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Thread: Me trying to figure out 3ks LUA scripting for historical events

  1. #1

    Default Me trying to figure out 3ks LUA scripting for historical events

    Hey all,
    this is gonna be own little log of trial and error troubleshooting how to make events in 3k, eventually I may use all this to turn it into a tutorial, right now its serves as a pseudo tutorial for those wishing to jump in. Please feel free to help out along the way.


    So far I am here


    start_historical_mission_listener( "3k_main_faction_dong_zhuo", -- faction key
    "3k_main_objective_dong_zhuo_01", -- mission key
    "DESTROY_FACTION", -- objective type
    {
    "faction 3k_main_faction_sun_jian",
    "faction 3k_main_faction_yuan_shu",
    "faction 3k_main_faction_yuan_shao"
    }, -- conditions (single string or table of strings)
    {
    "effect_bundle{bundle_key 3k_main_historical_mission_payload_03;turns 5;}"
    }, -- mission rewards (table of strings)
    "ScriptEventDongZhuoHistoricalMission01Trigger", -- trigger event
    "ScriptEventDongZhuoHistoricalMission01Complete", -- completion event
    function()
    if not cm:query_faction("3k_main_faction_sun_jian"):is_dead() and not cm:query_faction("3k_main_faction_yuan_shu"):is_dead() and not cm:query_faction("3k_main_faction_yuan_shao"):is_dead() then
    return true
    end
    end, -- precondition (nil, or a function that returns a boolean)
    "ScriptEventDongZhuoHistoricalMission01Failure" -- failure event
    )


    However the stuff in red is what I can not for the life of me track down, its the bread and butter whats going on.
    Ive looked around in the scripts and db files I cant find anything that would contain this..
    my only guess is the :
    event_feed_targeted_events_table
    in the database.pack

    however it appears PFM can not currently access it. So heres where Im stuck.
    If anyone knows anything- please reach out.
    ----------------------------------------------
    ________________________________________
    ----------------------------------------------
    looking at whats going on though from a coding standpoint it appears that
    start_historical_mission_listener is a function that takes in :
    (FactionKey,MissionKey,ObjectiveType, Conditions(string or table), EffectBundle, TriggerEvent, CompletionEvent, boolean, FailureEvent)



    That makes perfect sense, except for Where this "start_historical_mission_listener " function/method is written? Probably we cant see it.
    AND
    Where exactly these "Trigger/Completion/Failure events" are

    ----------------------------------------------
    ________________________________________
    ----------------------------------------------


    This led me to the local_en pack to see if I can find the text associated with the events,
    so far

    scripted_objectives.loc appears to only be for historical/tutorial battles

    cdir_events_categories__.loc appears to just be random game text

    cdir_events_dilemma_choice_details__.loc might be right, only seems to contain some intermediate flavor text, as in the text presented on the buttons you can select, and the text shown AFTER selecting your choices (outcome). Does not seem to contain the info presented in the initial event pop up itself, nor the "as it was told" bubbles, and other values such as outcomes associated with them, I.E char-killed Dong Zhou, or faction relations +20. etc etc

    dilemmas__.loc contains the initial text such as the event name itself, and the flavor text explaining whats happening.


    This leads me back to

    database.pack to the dilemmas_table
    ----------------------------------------------
    ________________________________________
    ----------------------------------------------
    dilemmas_table

    the keys match the .loc entries, and i remember things be associated this way. For some reason the same text is present here despite being totally dependent on whats in the .loc not this table. The generate column seems to matter, but not sure exactly how.
    Localized title appears to be the name of the Event pop up? another thing I cud dig for back in local_en, might once again be redundant info here.
    Ui image, and prioritized make perfect sense, then the column of event category is interesting, The historical option vs the others intrigues me. Dont know how this is used by the game.

    ----------------------------------------------
    ________________________________________
    ----------------------------------------------

    remembered that cdir_ is a prefece used by CA alot,
    going there in database.pack leads to alot of events.

    cdir_events_mission_payloads_tables
    Odd that this doesnt contain the payload used from
    "effect_bundle{bundle_key 3k_main_historical_mission_payload_03;turns 5;}"
    there is no
    3k_main_historical_mission_payload_03

    maybe because its not a bundle?

    cdir_events_incident_post_generation_condition_junctions_tables
    has some very interesting relationships values i want to come back to

    cdir_events_incident_payloads_tables

    appears to have all the values associated with rewards and results of missions, the columns are greyed out, I cant edit them. im worried this is more redundant data like with the .locs and the actual rewards are calculated elsewhere.
    Still no sign of the payload im searching for but is referenced here similarly.

    cdir_events_incident_option_junctions_tables

    Seems to actually control conditions,
    has vals associates with the indecent, and option types,
    for example:
    no idea why giant space is here































































    1284171317 0 3k_main_historical_liu_xu_shu_joins_incident CND_FIRST_ROUND 76 default
    141041133 0 3k_main_historical_liu_xu_shu_joins_incident GEN_TARGET_NONE default
    1648310753 0 3k_main_historical_liu_xu_shu_joins_incident VAR_CHANCE 500 default
    2068123040 0 3k_main_historical_liu_xu_shu_joins_incident CND_CATEGORY_ROUNDS_TILL_NEXT 0 default
    29970221 0 3k_main_historical_liu_xu_shu_joins_incident CND_FACTION 3k_main_faction_liu_bei default
    86128377 0 3k_main_historical_liu_xu_shu_joins_incident CND_LAST_ROUND 86 default
    878746180 0 3k_main_historical_liu_xu_shu_joins_incident CND_UNIQUE default
    997638339 0 3k_main_historical_liu_xu_shu_joins_incident CND_INCIDENT_GENERATED 3k_main_historical_liu_water_mirror_pc_incident default


    Looks like XuShu event can occur between turn 76 and 86,
    the chance is 500? out of what IDK. the last line 3k_main_historical_liu_water_mirror_pc_incident
    seems to indicate it triggering another event, might be the name of the .loc stuff. OR it just generates another incident.? doesnt appear to be in this table.


    for dong zhous its turn 7-9 and is linked to



    3k_main_template_historical_dong_zhuo_hero_fire

    this option key is of type



    GEN_CND_CHARACTER_TEMPLATE

    (?)



    some sketchy tables in here,
    cdir_events_dilemma_post_generation_condition_juntions_tables
    is red, but I can view it, seems to be about char relation events.

    cdir_events_dilemma_payloads_tables

    cant be accessed, PFM gets an error, seems like a very important table.

    cdir_events_dilemma_option_junctions_tables
    seems to be missing alot of historical events, for example cant find the dongzhou plot one as discovered above, but has other.

    cdir_events_dilemma_followup_dilemmas_tables
    seems to be able to follow up other events, might be easier to chain things if u want them to happen 100%. only used for a few things currently IG.

    cdir_events_dilemma_choice_details_tables
    seems to have links to the choices, and the traits required to access, however! its all greyed out, directly related to .loc


    So its odd that some historicals are missing from certain tables?
    such as




    3k_main_historical_dong_chain_plot_npc_01_incident


    a full list of these events appears to be seen under the database.pack/incidents.
    having assembly kit would make tracking the dependencies down so much easier from here
    Last edited by Havie; May 31, 2019 at 12:33 PM.

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  2. #2

    Default Re: Me trying to figure out 3ks LUA scripting for historical events

    SO i guess a decent place to start is
    cdir_events_incident_option_junctions_tables


    looking at the




    3k_main_historical_dong_fall_of_empire_npc_incident


    What is triggering it is the real question.
    it would appear from the table that the first_round and end_round would be soley responsible but something else has to be in charge of this?
    perhaps this one is different because it has :



    GEN_CND_NOT_CHARACTER_TEMPLATE





    3k_main_template_historical_dong_zhuo_hero_fire



    So its active for anyone who ISNT dong_zhou.

    which is then completely countered by the faction that is has :




    GEN_CND_FACTION





    3k_main_faction_dong_zhuo


    ultimately saying the conditions are :
    Gen condition Not character Dong Zhou
    and
    gen condition faction.

    AHHH so its saying if the faction is Dong Zhou, and the leader is NOT dong zhou, trigger the event.
    Interesting.

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  3. #3

    Default Re: Me trying to figure out 3ks LUA scripting for historical events

    After looking at this more-
    3k_main_historical_dong_chain_plot_npc_01_incident
    3k_main_historical_dong_chain_plot_npc_02_incident
    3k_main_historical_dong_fall_of_empire_npc_incident

    All appear to only be events when you arent playing as Dong Zhou, which will be good to have a follow up condition here for ensuring AI LuBu comes and takes PuYang after this happens,
    however cant seem to find the actual playing as dong zhou mission line?

    How very very odd,
    played to turn 9 as dong zhou to find the mission name,
    its called Diao Chan,
    this relates back to 3k_main_historical_dong_chain_plot_npc_01_incident in incidents.loc ?
    is it possible that when playing as dong zhou and not playing as dongzhou triggers teh same event??
    whatever this table i am in has CND_NOT_FACTION dong zhou soo...... ?
    guess i gotta figure out the name of the event that triggers when youre NOT dongzhou?



    So they are both called the same thing but with diff flavor text.....
    yet theres only one instance of "DiaoChan" under incidents.loc

    Soooo whats the difference? There has to be a difference between out of faction events(incidents?) and in faction events?(dilemmas?)

    INDEED
    under dilemmas.loc
    dilemmas_localised_title_3k_main_tutorial_progression_dong_zhuo_primary_dilemma_01_scripted is linked to DiaoChan as well.
    So this might be the reason I couldnt find certain missions.


    ----------------------------------------------------------------------------

    ----------------------------------------------------------------------------
    so yes, it appears there is a big difference between incidents and dilemmas when it comes to events.
    Not having access to the following tables seems to be preventing any progress here
    cdir_events_dilemma_choice_details_tables

    cdir_events_dilemma_payloads_tables

    However,
    one of of the more concerning issue is that all of these seem to be completely independent of what the LUA file is doing to generate a script for your faction,
    very odd.
    perhaps it will be possible to do all this work inside PFM and not worry about coding in LUA?
    Last edited by Havie; May 31, 2019 at 01:25 PM.

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  4. #4

    Default Re: Me trying to figure out 3ks LUA scripting for historical events

    Figured out why they were greyed out,
    itsbecause I am looking at the data.pack and i forgot to disable the CA packs read only.


    It appears now we can get to work on some of this,
    Looks like under
    cdir_events_dilemma_choice_details_tables
    the
    FIRST
    SECOND
    THIRD
    are all associared with a boolean and an unknown3.
    the unknown is a trait required by your faction leader.
    so for example
    False 3k_main_ceo_requirement_set_brave

    means you could only chose this option IF your faction leader wasnt brave.


    Now i just really need access to
    cdir_events_dilemma_payloads_tables
    which errors in PFM

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  5. #5

    Default Re: Me trying to figure out 3ks LUA scripting for historical events

    Making hella progress on this now that the table is decoded.
    Setting up the conditions to trigger and slightly confused by this line in

    cdir_events_dilemma_option_junctions_tables









    690659189 3k_main_tutorial_progression_dong_zhuo_primary_dilemma_01_scripted_historical 0 META_OPTION_SET 3k_main_tutorial_progression_dong_zhuo_primary_dilemma_01_scripted default

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  6. #6

    Default Re: Me trying to figure out 3ks LUA scripting for historical events

    So ive edited the following tables and it appears this would be all that is needed to trigger a dilemma, however I can not get it to fire.

    cdir_events_dilemma_choice_details_tables
    cdir_events_dilemma_option_junctions_tables
    cdir_events_dilemma_payloads_tables
    dilemmas_tables

    cdir_events_dilemma_choice_details__.loc
    dilemmas__.loc

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  7. #7
    z3n's Avatar State of Mind
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    Default Re: Me trying to figure out 3ks LUA scripting for historical events

    Do you know whether the dilemma is executed by Lua or the exe?

    Is the table generally read by the exe and parsed wholesale? For example if there are existing entries can you edit those or remove them to see what effect that has? I'm not sure if they still include error messages but you might get lucky and get pointed to something useful.
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  8. #8

    Default Re: Me trying to figure out 3ks LUA scripting for historical events

    I wish I could get any kind of error messages to show anywhere dont think we have access to console like things.

    Ummm thats what i cant figure out,
    it "appears" like you only need these set conditions in the DB and it should execute,
    however it doesnt want to...
    then if u go looking around in the LUA,
    there are alot of what i would describe as "second chance, or backup" reassurances with the events,
    alot of things labeled as mirror events with action listeners, just to make sure everything goes well?
    then it also seems to add random events into a list that the campaign will pull from based on if u just won a battle, took a settlement etc,
    but these dont explain every event.
    For example the Diao Chan event, or like.. all the starting missions for every faction seem to just work based on DB files, i see no links to them in the LUA anywhere,
    Im stuck

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  9. #9
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: Me trying to figure out 3ks LUA scripting for historical events

    Honestly, if you want results it would probably be best to check the C&C Modding Den discord group.
    There are lots of scripters there, way more than TWCenter, although AFAIK they focus on the Warhammer games (no idea whether they mod for Three Kingdoms).

    Eg this mod I made with one them, I was originally going to do purely through the DB and .loc text tables, but we ended up needing to do entirely through scripts.

    Good luck with it.



  10. #10

    Default Re: Me trying to figure out 3ks LUA scripting for historical events

    Quote Originally Posted by Commissar Caligula_ View Post
    Honestly, if you want results it would probably be best to check the C&C Modding Den discord group.
    There are lots of scripters there, way more than TWCenter, although AFAIK they focus on the Warhammer games (no idea whether they mod for Three Kingdoms).

    Eg this mod I made with one them, I was originally going to do purely through the DB and .loc text tables, but we ended up needing to do entirely through scripts.

    Good luck with it.
    Cool thanks,
    Ill check em out, it seems like they havent touched 3k yet tho.
    The more I look at this db it seems like something else has to be triggering these events (LUA probably) but ive dug thru those files so much, i dont see what I need

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  11. #11

    Default Re: Me trying to figure out 3ks LUA scripting for historical events

    SO
    cdir_event_option_set_items_tables

    seems to deal with META_OPTION_SET CND?


    3k_main_tutorial_progression_dong_zhuo_primary_dilemma_01_scripted

    does a double check here for
    between round 10-12
    inside dongzhou faction LuBu is char 2, and songzhou char 1.

    Then in
    cdir_events_dilemma_option_junctions_tables

    all that
    3k_main_tutorial_progression_dong_zhuo_primary_dilemma_01_scripted_historical
    does is check its Not romance mod, does a var chance check, and calls Meta Option Set.


    instead of checking it inside cdir_events_dilemma_option_junctions_tables it calls META_OPTION_SET and then does the check inside of cdir_event_option_set_items_tables .... like why?
    so whyy?

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  12. #12

    Default Re: Me trying to figure out 3ks LUA scripting for historical events

    Another look,

    CaoCao primary has 3 events,
    each call meta option set.

    3k_main_tutorial_progression_cao_cao_primary_dilemma_scripted
    Only checks :
    VAR CHANCE 1000
    conition military allied to tao_qian (doesnt check if true or false? assume true)
    condition is_vassal_any this only points to faction2, doesnt point to CaoCao or anything at all? also nothing points to target faction 2 anywhere.





    3k_main_tutorial_progression_cao_cao_primary_dilemma_scripted_allied_cc

    This one does not check the vassal_any condition, but does the same military_allied one as above
    VAR CHANCE 1000




    3k_main_tutorial_progression_cao_cao_primary_dilemma_scripted_allied_tq
    This one does the allied check,
    VAR CHANCE 1000
    it checks vassal_any is "NOT" aka false. but it does it twice in a weird way

    1) GEN_CND_NOT_HAS_DIPLOMATIC_CONDITION diplomatic_condition_is_vassal_any target_faction_2
    2) CND_NOT_DIPLOMATIC_CONDITION diplomatic_condition_is_vassal_any default

    perhaps its checking
    1) taoQian is not the vassal of someone
    2) CaoCao (default) is not the vasal of anyone



    All 3 of those call the SAME META_OPTION_SET
    on "3k_main_tutorial_progression_cao_cao_primary_dilemma_scripted"
    inside here, this appears to check the following:

    the faction we are is CaoCao,
    we own 3 regions,
    we are not at war w tao Qian
    its unique
    target faction 1 is is self
    target faction2 is Tao Qian
    target char 1 is Cao Song
    target char 2 is is CaoCao
    target char 3 is Tao Qian
    Var chance 100. (seems low)?




    So this feels like a nested if statement, by why the secondary var chance of 100 is there is odd, seems like it wouldnt fire alot if its so low hmm

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  13. #13

    Default Re: Me trying to figure out 3ks LUA scripting for historical events

    WELL,
    i had the dumbest thing set wrong in the payloads and this is why it wasnt firing.
    we did it yall.
    Thanks to @jokerahhBW for noticing


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  14. #14
    z3n's Avatar State of Mind
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    Default Re: Me trying to figure out 3ks LUA scripting for historical events

    Great news!

    Any chance of a tutorial incoming?
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  15. #15

    Default Re: Me trying to figure out 3ks LUA scripting for historical events

    Quote Originally Posted by z3n View Post
    Great news!

    Any chance of a tutorial incoming?
    Once i get something a little more substantial figured out- Yes absolutely.
    Until then there is ALOT unknown still.

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  16. #16

    Default Re: Me trying to figure out 3ks LUA scripting for historical events

    Spoiler Alert, click show to read: 






    Looking at the TABLE above,
    I have a few questions on the exact ordering and how conditions work.

    First, Ive taken the liberty of arranging the table in the order I think the conditions go in:, and gotten rid of ones im not interested in such as diplomacy conditions- this is an altered table from liu beis first event line.

    1) you set the event as unique meaning only other unique events in the line can be involved with it, the chances it triggers (and the rounds first-last if wanted)

    2) you have to declare you wish to target something- starting with factions (cud maybe do chars first too)

    3) you have GEN_CND_FACTION and check each of your targets matches whichever faction key. (maybe these happen in reverse order? unclear)

    4) Check if the targets are not human(or are)

    5) Declare that you are about to target some characters

    6) Check that GEN_CND_CHARACTER_TEMPLATE matches the char targets u want

    7) Check if any chars are or arent faction leaders.

    8_ Lastly- the command i do not understand :
    GEN_CND_OWNS target_character_1


    QUESTIONS:

    Who does GEN_CND_OWNS point to? does it always check if DEFAULT owns the target_character_1?
    Is there a way to check if faction_2 owns target_character_1?

    Why when setting up the conditions
    do you target yourself using GEN_CND_SELF and setting to Faction_1
    THEN use
    CND_FACTION default 3k_main_faction_liu_bei

    to check if you are LiuBei?

    something doesnt add up here

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  17. #17
    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: Me trying to figure out 3ks LUA scripting for historical events

    Does whatever tool you're using have a "search all" function? If so, look up one of the keys such as "VAR_CHANCE" and I'm, fairly sure there's a table somewhere that describes what each of those keys does. If you can't find it, just check the Assembly Kit of a previous game. I know Warhammer 2 had em.

    Basically:

    CND_UNIQUE - It will only occur once
    VAR_CHANCE - It has a 100 chance to occur. I heard somewhere that the max is 2000 which would suggest this is a 5% chance, but I've got no idea whether that is right.
    VAR_FOLLOWUP_CHANCE - It has a 100 chance to occur the next turn if it didn't occur the first turn. I don't know how many times this repeats.

    GEN_CND_SELF - It is looking at your own faction, and saying that you will count as "target_faction_1" for this event.
    GEN_TARGET_FACTION - It is saying there are three factions that are targeted for this event.
    CND_FACTION - This says who each faction actually is. default (idk if it should say target_faction_1 like you're suggesting_ is Liu Bei. Faction 2 is Tao Qian, Faction 3 is Cao Cao.
    GEN_CND_NOT_HUMAN - This is saying the event will only fire if Tao Qian and Cao Cao are AI, and Liu Bei is player controlled.

    GEN_TARGET_CHARACTER, GEN_CND_CHARACTER_TEMPLATE, GEN_CND_FACTION_LEADER - Basically just saying there are 3 characters that are targetted, the exact unit model that is being targetted (I think) and that Liu Bei and Tao Qian must be faction leaders, but Cao Cao cannot be.

    Then GEN_CND_OWNS just says you have to be the own who owns Liu Bei - i.e. you're his faction.



  18. #18

    Default Re: Me trying to figure out 3ks LUA scripting for historical events

    Thanks for ur reply.

    So targeting characters /factions are done simultaneously, there appears to be no order to:

    GEN_TARGET_CHARACTER OR GEN_CND_CHARACTER_TEMPLATE
    GEN_TARGET_FACTION OR GEN_CND_FACTION

    however they function as pairs and both a required,
    these will be needed for the payload targets,
    AND it appears as though you need some kind of always target on yourself-
    usually through :
    GEN_CND_FACTION_LEADER default
    OR
    GEN_CND_SELF default

    however beware, if you need to target something else in the payloads and u target urself in some odd way things can get screwy.
    it's a little hard to expain.

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  19. #19

    Default Re: Me trying to figure out 3ks LUA scripting for historical events

    Heres a quick example of how to set up and event,
    And how I like to think of things

    First chunk of IDs are the obvious ones,
    set it as unique (not sure why)
    Specify that target faction 2 is CaoCao( out of order sorry)
    Check that target char 3 is the faction leader (also out of order sorry)
    etc.. etc
    didnt realize this was all out of order will have to redo as i did this in a rush, fml

    notice how you have to target_characters_#
    and check their templates
    this is then used in the payload as well

    Last edited by Havie; June 16, 2019 at 06:15 PM.

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  20. #20
    Leonardo's Avatar Reborn Old Timer
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    Default Re: Me trying to figure out 3ks LUA scripting for historical events

    Quote Originally Posted by Havie View Post
    no idea why giant space is here
    Neither do I and tried to edit your post just to see if I could get rid of the huge space. Perhaps it has to do with the BBCode e.g table you posted.

    Anyway, if you wonder what happen then post your question here.
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