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November 10, 2011, 07:22 PM
#1
Foederatus
Trouble with protectorates.
I've been trying to get the protectorates to be handed over to the main factions if the player isn't actually playing one of the protectorates himself, but every single scripting file version I've tried to use does not work.
Here are examples of the codes that are NOT working:
local function OnFactionTurnStart(context)
if conditions.TurnNumber(context) == 1 then
if conditions.FactionName("cherokee", context) and conditions.FactionIsHuman("cherokee", context) then
scripting.game_interface:trigger_custom_mission("britain_protectorate", "cherokee", "capture_city", 0, "Acadia", "", "main_mission_capture_city_text", "main_protectorate_new_spain_reward", 2000, "", context)
end
elseif conditions.TurnNumber(context) == 2 then
if conditions.FactionName("britain", context) and conditions.FactionIsHuman("britain", context) then
scripting.game_interface:trigger_custom_mission("britain_protectorate", "britain", "protectorate_region_capture", 0, "georgia_usa+cherokee_territory+new_france", "", "mission_text_text_main_protectorate_thirteen_colonies_text", "mission_text_text_main_protectorate_thirteen_colonies_reward", 0, "thirteen_colonies", context)
elseif conditions.FactionName("spain", context) and conditions.FactionIsHuman("spain", context) then
scripting.game_interface:trigger_custom_mission("spain_protectorate", "spain", "protectorate_region_capture", 0, "trinidad_tobago+tejas+curacao", "", "mission_text_text_main_protectorate_new_spain_text", "mission_text_text_main_protectorate_new_spain_reward", 0, "new_spain", context)
elseif conditions.FactionName("france", context) and conditions.FactionIsHuman("france", context) then
scripting.game_interface:trigger_custom_mission("france_protectorate", "france", "protectorate_region_capture", 0, "michigan_territory+algonquin_territory+cherokee_territory", "", "mission_text_text_main_protectorate_louisiana_text", "mission_text_text_main_protectorate_louisiana_reward", 0, "louisiana", context)
end
elseif conditions.TurnNumber(context) == 5 then
scripting.game_interface:enable_auto_generated_missions(true)
end
if conditions.FactionName("britain", context) and not conditions.FactionIsHuman("britain", context) then
scripting.game_interface:grant_faction_handover("britain", "thirteen_colonies", 6, 15, context)
elseif conditions.FactionName("spain", context) and not conditions.FactionIsHuman("spain", context) then
scripting.game_interface:grant_faction_handover("spain", "new_spain", 6, 15, context)
elseif conditions.FactionName("france", context) and not conditions.FactionIsHuman("france", context) then
scripting.game_interface:grant_faction_handover("france", "louisiana", 6, 15, context)
end
end
Another one:
local function OnFactionTurnStart(context)
if conditions.TurnNumber(context) == 3 then
scripting.game_interface:enable_auto_generated_missions(true)
end
if conditions.FactionName("britain", context) then
scripting.game_interface:grant_faction_handover("britain", "thirteen_colonies", 1, 1, context)
elseif conditions.FactionName("spain", context) then
scripting.game_interface:grant_faction_handover("spain", "new_spain", 1, 1, context)
elseif conditions.FactionName("france", context) then
scripting.game_interface:grant_faction_handover("france", "louisiana", 1, 1, context)
end
end
And another:
local function OnFactionTurnStart(context)
if conditions.TurnNumber(context) == 1 then
if conditions.FactionName("cherokee", context) and conditions.FactionIsHuman("cherokee", context) then
scripting.game_interface:trigger_custom_mission("britain_protectorate", "cherokee", "capture_city", 0, "Acadia", "", "main_mission_capture_city_text", "main_protectorate_new_spain_reward", 2000, "", context)
end
end
None of these scripts seem to be working at all (I know they don't necessarily do what I wanted them to do, I was just trying them out to see if they worked).
Any ideas on why these scripts aren't working?
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November 13, 2011, 05:39 AM
#2
Re: Trouble with protectorates.
sorry i cant help you here,
i do know however that people have had success usingthe original scripts of new spain etc, and simply replacing the faction names
although as your already doing very compcated things, i'll assume ive been a pillock and apolgise for wasting you time 
The Cap
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November 13, 2011, 12:27 PM
#3
Foederatus
Re: Trouble with protectorates.
It's fine....I've just been trying different forms of scripts.
Some I picked up whole cloth from mod files, others I modified on my own, they just don't seem to work at all.
Maybe some of my mods are interfering with this in some way. I know I do have a bunch of those, so one is bound to be causing some interference. I just thought mods couldn't interfere with scripting (unless they actually modify the scripting.lua file), but I may be wrong there.
It's not the end of the world or anything...I just wanted to have the protectorates join me in my campaigns as Britain, Spain and France.
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