This is a tutorial building on an old thread of mine.
The script allows us to kill individual characters at whim with the simple script command kill_character [character name]. This will result in the character disappearing from the game, should he be a family member then he will be marked as 'died peacefully' in the family tree.
Note: as this can only be used with known characters it is advisable (to avoid possible errors) to label the character like this: character Robert, named character, male, age 24, x 104, y 134, label william1
It is possible to let the character die in a variety of ways by adding definitions to the script command as listed below, eg kill_character DET_BATTLE [character name]. This will result in the 'Died a heroic Death' message and he will be listed in the family tree as 'died heroically'. Unfortunately this is the only type of death that gets an automatic message, others will have to use the 'historic_event' method.
Underneath is a list of the 'kill options' with ingame message displayed and text used for entries in the family tree (see pic below).
Family tree entry using DET_ASSASSINATEDCode:campaign_script text\event_title text\strat script command ingame message family tree entry DET_BATTLE {character_dies_heroic} {SMT_DIED_BATTLE} DET_STARVATION None {SMT_DIED_TRAGIC} DET_PLAGUE None {SMT_DIED_PLAGUE} DET_POISONED None {SMT_DIED_ASSASSINATED} DET_EXECUTED_PRISONER None {SMT_EXECUTED_PRISONER} DET_EXECUTED None {SMT_EXECUTED} DET_ASSASSINATED None {SMT_DIED_ASSASSINATED} DET_DISASTER None {SMT_DIED_TRAGIC} DET_NATURAL None {SMT_DIED}
Sample script use:
.Code:monitor_event FactionTurnStart FactionIsLocal if I_TurnNumber = 0 and I_CharacterExists [character_label] kill_character DET_ASSASSINATED [character_label] historic_event [assassination event] end_if end_monitor








































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