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by Sat42
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...
by Sat42
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...
by Sat42
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:

Code: Select all

// Set the time of day (military time)
SetCurrentTimeOfDay(6);   
This doesn't seem to work! Things always look like it is midday by default.
Is my syntax wrong?
by Sat42
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,""""""
that is all I need, the immersion factor is just for single player! Thanks Mona :)
by Sat42
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 :mrgreen:
by Sat42
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...
by Sat42
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 ...
by Sat42
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 &...
by Sat42
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...
by Sat42
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...

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