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

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  1. #1

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

    Quote Originally Posted by Friar Chris View Post
    So, scripting for unit behaviour not available then...?
    What type of unit behaviour?
    http://www.twcenter.net/forums/showthread.php?t=260572

    Game Scripter @ Reverie World Studios

  2. #2

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

    In battle behaviour; the scripting controlling, for example, the range at which line infantry choose to engage, when skirmishers deem it necessary to retreat when using skirmish behaviour et cetera.

  3. #3

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

    Quote Originally Posted by Friar Chris View Post
    In battle behaviour; the scripting controlling, for example, the range at which line infantry choose to engage, when skirmishers deem it necessary to retreat when using skirmish behaviour et cetera.
    No nothing like that, but infantry will engage at the maximum range of their weapons unless you tell them otherwise.
    http://www.twcenter.net/forums/showthread.php?t=260572

    Game Scripter @ Reverie World Studios

  4. #4
    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 harshman_chris View Post
    Scanning through the CampaignUI I found this DeclareWarInstant, which might be what you are looking for, I don't know what it accepts though.
    Hmm this could be useful, but being able to tell the AI to make peace would be even more useful

    Quote Originally Posted by Friar Chris View Post
    So, scripting for unit behaviour not available then...?
    No, that's all hardcoded unfortunately. You can do some stuff in historic battles but you can't change the general unit behaviour.

    No thing is everything. Every thing is nothing.

  5. #5

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

    Quote Originally Posted by alpaca View Post
    Hmm this could be useful, but being able to tell the AI to make peace would be even more useful
    For sure, I did not see anything about, but my eyes get kinda blurry after the a couple thousand times scanning the list.

    You know what would be nice, if that was a toggle, say, "faction1", faction2", true is war false is peace.
    Last edited by harshman_chris; September 06, 2009 at 06:41 PM.
    http://www.twcenter.net/forums/showthread.php?t=260572

    Game Scripter @ Reverie World Studios

  6. #6

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

    UIDiplomacyNegotiation: table

    AcceptOffer
    BuildOfferAndDemandStrings
    BuildPossibleActions
    CanPropose
    CanThreaten
    Cancel
    DeclineOffer
    End
    Finished
    MaxPlayerPaymentAllowed
    PrepareCounterOffer
    Propose
    ProposeDeal
    ProposerId
    RemoveAction
    TradeableRegions
    TradeableTechnologies
    new

    I was going over trying to figure out custom diplomacy, would it be possible to use these, because then it looks like we could create, and accept a offer, no matter what.
    http://www.twcenter.net/forums/showthread.php?t=260572

    Game Scripter @ Reverie World Studios

  7. #7
    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 harshman_chris View Post
    UIDiplomacyNegotiation: table

    AcceptOffer
    BuildOfferAndDemandStrings
    BuildPossibleActions
    CanPropose
    CanThreaten
    Cancel
    DeclineOffer
    End
    Finished
    MaxPlayerPaymentAllowed
    PrepareCounterOffer
    Propose
    ProposeDeal
    ProposerId
    RemoveAction
    TradeableRegions
    TradeableTechnologies
    new

    I was going over trying to figure out custom diplomacy, would it be possible to use these, because then it looks like we could create, and accept a offer, no matter what.
    Maybe. We'll have problems figuring out the arguments though.

    No thing is everything. Every thing is nothing.

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