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  1. #1

    Default Odd script problem

    I started to edit the TATW campaign script to add a few extra features. After I finished editing and pasted in the game files, when I ran the game, no scripts would fire. I reverted back to the original and all scripts fired again. Whats wrong with the script file I edited?
    I have attached both the original and and the edited file. The part I added in the original file is:
    Saruman and the One ring.
    (Search for 'One Ring' in Notepad until you get to it)

    Thanks
    The Uruk

  2. #2

    Default Re: Odd script problem

    Log file please.

  3. #3

    Default Re: Odd script problem

    Quote Originally Posted by attyla View Post
    Log file please.
    There is no log as the game never crashed. It is just that all the scripts (even the ones i didn't edit) stopped working.

    Quote Originally Posted by TNZ View Post
    The Uruk: This line looks a bit suspect:
    Code:
    and AgentType = named character Saruman
    Try replacing it with this:
    Code:
    and Trait Saruman = 1
    I did this and still none of the scripts(including ones I didn't change) work.
    Quote Originally Posted by Emperor of Hell View Post
    Code:
    console_command remove_ancillary this gollu
    This line should be
    Code:
    console_command remove_ancillary this gollum
    Also I must say it's a very nice script . Interesting concept
    Thanks, I have corrected the mistake and all the others but still with the edited campaign script none of the scripts fire while in the non edited one all of them fire. (Easily tested by starting new game and seeing if intro event appears(which doesn't in the edited one). Whats wrong?
    Quote Originally Posted by Kiliç Alì View Post
    the red one is redundant, you can safely remove it (if it is france, it can never be england)


    monitor_event FactionTurnStart FactionType france
    Corrected this as well.

    It seems not to be a problem like this because the game does not crash with the edited campaign script. ALL the scripts stop working for some reason.
    I don't think it is the script engine's fault because it works with the non-edited script, just not with the edited one.

    Thanks for all the help so far everyone.

  4. #4

    Icon1 Re: Odd script problem

    The Uruk: This line looks a bit suspect:
    Code:
    and AgentType = named character Saruman
    Try replacing it with this:
    Code:
    and Trait Saruman = 1

  5. #5
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: Odd script problem

    Code:
    console_command remove_ancillary this gollu
    This line should be
    Code:
    console_command remove_ancillary this gollum
    Also I must say it's a very nice script . Interesting concept

  6. #6
    Kiliç Alì's Avatar Domesticus
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    Default Re: Odd script problem

    ;#########################Is Saruman Alive?
    declare_counter saruman_alive
    monitor_event FactionTurnStart FactionReligion catholic
    and not FactionType england
    and FactionType france
    the red one is redundant, you can safely remove it (if it is france, it can never be england)


    monitor_event FactionTurnStart FactionType france

    Member of the Imperial House of Hader, proud client of The only and sole Ferrit

  7. #7

    Default Re: Odd script problem

    Actually, I just checked the log and this is the result:
    Code:
    11:15:51.968 [system.rpt] [always] CPU: SSE2
    11:15:51.968 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    11:15:52.218 [system.io] [always] mounted pack packs/data_0.pack
    11:15:52.281 [system.io] [always] mounted pack packs/data_1.pack
    11:15:52.359 [system.io] [always] mounted pack packs/data_2.pack
    11:15:52.484 [system.io] [always] mounted pack packs/data_3.pack
    11:15:52.562 [system.io] [always] mounted pack packs/data_4.pack
    11:15:52.578 [system.io] [always] mounted pack packs/localized.pack
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction milan (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction scotland (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction moors (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction turks (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction egypt (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction mongols (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction england (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction france (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction hre (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction portugal (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction spain (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction venice (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction papal_states (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction byzantium (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction aztecs (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction timurids (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction normans (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction saxons (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction russia (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction poland (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction denmark (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction teutonic_order (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction ireland (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction norway (bdg large_city vs clt huge_city)
    11:16:35.953 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction hungary (bdg large_city vs clt huge_city)
    11:16:35.968 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 9154, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction slave (bdg large_city vs clt huge_city)
    11:17:56.546 [game.script] [error] Condition parsing error in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt, at line 2210, column 44
    faction type not recognised
    11:17:56.546 [game.script] [error] Script parsing error at line 2259, column 17 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    don't recognise this token: and
    11:17:56.546 [game.script] [error] Script parsing error at line 2261, column 17 in mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    Couldn't create a script from file mods/Third_Age_3/data/world/maps/campaign/imperial_campaign/campaign_script.txt

  8. #8

  9. #9

    Icon1 Re: Odd script problem

    The Uruk: Try this:
    Spoiler Alert, click show to read: 
    Code:
    ;#####################################################################
    ;########### Baron Samedi/KK's Sauron & the One Ring script ##########
    ;#####################The Uruk's Isengard script######################
    ;#################Part 2.1: Saruman and the One Ring #################
    ;#####################################################################
    
    ;#########################Is Saruman Alive?
    
    declare_counter saruman_alive
    
    monitor_event FactionTurnStart FactionReligion catholic
    	and not FactionType england
            and FactionType france
    	and I_CompareCounter ring_possession_evil = 1
            and I_CharacterExists Saruman
    	set_counter saruman_alive 1	
    end_monitor
    
    ;########################Choose to keep ring for Saruman or give to Sauron 
    
    monitor_event FactionTurnStart FactionReligion catholic
    		and I_CompareCounter saruman_alive = 1
    	add_events 		
       		event counter keepring_accepted
       		event counter keepring_declined
       	end_add_events	 	
      	historic_event keepring true
    	set_event_counter keepring_declined 0
    end_monitor
    
    ;If Accepted, Bring ring to Isengard
    monitor_event EventCounter EventCounterType keepring_accepted
      and I_EventCounter keepring_accepted = 1
    	set_counter isengard_ring 1
    	set_event_counter keepring_accepted 0
            set_counter evil_choice 0	
    end_monitor
    
    ;If Declined, Bring ring to Sauron
    monitor_event EventCounter EventCounterType keepring_declined
      and I_EventCounter keepring_declined = 1
    	set_event_counter keepring_declined 0
    	set_counter evil_choice 1	
    end_monitor
    
    ;#########################Isengard Player:Bring Ring to Isengard to become stronger
    
    declare_counter deliver_ring_isengard
    
    monitor_event FactionTurnStart FactionReligion catholic
            and FactionType france
    	and I_CompareCounter isengard_ring = 1
    	historic_event deliver_ring_isengard
    	set_counter deliver_ring_isengard 1
    	point_at_strat_position 164, 189
    	move_strat_camera 164, 189
    	terminate_monitor
    end_monitor
    
    ;#########################Isengard Player:Bring One Ring to Isengard
    
    declare_counter remove_ring_isengard
    declare_counter saruman_ring
    
    monitor_event CharacterTurnStart CharacterIsLocal
    		and FactionReligion catholic
    		and I_LocalFaction france
    		and AgentType = named character
    		and HasAncType relic_ring
    		and IsRegionOneOf Nan-Curunir_Province
    		and I_SettlementOwner Nan-Curunir = france
    		and I_CompareCounter deliver_ring_isengard = 1
    
             add_money france 15000
             historic_event saruman_ring_event
             increment_kings_purse france 4500
             console_command give_ancillary Saruman one_ring 
    	 console_command diplomatic_stance france mongols War
             console_command diplomatic_stance france egypt War
             console_command diplomatic_stance france milan War
             console_command diplomatic_stance france sicily War
             console_command diplomatic_stance france england War
    	 console_command diplomatic_stance france spain War
    	 console_command diplomatic_stance france venice War
    	 console_command diplomatic_stance france hre War
    	 console_command diplomatic_stance france portugal War
    	 console_command diplomatic_stance france papal_states War
    	 set_faction_standing france mongols -9.9
             set_faction_standing france egypt -9.9
             set_faction_standing france milan -9.9
             set_faction_standing france sicily -9.9
             set_faction_standing france england -9.9
    	 set_faction_standing france spain -9.9
    	 set_faction_standing france venice -9.9
    	 set_faction_standing france hre -9.9
    	 set_faction_standing france portugal -9.9
    	 set_faction_standing france papal_states -9
             set_counter remove_ring_isengard 1
             set_counter saruman_ring 1
             ui_flash_stop
             terminate_monitor
    end_monitor
    
    ;#########################Remove the ring from the general once given to Saruman
    
    monitor_event CharacterSelected CharacterIsLocal 
    		and I_CompareCounter remove_ring_isengard = 1
    		and AgentType = named character
    		and HasAncType relic_ring	
    		console_command give_trait this Loyal 5
    		console_command give_trait this Brave 5
    		console_command remove_ancillary this one_ring
    		console_command remove_ancillary this gollum
    		set_counter ring_possession_evil 0
    	terminate_monitor
    end_monitor
    
    ;#########################The Nazgul leave Sauron
    
    declare_counter saruman_nazgul
    declare_counter saruman_ring
    
    monitor_event CharacterTurnStart I_CompareCounter saruman_ring = 1
                    and AgentType = named character
                    and HasAncType relic_ring
    
            if I_TurnNumber < 50
            console_command kill_character nazgula
            console_command kill_character nazgulc
            console_command kill_character nazguld
            historic_event nazgul_leave_sauron
            set_counter saruman_nazgul 1
            end_if
    
            if I_TurnNumber >= 50 
            and I_TurnNumber < 80 
            console_command kill_character nazgula
            console_command kill_character nazgulc
            console_command kill_character nazguld
            console_command kill_character nazgulb
            historic_event nazgul_leave_sauron
            set_counter saruman_nazgul 1
            end_if
    
            if I_TurnNumber >= 80 
            and I_TurnNumber < 120
            console_command kill_character nazgula
            console_command kill_character nazgulc
            console_command kill_character nazguld
            console_command kill_character nazgulb
            console_command kill_character nazgule
            historic_event nazgul_leave_sauron
            set_counter saruman_nazgul 1
            end_if
    
            if I_TurnNumber >= 120 
            and I_TurnNumber < 160
            console_command kill_character nazgula
            console_command kill_character nazgulc
            console_command kill_character nazguld
            console_command kill_character nazgulb
            console_command kill_character nazgule
            console_command kill_character nazgulf
            historic_event nazgul_leave_sauron
            set_counter saruman_nazgul 1
            end_if
    
            if I_TurnNumber >= 160
            and I_TurnNumber < 200
            console_command kill_character nazgula
            console_command kill_character nazgulc
            console_command kill_character nazguld
            console_command kill_character nazgulb
            console_command kill_character nazgule
            console_command kill_character nazgulf
            console_command kill_character nazgulg
            historic_event nazgul_leave_sauron
            set_counter saruman_nazgul 1
            end_if
    
            if I_TurnNumber >= 200 
            and I_TurnNumber < 250
            console_command kill_character nazgula
            console_command kill_character nazgulc
            console_command kill_character nazguld
            console_command kill_character nazgulb
            console_command kill_character nazgule
            console_command kill_character nazgulf
            console_command kill_character nazgulg
            console_command kill_character nazgulh
            historic_event nazgul_leave_sauron
            set_counter saruman_nazgul 1
            end_if
        
            if I_TurnNumber >= 250
            console_command kill_character nazgula
            console_command kill_character nazgulc
            console_command kill_character nazguld
            console_command kill_character nazgulb
            console_command kill_character nazgule
            console_command kill_character nazgulf
            console_command kill_character nazgulg
            console_command kill_character nazgulh
            console_command kill_character nazguli
            historic_event nazgul_leave_sauron
            set_counter saruman_nazgul 1      
            end_if
            terminate_monitor
    end_monitor
    
    ;#########################The Nazgul join Saruman
    
    declare_counter nazgul_ancs
    
    monitor_event CharacterTurnStart I_CompareCounter saruman_nazgul = 1
                    and Trait Saruman = 1
                    and HasAncType relic_ring
            
        spawn_army
        faction france
        character	Nazgula, named character, age 41, x 162, y 188, portrait nazgul1, battle_model witchking, hero_ability Terror_of_the_Witch_King,
        traits Witchking 1 , hero_ability12 1 , LoyaltyStarter 1 , GoodCommander 3 , BattleScarred 2 , BattleDread 1 , CaptorDread 1 , GoodAttacker 1 , NightBattleCapable 1 
            unit	Black Numenorians		exp 3 armour 1 weapon_lvl 0
        end
        spawn_army
        faction france
        character	Nazgulc, named character, age 25, x 161, y 188, portrait nazgul4, battle_model mounted_nazgul, hero_ability Terror_of_the_Nazgul
        traits Nazgul 1 , hero_ability13 1 , LoyaltyStarter 1 , GoodCommander 2 , BattleScarred 3 , StrategyDread 1 , GoodAttacker 1 , NightBattleCapable 1
            unit	Black Numenorians		exp 3 armour 1 weapon_lvl 0
        end
        spawn_army
        faction france
        character	Nazguld, named character, age 24, x 160, y 188, portrait nazgul3, battle_model mounted_nazgul, hero_ability Terror_of_the_Nazgul
        traits Nazgul 1 , hero_ability13 1 , LoyaltyStarter 1 , GoodCommander 3 , BattleScarred 2, BattleDread 1 , CaptorDread 1 , GoodAttacker 1 , NightBattleCapable 1
            unit	Black Numenorians		exp 3 armour 1 weapon_lvl 0
        end
        spawn_army 
        faction france
        character	Nazgulb, named character, age 32, x 162, y 187, battle_model mounted_nazgul, portrait nazgul2, hero_ability Terror_of_the_Nazgul
        traits Nazgul 1 , hero_ability12 1 , LoyaltyStarter 3 , GoodCommander 3 , BattleScarred 2, BattleDread 1 , CaptorDread 1 , GoodAttacker 1 , NightBattleCapable 1
    	unit	Black Numenorians		exp 3 armour 1 weapon_lvl 0
        end
        spawn_army 
        faction france
        character	Nazgule, named character, age 30, x 161, y 187, battle_model mounted_nazgul, portrait nazgul5, hero_ability Terror_of_the_Nazgul
        traits Nazgul 1 , hero_ability12 1 , LoyaltyStarter 3 , GoodCommander 3 , BattleScarred 1, BattleDread 1 , CaptorDread 1 , GoodAttacker 1 , NightBattleCapable 1
    	unit	Black Numenorians		exp 3 armour 1 weapon_lvl 0
        end
        spawn_army 
        faction france
        character	Nazgulf, named character, age 34, x 160, y 187, battle_model mounted_nazgul, portrait nazgul6, hero_ability Terror_of_the_Nazgul
        traits Nazgul 1 , hero_ability12 1 , LoyaltyStarter 3 , GoodCommander 3 , BattleScarred 2, BattleDread 1 , CaptorDread 1 , NightBattleCapable 1
    	unit	Black Numenorians		exp 3 armour 1 weapon_lvl 0
        end
        spawn_army 
        faction france
        character	Nazgulg, named character, age 38, x 162, y 186, battle_model mounted_nazgul, portrait nazgul7, hero_ability Terror_of_the_Nazgul
        traits Nazgul 1 , hero_ability12 1 , LoyaltyStarter 2 , GoodCommander 3 , BattleScarred 2, BattleDread 1 , CaptorDread 1 , GoodAttacker 1 , NightBattleCapable 1
    	unit	Black Numenorians		exp 3 armour 1 weapon_lvl 0
        end
        spawn_army 
        faction france
        character	Nazgulh, named character, age 42, x 161, y 186, battle_model mounted_nazgul, portrait nazgul8, hero_ability Terror_of_the_Nazgul
        traits Nazgul 1 , hero_ability12 1 , LoyaltyStarter 3 , GoodCommander 3 , BattleScarred 2, BattleDread 1 , CaptorDread 1 , GoodAttacker 1 , NightBattleCapable 1
    	unit	Black Numenorians		exp 3 armour 1 weapon_lvl 0
        end
        spawn_army 
        faction france
        character	Nazguli, named character, age 48, x 160, y 186, battle_model mounted_nazgul, portrait nazgul9, hero_ability Terror_of_the_Nazgul
        traits Nazgul 1, LoyaltyStarter 3 , GoodCommander 3 , BattleScarred 2, BattleDread 1 , CaptorDread 1 , GoodAttacker 1 , NightBattleCapable 1
    	unit	Black Numenorians		exp 3 armour 1 weapon_lvl 0
        end
            console_command give_ancillary Saruman master_of_nazguls
            historic_event nazguls_join_saruman
            set_counter nazgul_ancs 1
            terminate_monitor
    end_monitor
    
    monitor_event CharacterTurnStart I_CompareCounter nazgul_ancs = 1
            console_command give_ancillary Nazgula ring_witchking
            console_command give_ancillary Nazgula witchkings_flail
            console_command give_ancillary Nazgulc ring_nazgul
            console_command give_ancillary Nazgulc nazgul_sword
            console_command give_ancillary Nazguld ring_nazgul
            console_command give_ancillary Nazguld blade_khamul
            terminate_monitor
    end_monitor
    
    ;#########################################################################
    ;############End of The Uruk's Saruman and the One Ring script############
    ;#########################################################################
    Code:
    and I_SettlementOwner Nan-Curunir
    Code:
    and I_SettlementOwner Nan-Curunir = france
    Code:
    monitor_event CharacterTurnStart
                    and I_CompareCounter saruman_ring = 1
                    and AgentType = named character
                    and HasAncType relic_ring
    Code:
    monitor_event CharacterTurnStart I_CompareCounter saruman_ring = 1
                    and AgentType = named character
                    and HasAncType relic_ring
    Code:
    monitor_event CharacterSelected CharacterIsLocal I_CompareCounter remove_ring_isengard = 1
    Code:
    monitor_event CharacterSelected CharacterIsLocal
    		and I_CompareCounter remove_ring_isengard = 1

  10. #10

    Default Re: Odd script problem

    It worked! Thanks TNZ!

    Thanks to everyone else for trying to help me.:

  11. #11

    Default Re: Odd script problem

    I got past that problem but have now hit another one.
    When my script is about to start(at the start of my turn) the game crashes.
    The new campaign script(that works with TNZ's correction) is attached along with the error log(which I can't make sense of).

    Thanks
    The Uruk.

  12. #12
    Kiliç Alì's Avatar Domesticus
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    Default Re: Odd script problem

    It crashes when executing the keepring event. most probably a text error, do you have corresponding
    KEEPRING_TITLE and KEEPRING_BODY entries in your text\historic_events.txt? if yes, have you deleted the historic_events.strings.bin file before starting a new campaign?

    Member of the Imperial House of Hader, proud client of The only and sole Ferrit

  13. #13

    Default Re: Odd script problem

    Tried everything and still didn't work. Keeps crashing when the historic event is executed.
    Anyone know why?
    Attached are new error log, campaign script and historic events.txt

    Thanks
    The Uruk

  14. #14
    irishron's Avatar Cura Palatii
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    Default Re: Odd script problem

    Did the game you a new historic_events.txt.string.bin?

  15. #15

    Default Re: Odd script problem

    Yes, it did.

  16. #16
    Kiliç Alì's Avatar Domesticus
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    Default Re: Odd script problem

    Your error is in historic_events:

    {KEEP_RING_Title}Keep the One Ring?

    must be

    {KEEP_RING_TITLE}Keep the One Ring?

    The words in brackets must always be i capital letters. Cheers

    Member of the Imperial House of Hader, proud client of The only and sole Ferrit

  17. #17

    Default Re: Odd script problem

    Thanks a lot Kilic! It works now...

    Except for I hit another problem.
    When the nazguls spawn for Isengard, they spawn without a name and the strat map models are wrong. Any idea how to fix this?

    Thanks everyone for your persistence in helping me.

  18. #18
    lolIsuck's Avatar WE HAVE NO CAKE!
    Patrician Citizen Moderator Emeritus

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    Default Re: Odd script problem

    Are the spawned nazgul's names in the names files for Isengard? Other thing would be something similar but I don't know anything about strat map models

  19. #19
    Kiliç Alì's Avatar Domesticus
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    Default Re: Odd script problem

    Are the spawned nazgul's names in the names files for Isengard?
    indeed here must be the problem - check descr_names.txt, the "france" entries.

    Strat models are described in descr_character. Hard-coded limit is 10 per faction couse they works like trait.
    This "trait" is not a real trait of course but and Effect - it can be triggered via anc or trait. For example:

    Code:
     
    Trait blah
    level blah
    description blah
    effects_description blah
    epithet blah
    treshold 1
     
    Effect Level 1 -> this can go from 1 to 10, like attributes such command, chivalry, charm. thus 9 levels + 1 (which is noone) = 10 levels = 10 different strat_models
    Each level is described in descr_character (and consequently influences descr_model_strat) and needs also a proper entry in expanded.txt (not necessary, the game runs with no crash, but you'll see things like "EMT_FRANCE_GENERAL_1" when passing on the charater with your mouse, instead of "Isengard General".

    Of course each faction can have different strat_models for each level, and if 2 factions share the same model, they can still change their textures. When bribed\married into another faction, theese characters loose their Specific trait contining the Level entry and consequently become simple "Family members".

    So, if the Isengard slots are full, you will need to remove some model or renunce to give their own to nazguls.

    Member of the Imperial House of Hader, proud client of The only and sole Ferrit

  20. #20

    Default Re: Odd script problem

    Thanks again kilic!
    One last thing,
    I have 2 different monitors for two events. I want one to fire a turn after the other, how would I do that?
    I have tried myself and they fire at the same time or one fires and the other doesn't.
    It is the kill nazgul and spawn nazguls bits in my campaign script.

    Thanks
    The Uruk

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