delete
delete
Last edited by RubiconDecision; November 14, 2011 at 06:26 AM.
They will 'bounce' off of the existing unit and 'land' on an empty time somewhere nearby. Same for reposition_character. move_character, however, will put them on top of each other.
Event text is static: 'hard-coded' in historic_events.txt. There's no way to dynamically generate and display text. I wish there were.![]()
You will have to base your script on an agent (spy) character:
Code:monitor_event CharacterTurnEnd AgentType = spy and FactionIsLocal and I_SettlementOwner Milan = milan and I_IsFactionAIControlled milan and I_CharacterTypeNearTile [faction name] spy [distance] x,y and [add a condition to narrow down the trigger to avoid frequent firing, like a turn number (I_TurnNumber) or garrison strength (GarrisonToPoppulationStrength)] historic_event milan_intelligence end_monitor
There's that "I_Character_Near_Tile" condition again. I don't have that one in my docudemons; does it exist?
Maybe you have an old version?
Identifier: I_CharacterTypeNearTile
Trigger requirements:
Parameters: faction, character type, distance in squares, x, z
Sample use: I_CharacterTypeNearTile romans_julii named_character, 10 48,30
Description: Is a particular character type of a faction near a particular tile?
Battle or Strat: Strat
Class: I_CHARACTER_NEAR_TILE
Edit: corrected my example
Yes, it is I_CharacterTypeNearTile but the class is I_CHARACTER_NEAR_TILE.