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Re: Making a scenario using "Regicide" type of victory
Posted: 15 Jul 2018, 21:45
by Loewenherz
Simply set as victory condition "Script say it so". Then it work.
Re: Making a scenario using "Regicide" type of victory
Posted: 15 Jul 2018, 21:49
by Bogdan
If set “script say so’, than scenario can’t be finished (AI players stay at the Diplomacy panel)
Re: Making a scenario using "Regicide" type of victory
Posted: 15 Jul 2018, 21:57
by Loewenherz
That is normal. You must script it, what the AI doit. In all EE2 scenarios the ai are on "off" and are completely scripted.
Re: Making a scenario using "Regicide" type of victory
Posted: 15 Jul 2018, 22:02
by Dr.MonaLisa
Bogdan wrote: ↑15 Jul 2018, 20:58
P.S. Can't attach .scn file here, so share it via cloud
Fixed, thanks.
Bogdan wrote: ↑15 Jul 2018, 20:58
I'll check it again now
Added after 27 minutes 59 seconds:May be no units left. Anyway, it's not a problem; the real problem is quitting "not AI player" error.
Are you sure it happens after the double check? PlayerInGame() and !IsPlayerHumanControlled()?
Re: Making a scenario using "Regicide" type of victory
Posted: 15 Jul 2018, 22:06
by Bogdan
Even if I code victory conditions, how the “script say so” setting will prevent “not AI” errors?
Added after 4 minutes 2 seconds:
Hm, didn’t know about PlayerInGame. How can it help and where to isert it?
Re: Making a scenario using "Regicide" type of victory
Posted: 15 Jul 2018, 22:07
by Dr.MonaLisa
Re: Making a scenario using "Regicide" type of victory
Posted: 15 Jul 2018, 22:16
by Bogdan
Yep)
Added after 7 minutes 43 seconds:So it’s like
Code: Select all
ACTION KingDeadAction2
SCRIPT WORLD
if (PlayerInGame(2)){
if(!IsPlayerHumanControlled(2)){
SetAIDiplomacyEnabled(2,true);
ForceSurrenderOffer(2, 1);
SetAIDiplomacyEnabled(2,false);
}
else {
...
Re: Making a scenario using "Regicide" type of victory
Posted: 15 Jul 2018, 22:18
by Loewenherz
On my pc that scenario work on "Script say it so". I would say, that you finish it on this victory condition.
My advice new rules or actions you can test wonderful in the Boston mission from Mad doc.
Re: Making a scenario using "Regicide" type of victory
Posted: 15 Jul 2018, 22:26
by Bogdan
Did you finish playing the whole scenario? How lond did you play?
Re: Making a scenario using "Regicide" type of victory
Posted: 15 Jul 2018, 22:29
by Dr.MonaLisa
Bogdan wrote: ↑15 Jul 2018, 22:16
Yep)
Added after 7 minutes 43 seconds:So it’s like
Code: Select all
ACTION KingDeadAction2
SCRIPT WORLD
if (PlayerInGame(2)){
if(!IsPlayerHumanControlled(2)){
SetAIDiplomacyEnabled(2,true);
ForceSurrenderOffer(2, 1);
SetAIDiplomacyEnabled(2,false);
}
else {
...
Could be something like:
Code: Select all
if ((PlayerInGame(2)) && (!IsPlayerHumanControlled(2))){
SetAIDiplomacyEnabled(2,true);
ForceSurrenderOffer(2, 1);
SetAIDiplomacyEnabled(2,false);
}
or:
Code: Select all
if (PlayerInGame(2){
if (!IsPlayerHumanControlled(2)){
SetAIDiplomacyEnabled(2,true);
ForceSurrenderOffer(2, 1);
SetAIDiplomacyEnabled(2,false);
}
}
Changing && to || would mean "or".
Those are pretty common operations, used in almost every programming language. So it's worth to learn it 1 time, and will be used everywhere else.