Making a scenario using "Regicide" type of victory
Re: Making a scenario using "Regicide" type of victory
Added after 48 minutes 59 seconds:
So it was tough, but we did it! Hope someone will enjoy
- Attachments
-
- Korean_War_1950.zip
- (367.65 KiB) Downloaded 226 times
- Loewenherz
- Posts: 244
- Joined: 23 Sep 2017, 17:26
- Has thanked: 7 times
- Been thanked: 21 times
Re: Making a scenario using "Regicide" type of victory
I will integrate it to the other scenarios. Thanks for your hard work.
List of tutorials, useful threads and utilities (look here before posting): Here
Add Pics to Map: viewtopic.php?f=54&p=25184#p25184
Loews Work: viewtopic.php?f=54&t=5160
Add Pics to Map: viewtopic.php?f=54&p=25184#p25184
Loews Work: viewtopic.php?f=54&t=5160
Re: Making a scenario using "Regicide" type of victory
Hello again) I remember you said any unit can be used as a King. But what about buildings? Can I use, say, a wall as an object that will force scenario to be lost if the wall ruined? Of course, it won't be a "Regicide", but is it possible at all?Dr.MonaLisa wrote: ↑09 Jul 2018, 11:11 Any unit can be a King in your scenario, even a priest or a citizen.
- Dr.MonaLisa
- High Representative
- Posts: 8714
- Joined: 17 Jun 2010, 11:21
- Location: Poland
- Has thanked: 49 times
- Been thanked: 109 times
Re: Making a scenario using "Regicide" type of victory
I think if it's possible to add a "script name" to the building/part of the Wall in the Map Editor, then it would work.
Simply usage of "if (!DoesUnitExist())" (maybe this function was called differently) would do the job.
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Re: Making a scenario using "Regicide" type of victory
And so "KingDeadAction" function can be used with it?
- Dr.MonaLisa
- High Representative
- Posts: 8714
- Joined: 17 Jun 2010, 11:21
- Location: Poland
- Has thanked: 49 times
- Been thanked: 109 times
Re: Making a scenario using "Regicide" type of victory
Not sure, which is the newest version of that function?
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Re: Making a scenario using "Regicide" type of victory
Thank you Mona, everything is working now)
Except LoseScenario() function. It doesn't work at all, so don't use it.
Except LoseScenario() function. It doesn't work at all, so don't use it.
- Dr.MonaLisa
- High Representative
- Posts: 8714
- Joined: 17 Jun 2010, 11:21
- Location: Poland
- Has thanked: 49 times
- Been thanked: 109 times
Re: Making a scenario using "Regicide" type of victory
LoseScenario() doesn't work because of this change: viewtopic.php?p=23985#p23985
But then would need another solution for the previous issue, where buildings stay in game, hmm....
But then would need another solution for the previous issue, where buildings stay in game, hmm....
Best regards,
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Dr.MonaLisa
Ministry of Game Affairs
Department of Control and Complains
Re: Making a scenario using "Regicide" type of victory
Hi! I'm making a new scenario now, so I took some ideas from previous one. Can you please help me? I've used this functions for deleting player's units and buildings:
They work fine though. However, deleting all buildings and units don't lead to the scenario end (winning or losing). Player just stays in game with 0 units and buildings... What could be the problem?
Code: Select all
AddUnitsByAttributeToGroup("KillUnitsOfPlayer1", "MobileUnits", iPLAYER1, kPlayerMode_Self, NULL);
AddUnitsByTypeToGroup("KillUnitsOfPlayer1", "BareBoneBuilding", iPLAYER1, kPlayerMode_Self, NULL);