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  1. #1

    Default Scripted siege and horde

    I am trying to let horde to capture city and settle there by script, but after emergement they siege needed settlemen(it is scripted) and then they abandon it or sack... Whant should I do?

  2. #2
    Vegas_Bear's Avatar Biarchus
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    Default Re: Scripted siege and horde

    Have one of the generals move into the city and freeze/ remove his movement points. This will keep him in the settlement and it will not be abandoned. You freeze him by giving him a trait w/ the movement points reduced.

    Effect MovementPoints -120

    VB

  3. #3

    Default Re: Scripted siege and horde

    Quote Originally Posted by Vegas_Bear View Post
    Have one of the generals move into the city and freeze/ remove his movement points. This will keep him in the settlement and it will not be abandoned. You freeze him by giving him a trait w/ the movement points reduced.

    Effect MovementPoints -120

    VB
    Thanks I will try

  4. #4
    Withwnar's Avatar Script To The Waist
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    Default Re: Scripted siege and horde

    I have found that this Effect doesn't kick in until the next turn. So it is possible that he could still move out during that turn. To keep him there for that turn you can add this to the script:

    console_command mp {general name/label} -1

  5. #5

    Default Re: Scripted siege and horde

    Vegas_Bear Should I create trait at export_descr_character_traits and then add to scripts?
    Withwnar I tried but when I checked log there was mistake that character can not be found...

  6. #6
    Vegas_Bear's Avatar Biarchus
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    Default Re: Scripted siege and horde

    Yes, that is where it goes, ex-

    ;------------------------------------------
    Trait Frozen
    Characters family
    Hidden

    Level Frozen
    Description Frozen_desc
    EffectsDescription Frozon_effects_desc
    Threshold 1

    Effect MovementPoints -120 <=== This amount should equal whats in descr_character
    Campaign Script-

    monitor_event GeneralCaptureSettlement SettlementName Jerusalem
    and FactionType England
    and I_CharacterExists William Plantagenet

    console_command give_trait "William Plantagenet" Frozen 1
    end_monitor
    If you gave your general a label, substitute William Plantagenet w/ the label. This should fire after the general captures the settlement and is still alive. He will remain frozen until you remove the trait or give him movement points.

    You can use Withwnar way, it doesnt require a trait. Just change the console command line to -

    console_command mp William Plantagenet -1

    Hope this clears it up a bit,
    VB

  7. #7
    Withwnar's Avatar Script To The Waist
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    Default Re: Scripted siege and horde

    Quote Originally Posted by Vegas_Bear View Post
    You can use Withwnar way, it doesnt require a trait.
    I meant for the first turn end only, then using a trait for the rest. But yeah, you could just use "mp" instead of a trait but you will need to reapply it at the start of every turn. Something like...

    Code:
    monitor_event PreFactionTurnStart FactionType england
    
      if I_CharacterExists settlement_keeper1
        console_command mp settlement_keeper1 -1
      end_if
    
    end_monitor
    ...where settlement_keeper1 is his label.

    @Ostrogoth
    If you are still getting "no such character" log errors then there's something wrong with the script. We'd need to see it.

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