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Thread: descr_rebel_factions

  1. #81
    Withwnar's Avatar Script To The Waist
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    Default Re: descr_rebel_factions

    Quote Originally Posted by Titus le Chmakus View Post
    But is the use of label compulsory ?
    reposition_character needs a name or a label.

    If you're happy with the general being spawned in region 017 to always have the same name then you could use a name instead.

    Code:
    monitor_events PreFactionTurnStart FactionType slave
    
      generate_random_counter Settlement_017_Bandits 1 20
      if I_EventCounter Settlement_017_Bandits < 2
        and not I_CharacterExists Bob
        spawn_army
          faction slave
          character Bob, named character, age 30, x 109, y 147
          traits Whatever 1
          unit OrcDudes	exp 0 armour 0 weapon_lvl 0
          unit OrcDudes	exp 0 armour 0 weapon_lvl 0
          unit OrcDudes	exp 0 armour 0 weapon_lvl 0
          unit OrcDudes	exp 0 armour 0 weapon_lvl 0
        end
        reposition_character Bob, 109, 147
      end_if
    end_monitor
    Each of your spawning monitors would need to use a different name. And all of these names need to be in the slave name pool, preferably names that are not also used by other factions.

    Bear in mind that while any character named "Bob" already exists on the map he won't spawn, due to that "not I_CharacterExists" condition. There could be some other slave general, captain, heretic, etc. named Bob at any given time.

    By the way, Gigantus was right earlier about only needing one monitor. [Edit: oops, just realised he said it again.] You still need all of that script for each region but there's no need to have each in its own monitor. Plus you can re-use that random event counter for all of them.

    Code:
    monitor_events PreFactionTurnStart FactionType slave
    
      ;London
      generate_random_counter spawn_slave_bandits 1 20
      if I_EventCounter spawn_slave_bandits < 2
        and not I_CharacterExists Bob
        spawn_army
          faction slave
          character Bob, named character, age 30, x 109, y 147
          traits Whatever 1
          unit OrcDudes	exp 0 armour 0 weapon_lvl 0
          unit OrcDudes	exp 0 armour 0 weapon_lvl 0
          unit OrcDudes	exp 0 armour 0 weapon_lvl 0
          unit OrcDudes	exp 0 armour 0 weapon_lvl 0
        end
        reposition_character Bob, 109, 147
      end_if
    	
      ;Nottingham
      generate_random_counter spawn_slave_bandits 1 20
      if I_EventCounter spawn_slave_bandits < 2
        and not I_CharacterExists Harry
        spawn_army
          faction slave
          character Harry, named character, age 30, x 107, y 155
          traits Whatever 1
          unit OrcDudes	exp 0 armour 0 weapon_lvl 0
          unit OrcDudes	exp 0 armour 0 weapon_lvl 0
          unit OrcDudes	exp 0 armour 0 weapon_lvl 0
          unit OrcDudes	exp 0 armour 0 weapon_lvl 0
        end
        reposition_character Harry, 107, 155
      end_if
    	
    end_monitor
    Last edited by Withwnar; March 16, 2019 at 12:15 AM.

  2. #82

    Default Re: descr_rebel_factions

    Quote Originally Posted by Titus le Chmakus View Post
    Yeah ok well I had hoped there would be another way to bypass the problem with some sort of resetting a counter ... ? Apparently not. I hope my leader will accept the 1-spawn-spot-only, because it is the only way as you guys seem to say !
    As I said, you can have more than one spawn-spot, they just all have to be pre-defined. You can have as many of those as you are willing to add loops to each settlement's spawn.

  3. #83

    Default Re: descr_rebel_factions

    Here's my own version of this notion:

    Code:
        monitor_events PreFactionTurnStart FactionType slave
            ; Iuerion
            if I_EventCounter IuerionBanditSpawn > 10    ; cooldown has ended
                generate_random_counter sett_001_bandits 1 40
                if I_EventCounter sett_001_bandits < 2   ; 2.5% chance
                    spawn_army
                        faction slave, sub_faction f_casse
                        character	random_name, named character, age 30, x 52, y 262, portrait barb2
                        traits  SlaveBoiiModel 1 , CommandExperience 3, GoodDefender 1, GoodLeader 1, HaleAndHearty 2, TurnsAlive 2
                        unit		celtic cavalry british riders		exp 4 armour 0 weapon_lvl 0
                        unit		gaelic infantry swordsman	exp 1 armour 0 weapon_lvl 0
                        unit		gaelic infantry skirmisher	exp 0 armour 0 weapon_lvl 0
                        unit		gaelic infantry skirmisher	exp 0 armour 0 weapon_lvl 0
                        unit		celtic infantry british slinger		exp 0 armour 0 weapon_lvl 0
                    end
                    set_event_counter IuerionBanditSpawn 0 ; resetting cooldown
                end_if
                if I_EventCounter sett_001_bandits = 20 ; 2.5% chance
                    spawn_army
                        faction slave, sub_faction f_casse
                        character	random_name, named character, age 30, x 58, y 264, portrait barb3
                        traits  SlaveBoiiModel 1 , CommandExperience 3, GoodDefender 1, GoodLeader 1, HaleAndHearty 2, TurnsAlive 2
                        unit		celtic cavalry british riders		exp 4 armour 0 weapon_lvl 0
                        unit		gaelic infantry swordsman	exp 1 armour 0 weapon_lvl 0
                        unit		gaelic infantry skirmisher	exp 0 armour 0 weapon_lvl 0
                        unit		gaelic infantry skirmisher	exp 0 armour 0 weapon_lvl 0
                        unit		celtic infantry british slinger		exp 0 armour 0 weapon_lvl 0
                    end
                    set_event_counter IuerionBanditSpawn 0 ; resetting cooldown
                end_if
                if I_EventCounter sett_001_bandits > 39 ; 2.5% chance
                    spawn_army
                        faction slave, sub_faction f_casse
                        character	random_name, named character, age 30, x 54, y 263, portrait barb4
                        traits  SlaveBoiiModel 1 , CommandExperience 3, GoodDefender 1, GoodLeader 1, HaleAndHearty 2, TurnsAlive 2
                        unit		gaelic cavalry nobles		exp 4 armour 0 weapon_lvl 0
                        unit		celtic cavalry british riders		exp 0 armour 0 weapon_lvl 0
                        unit		gaelic infantry swordsman	exp 1 armour 0 weapon_lvl 0
                        unit		gaelic infantry swordsman	exp 0 armour 0 weapon_lvl 0
                        unit		gaelic infantry swordsman	exp 0 armour 0 weapon_lvl 0
                        unit		gaelic infantry skirmisher	exp 1 armour 0 weapon_lvl 0
                        unit		gaelic infantry skirmisher	exp 1 armour 0 weapon_lvl 0
                        unit		gaelic infantry skirmisher	exp 0 armour 0 weapon_lvl 0
                        unit		gaelic infantry skirmisher	exp 0 armour 0 weapon_lvl 0
                        unit		celtic infantry british slinger		exp 0 armour 0 weapon_lvl 0
                    end
                    set_event_counter IuerionBanditSpawn 0 ; resetting cooldown
                end_if
            end_if
            inc_event_counter IuerionBanditSpawn 1         ; increasing cooldown counter every turn
            ; next settlement
        end_monitor
    Three potential spawn-points, 5% chance of one of the smaller stacks, 2.5% chance of a larger one (which is also closer to the settlement). All of them with an FM leading who isn't easily killed.

  4. #84
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: descr_rebel_factions

    The 'next settlement' entry has to be BEFORE the increasing lines I think - we can't have commands in between IF loops afaik. You can skip the sub faction entry as well (something new to me), it hasn't got any influence.










  5. #85
    Titus le Chmakus's Avatar Biarchus
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    Default Re: descr_rebel_factions

    Ok thanks guys, I'll see what we do with it !

  6. #86

    Default Re: descr_rebel_factions

    I've adjusted mine following Gig's feedback (and a rethink on using named event_counters):

    Code:
        monitor_events PreFactionTurnStart FactionType slave
            ; Iuerion
            if I_EventCounter 001BanditSpawn > 10    ; cooldown has ended
                generate_random_counter sett_001_bandits 1 40
                if I_EventCounter sett_001_bandits < 2   ; 2.5% chance
                    spawn_army
                        faction slave, sub_faction f_casse
                        character	random_name, named character, age 30, x 52, y 262, portrait barb2
                        traits  SlaveBoiiModel 1 , CommandExperience 3, GoodDefender 1, GoodLeader 1, HaleAndHearty 2, TurnsAlive 2
                        unit		celtic cavalry british riders		exp 4 armour 0 weapon_lvl 0
                        unit		gaelic infantry swordsman	exp 1 armour 0 weapon_lvl 0
                        unit		gaelic infantry skirmisher	exp 0 armour 0 weapon_lvl 0
                        unit		gaelic infantry skirmisher	exp 0 armour 0 weapon_lvl 0
                        unit		celtic infantry british slinger		exp 0 armour 0 weapon_lvl 0
                    end
                    set_event_counter 001BanditSpawn 0 ; resetting cooldown
                end_if
                if I_EventCounter sett_001_bandits = 20 ; 2.5% chance
                    spawn_army
                        faction slave, sub_faction f_casse
                        character	random_name, named character, age 30, x 58, y 264, portrait barb3
                        traits  SlaveBoiiModel 1 , CommandExperience 3, GoodDefender 1, GoodLeader 1, HaleAndHearty 2, TurnsAlive 2
                        unit		celtic cavalry british riders		exp 4 armour 0 weapon_lvl 0
                        unit		gaelic infantry swordsman	exp 1 armour 0 weapon_lvl 0
                        unit		gaelic infantry skirmisher	exp 0 armour 0 weapon_lvl 0
                        unit		gaelic infantry skirmisher	exp 0 armour 0 weapon_lvl 0
                        unit		celtic infantry british slinger		exp 0 armour 0 weapon_lvl 0
                    end
                    set_event_counter 001BanditSpawn 0 ; resetting cooldown
                end_if
                if I_EventCounter sett_001_bandits > 39 ; 2.5% chance
                    spawn_army
                        faction slave, sub_faction f_casse
                        character	random_name, named character, age 30, x 54, y 263, portrait barb4
                        traits  SlaveBoiiModel 1 , CommandExperience 3, GoodDefender 1, GoodLeader 1, HaleAndHearty 2, TurnsAlive 2
                        unit		gaelic cavalry nobles		exp 4 armour 0 weapon_lvl 0
                        unit		celtic cavalry british riders		exp 0 armour 0 weapon_lvl 0
                        unit		gaelic infantry swordsman	exp 1 armour 0 weapon_lvl 0
                        unit		gaelic infantry swordsman	exp 0 armour 0 weapon_lvl 0
                        unit		gaelic infantry swordsman	exp 0 armour 0 weapon_lvl 0
                        unit		gaelic infantry skirmisher	exp 1 armour 0 weapon_lvl 0
                        unit		gaelic infantry skirmisher	exp 1 armour 0 weapon_lvl 0
                        unit		gaelic infantry skirmisher	exp 0 armour 0 weapon_lvl 0
                        unit		gaelic infantry skirmisher	exp 0 armour 0 weapon_lvl 0
                        unit		celtic infantry british slinger		exp 0 armour 0 weapon_lvl 0
                    end
                    set_event_counter 001BanditSpawn 0 ; resetting cooldown
                end_if
            end_if
            ; next settlement
            ; Cooldown increments
            inc_event_counter 001BanditSpawn 1         ; increasing cooldown counter every turn
            ; repeat the above for all the others
        end_monitor
    The numbers are much easier to replicate, since I'll have to do that another 198 times.

  7. #87
    Titus le Chmakus's Avatar Biarchus
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    Default Re: descr_rebel_factions

    Quote Originally Posted by Withwnar View Post
    reposition_character needs a name or a label.

    If you're happy with the general being spawned in region 017 to always have the same name then you could use a name instead.

    Code:
    monitor_events PreFactionTurnStart FactionType slave
    
      generate_random_counter Settlement_017_Bandits 1 20
      if I_EventCounter Settlement_017_Bandits < 2
        and not I_CharacterExists Bob
        spawn_army
          faction slave
          character Bob, named character, age 30, x 109, y 147
          traits Whatever 1
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
        end
        reposition_character Bob, 109, 147
      end_if
    end_monitor
    Each of your spawning monitors would need to use a different name. And all of these names need to be in the slave name pool, preferably names that are not also used by other factions.

    Bear in mind that while any character named "Bob" already exists on the map he won't spawn, due to that "not I_CharacterExists" condition. There could be some other slave general, captain, heretic, etc. named Bob at any given time.

    By the way, Gigantus was right earlier about only needing one monitor. [Edit: oops, just realised he said it again.] You still need all of that script for each region but there's no need to have each in its own monitor. Plus you can re-use that random event counter for all of them.

    Code:
    monitor_events PreFactionTurnStart FactionType slave
    
      ;London
      generate_random_counter spawn_slave_bandits 1 20
      if I_EventCounter spawn_slave_bandits < 2
        and not I_CharacterExists Bob
        spawn_army
          faction slave
          character Bob, named character, age 30, x 109, y 147
          traits Whatever 1
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
        end
        reposition_character Bob, 109, 147
      end_if
        
      ;Nottingham
      generate_random_counter spawn_slave_bandits 1 20
      if I_EventCounter spawn_slave_bandits < 2
        and not I_CharacterExists Harry
        spawn_army
          faction slave
          character Harry, named character, age 30, x 107, y 155
          traits Whatever 1
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
        end
        reposition_character Harry, 107, 155
      end_if
        
    end_monitor
    Here is my script :

    Code:
    monitor_event PreFactionTurnStart FactionType slave
    
      generate_random_counter spawn_slave_bandits 1 20
      if I_EventCounter spawn_slave_bandits < 21
        and not I_CharacterExists Blank IceWind1
        spawn_army
            faction slave
            character    Blank IceWind1, named character, age 30, x 408, y 7
            traits GoodCommander 1
            unit    Orcish Tribesmen    exp 0 armour 0 weapon_lvl 0
        end
        reposition_character Blank IceWind1, x 87, y 187
      end_if
      
    end_monitor
    Error Log says :
    11:52:01.476 [game.script] [error] Script parsing error at line 90050, column 32 in mods/Faerun/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    No x ordinate declared

    11:52:01.476 [game.script] [error] Script parsing error at line 90055, column 1 in mods/Faerun/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    Couldn't create a script from file mods/Faerun/data/world/maps/campaign/imperial_campaign/campaign_script.txt

    Any idea why ? The x 408, y 7 is a valid tile ...

  8. #88
    Titus le Chmakus's Avatar Biarchus
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    Default Re: descr_rebel_factions

    Quote Originally Posted by Withwnar View Post
    reposition_character needs a name or a label.

    If you're happy with the general being spawned in region 017 to always have the same name then you could use a name instead.

    Code:
    monitor_events PreFactionTurnStart FactionType slave
    
      generate_random_counter Settlement_017_Bandits 1 20
      if I_EventCounter Settlement_017_Bandits < 2
        and not I_CharacterExists Bob
        spawn_army
          faction slave
          character Bob, named character, age 30, x 109, y 147
          traits Whatever 1
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
        end
        reposition_character Bob, 109, 147
      end_if
    end_monitor
    Each of your spawning monitors would need to use a different name. And all of these names need to be in the slave name pool, preferably names that are not also used by other factions.

    Bear in mind that while any character named "Bob" already exists on the map he won't spawn, due to that "not I_CharacterExists" condition. There could be some other slave general, captain, heretic, etc. named Bob at any given time.

    By the way, Gigantus was right earlier about only needing one monitor. [Edit: oops, just realised he said it again.] You still need all of that script for each region but there's no need to have each in its own monitor. Plus you can re-use that random event counter for all of them.

    Code:
    monitor_events PreFactionTurnStart FactionType slave
    
      ;London
      generate_random_counter spawn_slave_bandits 1 20
      if I_EventCounter spawn_slave_bandits < 2
        and not I_CharacterExists Bob
        spawn_army
          faction slave
          character Bob, named character, age 30, x 109, y 147
          traits Whatever 1
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
        end
        reposition_character Bob, 109, 147
      end_if
        
      ;Nottingham
      generate_random_counter spawn_slave_bandits 1 20
      if I_EventCounter spawn_slave_bandits < 2
        and not I_CharacterExists Harry
        spawn_army
          faction slave
          character Harry, named character, age 30, x 107, y 155
          traits Whatever 1
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
          unit OrcDudes    exp 0 armour 0 weapon_lvl 0
        end
        reposition_character Harry, 107, 155
      end_if
        
    end_monitor
    Here is my script :

    Code:
    monitor_event PreFactionTurnStart FactionType slave
    
      generate_random_counter spawn_slave_bandits 1 20
      if I_EventCounter spawn_slave_bandits < 21
        and not I_CharacterExists Blank IceWind1
        spawn_army
            faction slave
            character    Blank IceWind1, named character, age 30, x 408, y 7
            traits GoodCommander 1
            unit    Orcish Tribesmen    exp 0 armour 0 weapon_lvl 0
        end
        reposition_character Blank IceWind1, x 87, y 187
      end_if
      
    end_monitor
    Error Log says :
    11:52:01.476 [game.script] [error] Script parsing error at line 90050, column 32 in mods/Faerun/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    No x ordinate declared

    11:52:01.476 [game.script] [error] Script parsing error at line 90055, column 1 in mods/Faerun/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    Couldn't create a script from file mods/Faerun/data/world/maps/campaign/imperial_campaign/campaign_script.txt

    I've tried deleting some lines and it appears that the problem comes from the reposition_character ... But why does it say "no x ordinate declared" ???

  9. #89
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: descr_rebel_factions

    I think the issue is the surname with a number: IceWind1 (previously a label entry?) - check where column 32 is, without blanks before the monitor entry it's the middle of that surname. The game will assume that the number is supposed to be the x co-ordinate but is not preceded by that x
    Last edited by Gigantus; March 22, 2019 at 09:06 AM.










  10. #90
    Titus le Chmakus's Avatar Biarchus
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    Default Re: descr_rebel_factions

    So you mean I cannot use numbres in the character names ? Gotta try that !

    And in the sample Withwnar gave, there is not x/y in the coordinates ... Just
    reposition_character Harry, 107, 155

    EDIT :

    This does not work
    Code:
    monitor_event PreFactionTurnStart FactionType slave
    
        generate_random_counter spawn_slave_bandits 1 20
        if I_EventCounter spawn_slave_bandits < 21
            and not I_CharacterExists Blank IceWind
            spawn_army
                faction slave
                character    Blank IceWind, named character, age 30, x 408, y 7
                traits GoodCommander 1
                unit    Bodyguard Knights    exp 0 armour 0 weapon_lvl 0
                unit    Orcish Tribesmen    exp 0 armour 0 weapon_lvl 0
            end
        reposition_character Blank IceWind, x 87, y 187    
        end_if
      
    end_monitor


    Nor that :

    Code:
    monitor_event PreFactionTurnStart FactionType slave
    
        generate_random_counter spawn_slave_bandits 1 20
        if I_EventCounter spawn_slave_bandits < 21
            and not I_CharacterExists Blank IceWind
            spawn_army
                faction slave
                character    Blank IceWind, named character, age 30, x 408, y 7
                traits GoodCommander 1
                unit    Bodyguard Knights    exp 0 armour 0 weapon_lvl 0
                unit    Orcish Tribesmen    exp 0 armour 0 weapon_lvl 0
            end
        reposition_character Blank IceWind, 87, 187    
        end_if
      
    end_monitor
    Last edited by Titus le Chmakus; March 22, 2019 at 09:32 AM.

  11. #91
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: descr_rebel_factions

    Is Icewind a valid surname?

    Reposition doesn't use x or y, just values.

    What's the latests error message?










  12. #92
    Titus le Chmakus's Avatar Biarchus
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    Default Re: descr_rebel_factions

    Is Icewind a valid surname?
    Yes, it is in descr_names in the slave faction and in names.txt. I know the problem is not the name as the character and his army pops up in the right place. But when it comes to reposition, it does not work.

    Reposition doesn't use x or y, just values.
    Ok
    What's the latests error message?
    I don't have any error messagen nor CTD. I just have the script not functionning. If I check the log, I have that :

    Code:
    09:06:12.805 [system.io] [info] open:   found mods/Faerun/data/world/maps/campaign/imperial_campaign/campaign_script.txt (from: C:\Medieval 2)
    09:06:12.876 [game.script] [error] Script parsing error at line 90051, column 32 in mods/Faerun/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    No x ordinate declared
    
    09:06:12.876 [game.script] [error] Script parsing error at line 90056, column 1 in mods/Faerun/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    Couldn't create a script from file mods/Faerun/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    I have a problem to check which is the problematic line as that script is not at the line located in the error code ... I mean, if you look at my log, it says the line is 90051, but in real, my monitor_event for that is at line 90739 ... So I don't know what is line 90051 ...

  13. #93
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: descr_rebel_factions

    Ahem, how about looking at that line? Simply press Ctrl+G and enter the line number.










  14. #94
    Titus le Chmakus's Avatar Biarchus
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    Default Re: descr_rebel_factions

    Nope, I'm using Notepad++ and I have this in several Med2 files. The number indicated in the log does not correspond to the real line in the .txt file.

    My last script in my campaign_script.txt is the one I'm trying to create at the moment. The monitor_event is at line 90739. The end_monitor is at line 90754. The log says there is an error at line 90051 ... But the 90051 works, it is 700 lines above and if I remove the latest script, it works and has no error in the log.

    Anyway, it does not solve that problem of repositioning not working ... Any idea what happens ?

  15. #95
    Withwnar's Avatar Script To The Waist
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    Default Re: descr_rebel_factions

    Is Blank a slave name? What is its name in-game, the text after the "{Blank}"?

    Can you attach your entire script, zipped?

  16. #96
    Withwnar's Avatar Script To The Waist
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    Default Re: descr_rebel_factions

    (double post)

  17. #97
    Titus le Chmakus's Avatar Biarchus
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    Default Re: descr_rebel_factions

    Yeah well having had a doubt about it, I've tried to replace Blank with another name and it has the same result !

    Code:
    monitor_event PreFactionTurnStart FactionType slave
    
        generate_random_counter spawn_slave_bandits 1 20
        if I_EventCounter spawn_slave_bandits < 21
        and not I_CharacterExists Jacky Icewind
            spawn_army
                faction slave
                character    Jacky Icewind, named character, age 30, x 408, y 7
                traits GoodCommander 1
                unit    Bodyguard Knights    exp 0 armour 0 weapon_lvl 0
                unit    Orcish Tribesmen    exp 0 armour 0 weapon_lvl 0
            end
        reposition_character    Jacky Icewind, 87, 187    
        end_if
      
    end_monitor
    I have Jacky in descr_names.txt in the Slave Characters and the Icewind in Slave Surname.

    Then in names.txt
    {Jacky}
    {Icewind}Minor Factions Commander

  18. #98
    Withwnar's Avatar Script To The Waist
    Join Date
    Oct 2008
    Location
    Earth
    Posts
    6,329

    Default Re: descr_rebel_factions

    I assume these names are also in names.txt.

    The text after {Jacky} is nothing at all? Or a space character? If it's nothing then that might be why: not allowed. Try putting something in there for now, just to rule this out as a possible cause.

  19. #99
    Titus le Chmakus's Avatar Biarchus
    Join Date
    Aug 2014
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    Skiing on the Spine of the World or hunting in Lurkwood
    Posts
    648

    Default Re: descr_rebel_factions

    Nope, just tried with

    {Jacky}Minor
    {Icewind}Factions Commander

    To exclude this possibility but I still have the same error in the log. Coudl it be a [TAB] problem ?

    Here is a screen of my script


  20. #100

    Default Re: descr_rebel_factions

    How big is your campaign_script? I found once it got over about 6MB, it wouldn't read leading tabs properly, only spaces.

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