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  1. #1

    Default Monitors are ignored?

    I originally had success in creating a script that created a sort of introduction to a campaign etc... but just recently, most of my monitors decided to not work. They worked before and after some editing (which I don't remember exactly what I did), they not anymore. It is like the game is ignoring monitors.

    This is especially strange because only one of the monitors is working! and it is the third to last one. (Idk if the last two work because they are triggered by monitors that do not work.

    Does anyone ever recall having a similar problem, and what was it?

    Thanks

    From the mouth of the one and only Casca... (If you like the play Julius Caesar or just think Casca is awesome, add this to your sig.)

  2. #2

    Default Re: Monitors are ignored?

    On behalf of everyone i'd like to say :

    Please show your script .
    What exactly did you change .

  3. #3

    Default Re: Monitors are ignored?

    This is the code:
    It ignores the red monitors...

    (I think I might have been editing the sequence of the monitor at the beginning marked "MARKED", but I really don't remember, I was all over the place while making the code, not a good thing )

    Code:
    suspend_unscripted_advice true
    ;declare_show_me
    
    while I_TurnNumber < 600
    suspend_unscripted_advice true
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;COUNTERS;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    declare_counter BattleOne
    declare_counter ArmyAttack
    declare_counter AfterBattle
    declare_counter CampaignLoopStop
    declare_counter InfoOne
    declare_counter InfoTwo
    declare_counter InfoThree
    declare_counter InfoFour
    declare_counter StopAutoStop
    declare_counter CampaignStartMusic
    declare_counter FirstBattle
    declare_counter AngeredRomansMusic
    declare_counter BattleView
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    
    monitor_event GameReloaded TrueCondition
    terminate_script
    end_monitor
    
    monitor_event ScrollAdviceRequested ScrollAdviceRequested end_game_scroll
    terminate_script
    end_monitor
    
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;MAIN MONITORS;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    
    monitor_event ButtonPressed ButtonPressed prebattle_auto_resolve_button
        and I_CompareCounter BattleOne = 1
        and I_CompareCounter StopAutoStop = 1
        
        if I_LocalFaction romans_julii
        console_command kill_character "Octavian Julius"
        set_counter StopAutoStop 0
        end_if
    
    terminate_monitor
    end_monitor
    
    
    monitor_conditions I_CompareCounter CampaignStartMusic = 1
    
        set_music_state custom Campaign_Start_CW
    
    terminate_monitor
    end_monitor
    
    monitor_conditions I_CompareCounter AngeredRomansMusic = 1
    
        set_music_state sfx Angered_Romans_War
    
    terminate_monitor
    end_monitor
             
    
    monitor_conditions I_CompareCounter InfoOne = 1
    
            advance_advice_thread Campaign_Start_Thread
            select_ui_element advisor_portrait_button
            simulate_mouse_click lclick_down
            simulate_mouse_click lclick_up
            wait 10
        
        dismiss_advice
    
    terminate_monitor
    end_monitor
    
    monitor_conditions I_CompareCounter InfoTwo = 1
    
            advance_advice_thread Battle_of_Phillipi_Thread
            select_ui_element advisor_portrait_button
            simulate_mouse_click lclick_down
            simulate_mouse_click lclick_up
            wait 10
    
        dismiss_advice
    
    terminate_monitor
    end_monitor
    
    monitor_conditions I_CompareCounter InfoThree = 1
    
            advance_advice_thread Antony_Octavian_Thread
            select_ui_element advisor_portrait_button
            simulate_mouse_click lclick_down
            simulate_mouse_click lclick_up
            wait 10
    
        dismiss_advice
    
    terminate_monitor
    end_monitor
    
    monitor_conditions I_CompareCounter InfoFour = 1
    
            advance_advice_thread Antony_Cleopatra_Thread
            select_ui_element advisor_portrait_button
            simulate_mouse_click lclick_down
            simulate_mouse_click lclick_up
            wait 10
    
        dismiss_advice
    
    terminate_monitor
    end_monitor
    
    monitor_conditions I_CompareCounter ArmyAttack = 1
        set_counter CampaignLoopStop 0
        set_counter StopAutoStop 1
        set_counter FirstBattle 1
        engage_armies Octavian Julius, Marcus Junius_Brutus
    ;    set_music_state custom Prologue_Campaign_Battle_Music
    
        dismiss_advice
    
    terminate_monitor
    end_monitor
    
    monitor_event PostBattle TrueCondition
    ;    if I_CompareCounter FirstBattle = 1
    ;    end_if
        if I_WonBattle romans_julii
        set_counter AfterBattle 1
        terminate_monitor
        end_if
    
        if not I_WonBattle romans_julii
        console_command surrender_regions romans_julii
    ;    set_counter ArmyAttack 0
    ;    set_counter BattleOne 0
        set_counter AfterBattle 1
        terminate_monitor
        end_if
    
    terminate_monitor
    end_monitor                    
    
    monitor_conditions I_CompareCounter CampaignLoopStop = 1
    
    MARKED
    
        dismiss_advice
        disable_cursor
        disable_shortcuts true
        inhibit_camera_input true
        disable_shortcuts advisor_portrait_button false
        suspend_unscripted_advice true
    
        filter_all_ui_commands off                                                    
    
        restart_timer Camera_Movement_Timer
    
        set_counter CampaignStartMusic 1
    
    ;    set_music_state custom Campaign_Start_CW
    
        while I_TimerElapsed Camera_Movement_Timer < 500
        end_while
    
        console_command kill_character "Gaius Julius"
        wait 10
    
    ;    set_counter InfoOne 1
    
            advance_advice_thread Campaign_Start_Thread
            select_ui_element advisor_portrait_button
            simulate_mouse_click lclick_down
            simulate_mouse_click lclick_up
    
        wait 1
    
        snap_strat_camera 95, 71
        zoom_strat_camera 0.0
    
        wait 10
    
        zoom_strat_camera 0.8
    
        dismiss_advice
    
        wait 3
        snap_strat_camera 144, 69
            
        set_counter InfoTwo 1
        
        wait 3
        zoom_strat_camera 0.0
        wait 10
        
        set_counter InfoThree 1
    
        wait 1
        move Marc Brutus, 144, 70
        wait 1
        move Octavian Julius, 144, 68
        wait 1
        wait 1
        
        console_command mp Marcus Junius_Brutus -100
    
        if I_LocalFaction romans_julii
        suspend_unscripted_advice false
        enable_entire_ui
        disable_shortcuts false        
        inhibit_camera_input false
        enable_cursor
        show_ui
    
    ;    set_counter CampaignLoopStop 10
        set_counter ArmyAttack 1
        while I_InBattle
    
    
        end_while
        end_if
    
    terminate_monitor
    end_monitor
    
    monitor_conditions I_CompareCounter AfterBattle = 1
    
        set_counter ArmyAttack 0
        set_counter BattleOne 0
    
        hide_ui
        disable_cursor
        disable_shortcuts true
        inhibit_camera_input true
        disable_shortcuts advisor_portrait_button false
        suspend_unscripted_advice true
    
        set_counter BattleView 1
    
        set_counter AngeredRomansMusic 1
        console_command kill_character "Gaius Julius"
        console_command surrender_regions romans_scipii
        console_command control romans_brutii
        console_command capture_settlement Thessalonica
        console_command control romans_julii
        console_command    disable_ai
        console_command     run_ai x
        move Marc Brutus, 138, 68    
        console_command give_trait "Octavian Julius" Ceasar 1    
        console_command diplomatic_stance romans_julii romans_brutii war
    ;    console_command diplomatic_stance romans_brutii carthage allied
        console_command diplomatic_stance romans_julii egypt war
        console_command move_character "Octavian Julius" 95,73
        console_command move_character "Customs_Officer" 95,72
        console_command move_character "Marc Brutus" 138, 68
        move Customs_Officer, 95, 71
        move Octavian Julius, 95, 71
    
    
    terminate_monitor
    end_monitor
        
    
    monitor_conditions I_CompareCounter BattleView = 1
        dismiss_advice
        set_counter InfoFour 1
    
        reveal_tile 178, 19
        reveal_tile 183, 13
        reveal_tile 165, 18
        reveal_tile 153, 19
        reveal_tile 130, 19
        reveal_tile 139, 50
        reveal_tile 144, 52
    
        wait 1
    
        move_strat_camera 144, 52
    
            dismiss_advice
            advance_advice_thread Antony_Cleopatra_Thread
            select_ui_element advisor_portrait_button
            simulate_mouse_click lclick_down
            simulate_mouse_click lclick_up
            wait 5
    
        snap_strat_camera 199, 34
        wait 1
        move_strat_camera 131, 14
        wait 1
        move_strat_camera 95,74
    
        hide_all_revealed_tiles
    
        filter_all_ui_commands off
    
        suspend_unscripted_advice true
        enable_entire_ui
        disable_shortcuts false        
        inhibit_camera_input false
        enable_cursor
        show_ui
    
        set_counter BattleOne 0        ;same
        set_counter ArmyAttack 0        ;same
    terminate_monitor
    end_monitor
    
    ;monitor_event PostBattle I_CompareCounter AfterBattle = 1        ;removed
    ;    and I_LocalFaction romans_julii
    ;    declare_show_me
    ;    console_command trigger_advice Next_Script_Thread
    ;    advance_advice_thread Auto_Launch_Script_Thread no_dismiss
    ;end_monitor
    
    
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;LOCAL SCRIPT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
        suspend_during_battle on
    
        set_counter CampaignLoopStop 1
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;END SCRIPT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    From the mouth of the one and only Casca... (If you like the play Julius Caesar or just think Casca is awesome, add this to your sig.)

  4. #4

    Default Re: Monitors are ignored?

    Well , at a quick glance , i'd say you never even gave a number to your counters (so it remains 0)

  5. #5

    Default Re: Monitors are ignored?

    Quote Originally Posted by Mr.Blackadder View Post
    Well , at a quick glance , i'd say you never even gave a number to your counters (so it remains 0)
    I am unsure of what you mean. The counters are there. they are mostly in the last three monitors and the very end.

    From the mouth of the one and only Casca... (If you like the play Julius Caesar or just think Casca is awesome, add this to your sig.)

  6. #6

    Default Re: Monitors are ignored?

    I mean that your first monitor that doesn't work requires the counter 'BattleOne' to have value 1 , but i can't see anywhere in the script that it is set to 1 (so it always is 0)

  7. #7
    HouseOfHam's Avatar Primicerius
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    Default Re: Monitors are ignored?

    The while I_TurnNumber < 600 loop at the top isn't terminated anywhere. And, frankly, I don't understand why you need it in the first place.
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  8. #8

    Default Re: Monitors are ignored?

    Quote Originally Posted by Mr.Blackadder View Post
    I mean that your first monitor that doesn't work requires the counter 'BattleOne' to have value 1 , but i can't see anywhere in the script that it is set to 1 (so it always is 0)
    It' is an old counter that I removed/put in a separate script for later, that I did not bother to post.

    Quote Originally Posted by HouseOfHam View Post
    The while I_TurnNumber < 600 loop at the top isn't terminated anywhere. And, frankly, I don't understand why you need it in the first place.
    wow, I can't believe I missed that.

    Code:
    while I_TurnNumber < 800
    suspend_unscripted_advice true
    end_while
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;COUNTERS;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    declare_counter ArmyAttack
    declare_counter AfterBattle
    declare_counter CampaignLoopStop
    ;declare_counter InfoOne
    declare_counter InfoTwo
    declare_counter InfoThree
    declare_counter InfoFour
    declare_counter StopAutoStop
    declare_counter CampaignStartMusic
    declare_counter FirstBattle
    declare_counter AngeredRomansMusic
    declare_counter BattleView
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    
    monitor_event GameReloaded TrueCondition
    terminate_script
    end_monitor
    
    monitor_event ScrollAdviceRequested ScrollAdviceRequested end_game_scroll
    terminate_script
    end_monitor
    
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;MAIN MONITORS;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
    
    monitor_event ButtonPressed ButtonPressed prebattle_auto_resolve_button
        and I_CompareCounter ArmyAttack = 1
        and I_CompareCounter StopAutoStop = 1
        
        if I_LocalFaction romans_julii
        console_command kill_character "Octavian Julius"
        set_counter StopAutoStop 0
        end_if
    
    terminate_monitor
    end_monitor
    
    
    monitor_conditions I_CompareCounter CampaignStartMusic = 1
    
        set_music_state custom Campaign_Start_CW
    
    terminate_monitor
    end_monitor
    
    monitor_conditions I_CompareCounter AngeredRomansMusic = 1
    
        set_music_state sfx Angered_Romans_War
    
    terminate_monitor
    end_monitor
    
    
    ;monitor_conditions I_CompareCounter InfoOne = 1
    ;
    ;        advance_advice_thread Campaign_Start_Thread
    ;        select_ui_element advisor_portrait_button
    ;        simulate_mouse_click lclick_down
    ;        simulate_mouse_click lclick_up
    ;        wait 10
    ;    
    ;    dismiss_advice
    ;
    ;terminate_monitor
    ;end_monitor
    
    monitor_conditions I_CompareCounter InfoTwo = 1
    
            advance_advice_thread Battle_of_Phillipi_Thread
            select_ui_element advisor_portrait_button
            simulate_mouse_click lclick_down
            simulate_mouse_click lclick_up
            wait 10
    
        dismiss_advice
    
    terminate_monitor
    end_monitor
    
    monitor_conditions I_CompareCounter InfoThree = 1
    
            advance_advice_thread Antony_Octavian_Thread
            select_ui_element advisor_portrait_button
            simulate_mouse_click lclick_down
            simulate_mouse_click lclick_up
            wait 10
    
        dismiss_advice
    
    terminate_monitor
    end_monitor
    
    monitor_conditions I_CompareCounter InfoFour = 1
    
            advance_advice_thread Antony_Cleopatra_Thread
            select_ui_element advisor_portrait_button
            simulate_mouse_click lclick_down
            simulate_mouse_click lclick_up
            wait 10
    
        dismiss_advice
    
    terminate_monitor
    end_monitor
    
    monitor_conditions I_CompareCounter ArmyAttack = 1
        set_counter CampaignLoopStop 0
        set_counter StopAutoStop 1
        set_counter FirstBattle 1
        engage_armies Octavian Julius, Marcus Junius_Brutus
    ;    set_music_state custom Prologue_Campaign_Battle_Music ;not necissary anymore
    
        dismiss_advice
    
    terminate_monitor
    end_monitor
    
    monitor_event PostBattle TrueCondition
    ;    if I_CompareCounter FirstBattle = 1
    ;    end_if
        if I_WonBattle romans_julii
        set_counter AfterBattle 1
        terminate_monitor
        end_if
    
        if not I_WonBattle romans_julii
        console_command surrender_regions romans_julii
        set_counter ArmyAttack 0
        set_counter AfterBattle 1
        terminate_monitor
        end_if
    
    end_monitor
    
    monitor_conditions I_CompareCounter CampaignLoopStop = 1
    
        dismiss_advice
        disable_cursor
        disable_shortcuts true
        inhibit_camera_input true
        disable_shortcuts advisor_portrait_button false
        suspend_unscripted_advice true
    
        filter_all_ui_commands off                                                    
    
        restart_timer Camera_Movement_Timer
    
        set_counter CampaignStartMusic 1
    
    ;    set_music_state custom Campaign_Start_CW ;not needed anymore, see above counter
    
        while I_TimerElapsed Camera_Movement_Timer < 500
        end_while
    
        console_command kill_character "Gaius Julius"
        wait 10
    
    ;    set_counter InfoOne 1 ;voided for check as follows
    
            advance_advice_thread Campaign_Start_Thread
            select_ui_element advisor_portrait_button
            simulate_mouse_click lclick_down
            simulate_mouse_click lclick_up
    
        wait 1
    
        snap_strat_camera 95, 71
        zoom_strat_camera 0.0
    
        wait 10
    
        zoom_strat_camera 0.8
    
        dismiss_advice
    
        wait 3
        snap_strat_camera 144, 69
            
        set_counter InfoTwo 1
        
        wait 3
        zoom_strat_camera 0.0
        wait 10
        
        set_counter InfoThree 1
    
        wait 1
        move Marc Brutus, 144, 70
        wait 1
        move Octavian Julius, 144, 68
        wait 1
        wait 1
        
        console_command mp Marcus Junius_Brutus -100
    
        if I_LocalFaction romans_julii
        suspend_unscripted_advice false
        enable_entire_ui
        disable_shortcuts false        
        inhibit_camera_input false
        enable_cursor
        show_ui
    
    ;    set_counter CampaignLoopStop 10 ;not needed anymore
        set_counter ArmyAttack 1
        while I_InBattle
    
    
        end_while
        end_if
    
    terminate_monitor
    end_monitor
    
    monitor_conditions I_CompareCounter AfterBattle = 1
    
        set_counter ArmyAttack 0
    
        hide_ui
        disable_cursor
        disable_shortcuts true
        inhibit_camera_input true
        disable_shortcuts advisor_portrait_button false
        suspend_unscripted_advice true
    
        set_counter BattleView 1
    
        set_counter AngeredRomansMusic 1
        console_command kill_character "Gaius Julius"
        console_command surrender_regions romans_scipii
        console_command control romans_brutii
        console_command capture_settlement Thessalonica
        console_command control romans_julii
        console_command    disable_ai
        console_command     run_ai x
        move Marc Brutus, 138, 68    
        console_command give_trait "Octavian Julius" Ceasar 1    
        console_command diplomatic_stance romans_julii romans_brutii war
        console_command diplomatic_stance romans_julii egypt war
        console_command move_character "Octavian Julius" 95,73
        console_command move_character "Customs_Officer" 95,72
        console_command move_character "Marc Brutus" 138, 68
        move Customs_Officer, 95, 71
        move Octavian Julius, 95, 71
    
    
    terminate_monitor
    end_monitor
        
    
    monitor_conditions I_CompareCounter BattleView = 1
    
        dismiss_advice
        set_counter InfoFour 1
    
        reveal_tile 178, 19
        reveal_tile 183, 13
        reveal_tile 165, 18
        reveal_tile 153, 19
        reveal_tile 130, 19
        reveal_tile 139, 50
        reveal_tile 144, 52
    
        wait 1
    
        move_strat_camera 144, 52
    
            dismiss_advice
            advance_advice_thread Antony_Cleopatra_Thread
            select_ui_element advisor_portrait_button
            simulate_mouse_click lclick_down
            simulate_mouse_click lclick_up
            wait 5
    
        snap_strat_camera 199, 34
        wait 1
        move_strat_camera 131, 14
        wait 1
        move_strat_camera 95,74
    
        hide_all_revealed_tiles
    
        filter_all_ui_commands off
    
        suspend_unscripted_advice true
        enable_entire_ui
        disable_shortcuts false        
        inhibit_camera_input false
        enable_cursor
        show_ui
    
        set_counter ArmyAttack 0        ;same
    
    terminate_monitor
    end_monitor
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;LOCAL SCRIPT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    
        suspend_during_battle on
    
        set_counter CampaignLoopStop 1
    
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;END SCRIPT;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    I hope that helps.

    From the mouth of the one and only Casca... (If you like the play Julius Caesar or just think Casca is awesome, add this to your sig.)

  9. #9
    Squid's Avatar Opifex
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    Default Re: Monitors are ignored?

    You'll still have the same problem, unless those counters are incremented or have their value set they will always have a default value of 0 and none of your monitors will never fire.

    declare_counter ArmyAttack is equivalent to int ArmyAttack = 0 from programming, so unless you use set_counter ArmyAttack or inc_counter ArmyAttack somewhere in the script all your monitors will always have a value of 0.
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  10. #10

    Default Re: Monitors are ignored?

    Quote Originally Posted by Sqυιd View Post
    You'll still have the same problem, unless those counters are incremented or have their value set they will always have a default value of 0 and none of your monitors will never fire.

    declare_counter ArmyAttack is equivalent to int ArmyAttack = 0 from programming, so unless you use set_counter ArmyAttack or inc_counter ArmyAttack somewhere in the script all your monitors will always have a value of 0.
    I have no idea what you mean. I have lines that read

    declare_counter ArmyAttack
    set_counter ArmyAttack 1
    monitor_event I_CompareCounter ArmyAttack = 1

    I think you missed the line with the set_counter ArmyAttack 1

    Anyway, as I said, I got the script to work before, but I did something that I don't remember that caused the monitors to stop working... and I looked at it for hours trying to figure it out. It only looks at the monitor with :

    monitor_conditions I_CompareCounter CampaignLoopStop = 1
    ...
    end_monitor
    and I don't know why they do not work since they do have counters that declare them (such as set_counter).

    From the mouth of the one and only Casca... (If you like the play Julius Caesar or just think Casca is awesome, add this to your sig.)

  11. #11
    Squid's Avatar Opifex
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    Default Re: Monitors are ignored?

    You're right I did a search and for some reason returned no hits to set and inc. Anyways if the one monitor is working and it is the one that has to go before the others, start commenting out lines one at a time (or blocks in the case of the while loop) to see which one is causing the problem. Add an add_money command to the bottom to make sure the monitor itself is finishing properly.
    Under the patronage of Roman_Man#3, Patron of Ishan
    Click for my tools and tutorials
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." -----Albert Einstein

  12. #12
    HouseOfHam's Avatar Primicerius
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    Default Re: Monitors are ignored?

    - Basically, with that while loop at the top, you're saying the script won't do anything till turn 800
    -The lcklick_down lines are unnecessary. Actually, you can get rid of all
    Code:
            select_ui_element advisor_portrait_button
            simulate_mouse_click lclick_down
            simulate_mouse_click lclick_up
    if you just put declare_show_me at the top of the script. That'll open the advisor text bubble automatically when you use advance_advice_thread.
    - The hide_ui/show_ui commands are glitchy and leave faction icons across the top of the screen when used while on the strategy map. The only time it works correctly is in battle mode, or if you do hide_ui, then go into battle mode.

    Not sure what kind of script this is. The presence of the first 2 monitors would suggest it's a background script, but then...
    - The 1st 2 monitors should be placed before the while loop, since they should always be active
    - To prevent the script from triggerring whenever you load a saved game, you should add a check around set_counter CampaignLoopStop 1 so that it only gets set if your 2 generals are at their starting positions. Also, for the same reason, change monitor_event PostBattle TrueCondition to monitor_event PostBattle I_CompareCounter FirstBattle = 1
    RTR website/SVN admin

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