Search found 129 matches
- 19 Nov 2020, 12:48
- Forum: Questions
- Topic: Setting time of day for scenario
- Replies: 7
- Views: 1234
Re: Setting time of day for scenario
https://drive.google.com/file/d/1128zMKx5GuR0R5WJt4esrfYi7Z6M8NGH/view?usp=sharing Ancient Chosun scenario, default noon lighting. BUT look here https://drive.google.com/file/d/1yFhWS17GJnnHoLHuDs8c3RucOZshvrl-/view?usp=sharing The Three Kingdoms, evening lighting. I really wish we could figure this...
- 19 Nov 2020, 11:27
- Forum: Questions
- Topic: Setting time of day for scenario
- Replies: 7
- Views: 1234
Re: Setting time of day for scenario
Thanks for the answer.
That's a shame - you basically cannot make a nighttime scenario! Also weird because the official scenarios sometimes do start at different times of the day (e.g. The Three Kingdoms for the Korea campaign).
I think I will try to enable Cycle Time of Day for this one...
That's a shame - you basically cannot make a nighttime scenario! Also weird because the official scenarios sometimes do start at different times of the day (e.g. The Three Kingdoms for the Korea campaign).
I think I will try to enable Cycle Time of Day for this one...
- 18 Nov 2020, 20:16
- Forum: Questions
- Topic: Setting time of day for scenario
- Replies: 7
- Views: 1234
Setting time of day for scenario
So I might consider having my scenario cycle through day and night but as a first idea, I wanted to set the time of day to morning:
This doesn't seem to work! Things always look like it is midday by default.
Is my syntax wrong?
Code: Select all
// Set the time of day (military time)
SetCurrentTimeOfDay(6);
Is my syntax wrong?
- 18 Nov 2020, 18:55
- Forum: Questions
- Topic: Unofficial 1.5 patch broadcasting message at start of game
- Replies: 2
- Views: 705
Re: Unofficial 1.5 patch broadcasting message at start of game
Code: Select all
tx_up15_sp_crownsenabled,""""""
tx_up15_sp_crownsdisabled,""""""
- 18 Nov 2020, 18:43
- Forum: Questions
- Topic: Unofficial 1.5 patch broadcasting message at start of game
- Replies: 2
- Views: 705
Unofficial 1.5 patch broadcasting message at start of game
Apologies if there was another topic dealing with this, feel free to merge if needed.
I simply wanted to know if there is a way to deactivate the auto-broadcast at start of a game in Normal 1.5 and Developers version.
Just a question of immersion for me. Thanks
I simply wanted to know if there is a way to deactivate the auto-broadcast at start of a game in Normal 1.5 and Developers version.
Just a question of immersion for me. Thanks
- 18 Nov 2020, 15:10
- Forum: Questions
- Topic: On disabling research, buildings and units in a script
- Replies: 11
- Views: 2069
Re: On disabling research, buildings and units in a script
That's strange, I remember writing the answer, but it was never sent... Maybe I got interrupted by something. No, crowns appear automatically after technologies are explored. There's no way to disable this behavior if crowns are enabled in the scenario. However, if you decide to use the 1.5 feature...
- 17 Nov 2020, 21:44
- Forum: Questions
- Topic: On disabling research, buildings and units in a script
- Replies: 11
- Views: 2069
Re: On disabling research, buildings and units in a script
Hey thanks as usual for taking the time to help :) So actually no I wasn't thinking of awarding tech from further epochs but I will make sure to test that at some point! It could come in useful for another scenario... Meanwhile thanks to your script I did successfully test an awarding of tech, both ...
- 17 Nov 2020, 16:19
- Forum: Questions
- Topic: On disabling research, buildings and units in a script
- Replies: 11
- Views: 2069
Re: On disabling research, buildings and units in a script
works so it should still be "HUMAN_PLAYER" and not just "1" when dealing with technologies. HUMAN_PLAYER was defined earlier in the script code. It's basically 1. In my World Simulator 2013 scenario: https://forum.ee2.eu/viewtopic.php?p=23816#p23816 (...) I also remember using &...
- 16 Nov 2020, 18:47
- Forum: Questions
- Topic: On disabling research, buildings and units in a script
- Replies: 11
- Views: 2069
Re: On disabling research, buildings and units in a script
In my planes scenario, I've used the following "workaround" to disable Guarding button: AddWidgetListenForSelection("unit_action_guard", true); RULE AntiGuard if (bGuardlingLockaed && bAntiGuard && GetElapsedGameTime() > 3 && HasWidgetBeenSelected("u...
- 16 Nov 2020, 18:17
- Forum: Questions
- Topic: On disabling research, buildings and units in a script
- Replies: 11
- Views: 2069
Re: On disabling research, buildings and units in a script
works so it should still be "HUMAN_PLAYER" and not just "1" when dealing with technologies. HUMAN_PLAYER was defined earlier in the script code. It's basically 1. In my World Simulator 2013 scenario: https://forum.ee2.eu/viewtopic.php?p=23816#p23816 I remember using a function t...