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Thread: Fire event through Console?

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  1. #1

    Default Fire event through Console?

    Is there any way to fire an event through the console so that I can test it?

  2. #2

  3. #3
    boboav's Avatar Decanus
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    Default Re: Fire event through Console?

    No, but you can make at turn number 0 or 1 for test
    Modder of "Bellum Crucis" and "De Bello Mundi"

  4. #4

    Default Re: Fire event through Console?

    The best alternative is to test the mod in hotseat mode and set all factions to AI mode a good simulation kinda of way.

  5. #5

    Default Re: Fire event through Console?

    Quote Originally Posted by Ishan View Post
    The best alternative is to test the mod in hotseat mode and set all factions to AI mode a good simulation kinda of way.
    But that still doesn't solve the problem of not knowing when the event will fire.


    IMHO, the simplest way to test the monitor is to change it to:

    Code:
    monitor_event FactionTurnEnd FactionType slave
      ;The code from your monitor goes here.
      terminate_monitor
    end_monitor
    That will ensure that your code is executed once at the beginning of the game. Or, you could post the code at the top level of the file and it will be executed once immediately after a new campaign is started. But I tend not to like to leave code at the top level because it seems a bit messy and harder to understand IMHO.

    Dominion of the Sword, a Medieval II: Total War Supermod
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  6. #6

    Default Re: Fire event through Console?

    If a script is based on a turn say 200 and this script is co-dependent on certain events and some other scripts also. Common eg say timusrid invasion script. The best way to test it, is Simulation via hotseat coz the scripter already test his\her script by setting the turn number to low but to assure it in further gameplay hot seat is the only option IMO.

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