Results 1 to 10 of 10

Thread: Campaign Scripts & Triggers for Events

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    MasterOfNone's Avatar RTW Modder 2004-2015
    Join Date
    May 2005
    Location
    England
    Posts
    16,707

    Default Campaign Scripts & Triggers for Events

    If you kill a character in a campaign script (a script that runs before not after the campaign begins, or until such time as control is passed to the player) it will cause the event message 'faction destroyed' (if he's the last remaining family member) to come up in the first turn.

    Events in the campaign events file trigger only after the first turn I believe.

    What other commands, other than kill character, could be put in a campaign script to cause an event scroll to trigger in the first turn?
    Last edited by MasterOfNone; April 08, 2009 at 11:31 AM.
    "One of the most sophisticated Total War mods ever developed..."
    The Fourth Age: Total War - The Dominion of Men

  2. #2
    HouseOfHam's Avatar Primicerius
    Join Date
    Apr 2007
    Location
    Minnesota, USA
    Posts
    3,030

    Default Re: Campaign Scripts & Triggers for Events

    If the mod is based on v1.2, console_command test_message <message_type>

    Unfortunately, this method no longer works in the newer versions.

    If you're only concerned about the 'faction destroyed' message, you can get rid of it by adding:

    wait 1
    console_command clear_messages

    Or, you could try the dominant religion method I mentioned in the other thread.

    ps: Strictly speaking, campaign script runs after the campaign begins, too.
    Last edited by HouseOfHam; April 08, 2009 at 12:45 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

  3. #3
    MasterOfNone's Avatar RTW Modder 2004-2015
    Join Date
    May 2005
    Location
    England
    Posts
    16,707

    Default Re: Campaign Scripts & Triggers for Events

    Thanks HoH,

    I want to display a message to players when they first begin. I cannot use the faction destroyed method this time (as in ToL) so I was wondering what else might work.

    p.s. I have edited the first post
    "One of the most sophisticated Total War mods ever developed..."
    The Fourth Age: Total War - The Dominion of Men

  4. #4

    Default Re: Campaign Scripts & Triggers for Events

    If you have a faction internally named huns and they are set as a horde at game start, the message huns_hording (A Storm from the East!) will also appear at game start, I think.

  5. #5

    Default Re: Campaign Scripts & Triggers for Events

    Can't you make a new event ? or is that only for M2TW ?

  6. #6
    MasterOfNone's Avatar RTW Modder 2004-2015
    Join Date
    May 2005
    Location
    England
    Posts
    16,707

    Default Re: Campaign Scripts & Triggers for Events

    You cannot make new events, Theoden.


    Salvor - yep, that's true but does it occur again if they re-horde?
    "One of the most sophisticated Total War mods ever developed..."
    The Fourth Age: Total War - The Dominion of Men

  7. #7

    Default Re: Campaign Scripts & Triggers for Events

    Quote Originally Posted by MasterOfNone View Post
    You cannot make new events, Theoden.


    Salvor - yep, that's true but does it occur again if they re-horde?
    The event message is different when they re-horde.

  8. #8
    MasterOfNone's Avatar RTW Modder 2004-2015
    Join Date
    May 2005
    Location
    England
    Posts
    16,707

    Default Re: Campaign Scripts & Triggers for Events

    Thanks Aradan - I'm glad someone tested that so I'd know
    "One of the most sophisticated Total War mods ever developed..."
    The Fourth Age: Total War - The Dominion of Men

  9. #9

    Default Re: Campaign Scripts & Triggers for Events

    Ups, you caught me. No idea.

  10. #10

    Default Re: Campaign Scripts & Triggers for Events

    Couldn't you type "terminate_monitor" in your script? So it only happens once (and thus at the beginning of the game ...)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •