How do I kill him?
I came across the kill_character command and found this example in the Docudemons:
kill_character DET_POISONED Gaius Maximus
The "DET_POISONED" is optional, otherwise the character dies of natural causes
Now I have found all these things in the text\event_strings.txt file (referenced by descr_event_images.txt) and my question is: what would be the correct DET entries for the kill_character command (I really want to assassinate one of my characters by script):
{death_by_assassination}Fell victim to a foreign assassin
{death_by_execution}Executed for acts of espionage
{death_by_natural_causes}Natural Causes
{death_by_natural_disaster}Caught up in an act of God
{death_by_plague}A victim of the plague
{death_by_poisoning}Treacherously done away with by poison
{death_by_prisoner_execution}Executed after being taken prisoner
{death_by_starvation}Starved to Death
{death_in_battle}Died a noble death in battle
Edit: found some stuff in the kingdoms.exe:
DET_STARVATION
DET_PLAGUE
DET_POISONED
DET_EXECUTED_PRISONER
DET_EXECUTED
DET_ASSASSINATED
DET_BATLLE
DET_DISASTER
DET_NATURAL
Guess that means it is solved.
Underneath a list of the 'kill details' with ingame message displayed and text used for entries in the family tree (see pic below).
Code:
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}
Please keep in mind that the name of the character is compulsory in the command - this makes the use of it somewhat limited as you cannot kill random characters.
Oddity: it also works with the 'console_command' prefix in the script - it does however not work via the console itself.
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Last edited by Gigantus; May 25, 2019 at 09:56 PM.
Reason: oddity