Tutorial scripting
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- The Dark Lord
- Użytkownik Forum
- Posty: 331
- Rejestracja: 27 cze 2007, 17:33
Tutorial scripting
Update: version 1.1 added.
Note: Only added some information about the max. number of soldiers.
http://rapidshare.com/files/89695321/Sc ... 1.doc.html
Note: Only added some information about the max. number of soldiers.
http://rapidshare.com/files/89695321/Sc ... 1.doc.html
Ostatnio zmieniony 06 lut 2008, 20:33 przez The Dark Lord, łącznie zmieniany 2 razy.
- The Dark Lord
- Użytkownik Forum
- Posty: 331
- Rejestracja: 27 cze 2007, 17:33
- The Dark Lord
- Użytkownik Forum
- Posty: 331
- Rejestracja: 27 cze 2007, 17:33
I don't have a list of messages. The messages are from 500 to 550 (maybe less, maybe more). I only wrote some parts of messages on a piece of paper which seems to be interesting for my campaign.tunczyk pisze:But can you place a list of messages (if it's placed yet sorry)
I suggest to make in your mission something like this:
!ADD_GOAL 2 0 500 100
!ADD_GOAL 2 0 501 300
!ADD_GOAL 2 0 502 500
!ADD_GOAL 2 0 503 700
!ADD_GOAL 2 0 504 900
!ADD_GOAL 2 0 505 1000
!ADD_GOAL 2 0 506 1200
Now you will get 7 messages, and if there isn't one which is interesting, try 507-513.
- The Dark Lord
- Użytkownik Forum
- Posty: 331
- Rejestracja: 27 cze 2007, 17:33
Hey, I've got a question. Are there still things unclear? Should I update something? Just let me know.
Secondly, I've got some news... In this
http://www.atfreeforum.com/knights/view ... um=knights
topic on the English forum, we discuss some probably ''new'' scripting commands. We do not know if they really work and what they exactly do, so feel free to try it out yourselves.
(I doubt if they work, because if they do, the developers of KaM would have used it too, but it's worth trying it.
Secondly, I've got some news... In this
http://www.atfreeforum.com/knights/view ... um=knights
topic on the English forum, we discuss some probably ''new'' scripting commands. We do not know if they really work and what they exactly do, so feel free to try it out yourselves.
(I doubt if they work, because if they do, the developers of KaM would have used it too, but it's worth trying it.
- The Dark Lord
- Użytkownik Forum
- Posty: 331
- Rejestracja: 27 cze 2007, 17:33
I have something that may be very important! Something about the max. number of soldiers.
I was working on mission 16, when a horrible bug occured:

As you can see, Mister AI decided to split up his army. I could only make this bug disappear by deleting some soldiers. That meant I had to change the whole AI_DEFENSE, because every player should have some soldiers (the bug occured when I placed soldiers for the last player). Fortunately, after some hours research, I found out that 1 soldier could make the difference. If I deleted the soldier, everything went as it was supposed to be. If I placed the soldier, some knights left their positions and took others (like the bug where all soldiers just run over the map).
Then I deleted a serve. And what happened? Everything was ok again. But if it counts for villagers... why shouldn't it count for animals? And indeed, it did.
Then I counted all units/animals/soldiers, and together they were with 1205. I don't know if this is the exact number, but it must be close. I think when you reached this number of units in a level, the everywhere-running bug occures. But this is a guess, I am not even sure about the max. number of soldiers, but I couldn't think of something else that could cause such bugs.
I was working on mission 16, when a horrible bug occured:

As you can see, Mister AI decided to split up his army. I could only make this bug disappear by deleting some soldiers. That meant I had to change the whole AI_DEFENSE, because every player should have some soldiers (the bug occured when I placed soldiers for the last player). Fortunately, after some hours research, I found out that 1 soldier could make the difference. If I deleted the soldier, everything went as it was supposed to be. If I placed the soldier, some knights left their positions and took others (like the bug where all soldiers just run over the map).
Then I deleted a serve. And what happened? Everything was ok again. But if it counts for villagers... why shouldn't it count for animals? And indeed, it did.
Then I counted all units/animals/soldiers, and together they were with 1205. I don't know if this is the exact number, but it must be close. I think when you reached this number of units in a level, the everywhere-running bug occures. But this is a guess, I am not even sure about the max. number of soldiers, but I couldn't think of something else that could cause such bugs.
- The Dark Lord
- Użytkownik Forum
- Posty: 331
- Rejestracja: 27 cze 2007, 17:33
Cav - skrócę tłumaczenie do minimum. Tak więc Dark Lord zauważył, że gdy ma mapie wszystkich jednostek jest ponad 1200(napisał 1205 - ale w swoim poradniku napisał, że nie jest pewien tej liczby i sądzi że to jest ok 1200) to wojska wrogów ruszają się po mapie bez ładu i składu i wszelkie skrypty ataku lecą na łeb na szyję (coś o tym wiem;/). Przy czym jako jednostki traktuje się zwierzęta, ludziki w mieście i żołnierzy. Jest to nowy bug odkryty właśnie przez DL'a.
The Dark Lord: I think, that this problem is "this" problem who I write to you in PM. But I has any question: 1200 - this is number (animals, soldier's and units in town) only all AI unit's(not counting my units and soldier's)? In other words: my units and soldier's count among in this number - 1200?
The Dark Lord: I think, that this problem is "this" problem who I write to you in PM. But I has any question: 1200 - this is number (animals, soldier's and units in town) only all AI unit's(not counting my units and soldier's)? In other words: my units and soldier's count among in this number - 1200?