Search found 67 matches

by Bogdan
14 Jul 2018, 18:53
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 90
Views: 3119

Re: Making a scenario using "Regicide" type of victory

Hm, seems to work now

Added after 2 minutes 20 seconds:
Funny is, SetAITauntsEnabled(false); command doesn't work either. No errors appeared, AI just continue to taunt :lol:
Is it known issue?
by Bogdan
14 Jul 2018, 18:37
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 90
Views: 3119

Re: Making a scenario using "Regicide" type of victory

One more problem :(
KingDeadAction command doesn't work as expected.

After AI players lost their Kings and surrender (all units and buildings perish properly), AI players stays at the Diplomacy list and scenario can't be finished! Is there any command to end the game?
by Bogdan
14 Jul 2018, 14:36
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 90
Views: 3119

Re: Making a scenario using "Regicide" type of victory

Everything is working! Thank you. Also, I've found these miraculous strings in BFME scenario script: GiveAttackBasePreference(5, "areaSarumanAttack", 3.0); GiveAttackBasePreference(4, "areaGondor", 3.0); GiveAttackBasePreference(8, "areaGondor", 3.0); GiveAttackBasePreference(2, "areaBlackGate", 3.0...
by Bogdan
14 Jul 2018, 13:12
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 90
Views: 3119

Re: Making a scenario using "Regicide" type of victory

You can open them with Notepad and see how the synataxes for functions look in general, don't need to understand the whole scripts, just check and maybe copy stuff from it. Thank you Mona, my script is almost ready. There's an issue with KingDeadAction command, though. Some of the players in my sce...
by Bogdan
13 Jul 2018, 18:00
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 90
Views: 3119

Re: Making a scenario using "Regicide" type of victory

OMG, it's working! Thank you very much! The last thing I want to add - Diplomacy conditions. Unfortunately, I don't know what do I miss here: GetDiplomaticState(1, 2) == kDiplomaticState_Hostile SetDiplomaticState(2, 1, kDiplomaticState_Hostile) LockDiplomaticState(1, 2); GetDiplomaticState(1, 3) ==...
by Bogdan
12 Jul 2018, 16:54
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 90
Views: 3119

Re: Making a scenario using "Regicide" type of victory

Thank you Mona, your help is invaluable :) I tried to make a script for this scenario, but failed. Here it is: https://drive.google.com/open?id=18I_3P7sTBIDG2FwzUkjsVK5K8S8uK7gj If you'll check it out, I will very appreciate it) This is my first script, though, so take it easy. May be you'll see som...
by Bogdan
09 Jul 2018, 10:07
Forum: EE2 files, modding, maps, testing, etc.
Topic: Making a scenario using "Regicide" type of victory
Replies: 90
Views: 3119

Re: Making a scenario using "Regicide" type of victory

Yes, but I don’t quite understand how to give King units to players in the fixed location. Do I need to include unit’s appropriate coordinates or how?

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