Thanks for the interest guys! Seems the name labels might be it then
Started the thread when I was kind of in a haste, so sorry for incomplete information.... So yea, the dungeon faction (not rebels) is the same faction as the one that is being used to create name labels. The faction is inactive, freezed via freeze_faction_ai command. Apart from the invisible princessess, that are being used as name labels, there are no scripts for this faction. It has a bunch of starting armies in starting forts (dungeons) and each has name, the characters are being picked for dungeon missions (assassinate_general type based on attributes) automatically via missions mechanics, so yea, it must probably be the spawning of princesses/name labels. To do that, I followed Gig's name labels tutorial. Hence the script part is
Code:
monitor_event FactionTurnStart FactionIsLocal
campaign_wait 0.1
spawn_character papal_states Dungeon, princess, age 16, x 228, y 151
console_command move_character Dungeon 228 151
end_monitor
monitor_event FactionTurnEnd FactionIsLocal
retire_characters papal_states princess
end_monitor
There is almost 150 name labels.... the faction already has no family tree, so that is surely not a possible solution.
I will now go over what you guys have said and see if I can fix this, and let you know
EDIT
So Im supposed to do it like this, right? With no retiring...
Code:
monitor_event FactionTurnStart FactionIsLocal
campaign_wait 0.1
spawn_character papal_states Dungeon, princess, age 16, x 228, y 151
terminate_monitor
end_monitor
monitor_event FactionTurnStart FactionIsLocal
if not I_CharacterExist [name]
spawn_character papal_states Dungeon, princess, age 16, x 228, y 151
end_if
if I_CharacterExist [name]
console_command move_character Dungeon 228 151
end_if
end_monitor