how to start or if its possible to do without counters.

    Thanks,

    Kushan
    Under the patronage of Silver Guard

  9. #9
    hick09's Avatar Miles
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    Default Re: The Script-o-Rama (last updated April 11th 2009)

    That command can recruit unit as create_unit in other total war games?
    be very grateful for explanation.


  10. #10
    alpaca's Avatar Harbinger of saliva
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    Default Re: The Script-o-Rama (last updated April 11th 2009)

    Quote Originally Posted by hick09 View Post
    That command can recruit unit as create_unit in other total war games?
    be very grateful for explanation.
    I don't think there's such a command - at least I didn't find one.

    No thing is everything. Every thing is nothing.

  11. #11
    Opifex
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    Default Re: The Script-o-Rama (last updated April 11th 2009)

    'Paca, does it give you the impression that the new scripting functionalities have given us new and neat features for us to play around with, but left out some of the most fundamental and basic features of earlier games?


    "If ye love wealth greater than liberty,
    the tranquility of servitude greater than
    the animating contest for freedom, go
    home from us in peace. We seek not
    your counsel, nor your arms. Crouch
    down and lick the hand that feeds you,
    and may posterity forget that ye were
    our countrymen."
    -Samuel Adams

  12. #12
    alpaca's Avatar Harbinger of saliva
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    Default Re: The Script-o-Rama (last updated April 11th 2009)

    Quote Originally Posted by SigniferOne View Post
    'Paca, does it give you the impression that the new scripting functionalities have given us new and neat features for us to play around with, but left out some of the most fundamental and basic features of earlier games?
    They implemented what they needed for RTI and that's it. So yes, you could say we don't have much room to wriggle.

    No thing is everything. Every thing is nothing.

  13. #13

    Default Re: The Script-o-Rama (last updated April 15th 2009)

    I'm thinking of giving up on scripting like i have been... and maybe modding in a special building for boston that in a script would check the year and if the building exists (i plan to give them the building from the start through the startpos) and give a trait or something based on that... but the likelyhood of that working is probably dick all.

    Plus i have no idea where i could start to mod in a new building.. i'm looking at the faction variants file to get a grip on how i can make a faction specific building.

    This system just seems stupid to me personally.... eventually i'm just going to re-install the game and use TI... i've just changed so much crap already that i'm not ready to remove all that work i've already done.

  14. #14
    alpaca's Avatar Harbinger of saliva
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    Default Re: The Script-o-Rama (last updated April 15th 2009)

    Quote Originally Posted by Cursisanafou View Post
    I'm thinking of giving up on scripting like i have been... and maybe modding in a special building for boston that in a script would check the year and if the building exists (i plan to give them the building from the start through the startpos) and give a trait or something based on that... but the likelyhood of that working is probably dick all.

    Plus i have no idea where i could start to mod in a new building.. i'm looking at the faction variants file to get a grip on how i can make a faction specific building.

    This system just seems stupid to me personally.... eventually i'm just going to re-install the game and use TI... i've just changed so much crap already that i'm not ready to remove all that work i've already done.
    Well you can keep the changes you made mostly, you can use TI's scripting system in your personal mod if you add a few of the files from the pack, too (off the top of my head you need all the traits tables and the campaign script but that should be it). Unless you heavily scripted things of course.

    I didn't try adding buildings yet as I think we'd also need to know how to add new slots for them. Don't give up on modding, the scripting system is a pain so it's not your fault if you can't get it to work. For every feature I'm trying to script I have to breed at least five workarounds, too (and that's no overstatement).

    No thing is everything. Every thing is nothing.

  15. #15

    Default Re: The Script-o-Rama (last updated April 15th 2009)

    Yea i'm just not sure how i can implement your scripting system, i'm not very good at lua... in fact i know all about lua.

    I tried to add my own road (road_of_independence lol) so that i could place it in boston... but i'm not sure what all files need to be editted... i set it to level 2 (same as tarmac roads) but i get a crash when trying to go into the campaign... i'm thinking it might be localisation or the actual graphic... except i went into the culture variants and i basically copied the improved_roads lines.

    Anyways thats a topic for another thread... but i don't think i'll make it... i'm going to try to add this bastard in.


    wow... all the files i edited in main were in patch.pack.... guess that explains why it wasn't working..
    Last edited by Cursisanafou; April 15, 2009 at 03:54 PM.

  16. #16
    hick09's Avatar Miles
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    Default Re: The Script-o-Rama (last updated April 11th 2009)

    I don't think there's such a command - at least I didn't find one.
    It's very sadly. I hope that CA'll give a list of supposed conditions and commands.


  17. #17

    Default Re: The Script-o-Rama (last updated April 15th 2009)

    I suspect you have more access to certain functions from the main menu, but that'll have to wait until a fixed lua decompiler (am I allowed to say soon for this as well? I've said soon for way too many of my coding projects )

  18. #18
    alpaca's Avatar Harbinger of saliva
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    Default Re: The Script-o-Rama (last updated April 15th 2009)

    Quote Originally Posted by just View Post
    I suspect you have more access to certain functions from the main menu, but that'll have to wait until a fixed lua decompiler (am I allowed to say soon for this as well? I've said soon for way too many of my coding projects )
    I don't think the main menu adds too much functionality, but being able to change the UI will be great. I'm very much torn between who of you two I should vote for as the best tool developer when the scripting awards come around

    No thing is everything. Every thing is nothing.

  19. #19

    Default Re: The Script-o-Rama (last updated April 15th 2009)

    Any way i can find out what variables and such i need to use?

    I don't know what 99% of the conditions even call for.

  20. #20

    Default Re: The Script-o-Rama (last updated April 15th 2009)

    Actually, I have a guy working on modifing the decompiler because I need it for my mod, and if he gets it working I will share.

    If you have any tips about decompiling I can pass them along.
    http://www.twcenter.net/forums/showthread.php?t=260572

    Game Scripter @ Reverie World Studios

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