EBII has that file, but only in bin format. Use the BinEditor to covert it to txt.
EBII has that file, but only in bin format. Use the BinEditor to covert it to txt.
didn't know it was the same but on a different format thanks to both of you
so it now works perfectly
but the script doesn't ingame
the script is the recruitment control from gigantus
i had 1 error from a lacking end__if
there are 174 errors but they aren't game breaking, those are all related to settlement names, wich hasn't to do anything with the script
when i play with the script 1/3 of the radar map becomes covered so i know theres a error somewhere
https://www.sendspace.com/file/gkqw8a
ps: obvioulsy i renamed the file to "campaign_script" to test it, the name that the file is uploaded was to identify it better
I used this tool, and it fixed my problem, but it crashed constantly. I had to quickly scroll through the errors in order to find something before it crashed again. Only once did it not crash until I was done with it.
I'm using Windows XP SP3, and I downloaded .NET Framework 4 to make the tool happy.
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
Ok. I will try to make it crash again (in other words, I will use it). I just tried, but of course it didn't crash now. -.-
I'll come back when I have something.
It hasn't crashed again, but it displays every settlement name as an error. Gigantus said that's because it uses the displayed name as the true one instead of the internal one. Having all those extra "errors" makes it harder to find the actual errors, since you have to sift through over 160 fake errors (in my case).
The settlement names is a known issue. I've had a fix for that for some time in a beta version, Gig was testing it out for me, but it's been languishing for some time for me to finish it up and make it suitable for general release. If you could get a crash report that would be greatly appreciated.
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
Version 0.6.0
Changes/Fixes from v0.5.9:
- For M2TW fixed settlement names using external names (required for RTW) to using internal names (required for M2TW)
- Date line in add_events blocks is now optional
- Fixed bug in factions line in add_event blocks
- Changed to having one error for a non-existant settings path instead of displaying all files as missing
- File data/descr_names.txt is now required
- Added partial processing of the character line in spawn_army blocks
- Fixed indentation not properly handling tabs when indenting partial blocks of text
- Fixed indentation not indenting the last line when indenting a block or when indenting from the keyboard shortcut
- Fixed empty lines not being excluded from indentation
- Added set_faction_banner to list of folding code sections
- Changed icon to a new icon (courtesy of Ishan)
- Added UIElements to syntax highlighting
- Added simple autocompletion of all (or at least most) hardcoded elements
Go to the first post to get the new version.
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
Version 0.6.1
Changes/Fixes from v0.6.1:
- Fixed FactionNamesReader not correctly reading surnames/womens names
- Fixed FactionNamesReader not correctly handling multiple factions per faction block
- Fixed bug in checks for names with both a first and last name
- Fixed random_name not being valid for m2tw character spawns
- Fixed date not being recognized as a console command
Go to the first post to get the new version.
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
Some recent findings.
It would mean that the sub_faction entry in the campaign script is not read (in descr_strat it is, confirmed) and that names are always taken from the slave faction's list. At present this naming is shown as error if the name is not in the sub faction's list.
Undefined name for faction f_boii: Melmanios
The name is listed only in the slave faction's name roster - no display problem.Code:spawn_army faction slave, sub_faction f_boii character Melmanios, named character, age 20, x 236, y 156 traits CommandExperience 3, GoodLeader 1, GoodDefender 1 unit celtic cavalry chariot exp 4 armour 0 weapon_lvl 0 unit celtic cavalry eponados exp 1 armour 0 weapon_lvl 0 unit celtic cavalry eponados exp 0 armour 0 weapon_lvl 0 unit celtic cavalry eponados exp 0 armour 0 weapon_lvl 0 unit celtic infantry koxsalotoi exp 0 armour 0 weapon_lvl 0 unit celtic infantry koxsalotoi exp 0 armour 0 weapon_lvl 0 end
The checker reports the TransgessionName condition as invalid script command:
Code:monitor_event Transgression TargetFactionType f_carthage and not FactionType slave and I_EventCounter ecCarthageIsAIControlled = 0 and I_EventCounter ecCarthageWarPoints < 40 ; Ignore these Transgressions and not TransgressionName TC_INVASION and not TransgressionName TC_FLEE_INVASION and not TransgressionName TC_UNDECLARED_ATTACK and not TransgressionName TC_UNDECLARED_ATTACK_WITHDRAW
Just found out that the tool references the HasAncType condition to the ancillaries name and not the type (as it should be).
It also doesn't recognize the HighestAttSharedChar condition or the TransgressionName condition
Tidbit from TATW: spawning an army unit may be used to define the soldier count (causes error 'expected exp'):
The tool does not recognize custom missions, at least not in this line:Code:unit Misty Balrog AI soldiers 1 exp 9 armour 0 weapon_lvl 0
monitor_event MissionFinished MissionID giveRingSauron
descr_missions
Code:mission give_ancillary giveRingSauron { POPE_MISSION turn_start 999 paybacks { payback_id empty_payback } ancillary_type relic_ring pfp_upper_boundary 1.1 }