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My workaround was using copy&paste or a loop to put out code for a few dozen events - see everwinter and highlander.
There are a few timers like eventtriggerredtime but they seem to not only count for handwritten events - but also a lot of stuff like animal spawns.
I think the timer related to shown messages would be most promising in that regard - if you don't have a bunch of other messages.
There is the multi execute flag - but it is tricky to use with anything but initgame - may lead to infinite loop if not paired with the matching AND condition -- that should include a reliable timer.
I'm a bit rusty in DOM modding by now.
Hope this makes sense / helps.
Another thing you can do is to negate the condition with the action of the event:
here 2 examples:
If you check for stone you could spawn 1 stone and the event condition would be false - if you check for a exact number of stones.
Sadly we cannot reduce player stock and spawning stuff may lead to trouble if there is no space - but I think it is fun to let boulders appear in peoples inventory :D
see lucky boulder in Trophy hunters, rofl - I had so much fun with that.
ConditionEntityCountComparison
Parameters
Counter: All, PlayerEntities, KilledRaiders, HuntedAnimals, ProducedResources, BuiltStructures, AliveAnimals, DeadAnimals, DeadResidents, PredictedAmount, LockedTechs, ContinuousAmount (default: All)
EntityType: Entity ID
Value: Integer Number (default: MaxInt)
Comparison: Less, LessOrEquals, Equals, GreaterOrEquals, Greater
ConditionEntityCountReached
Parameters
Counter: All, PlayerEntities, KilledRaiders, HuntedAnimals, ProducedResources, BuiltStructures, AliveAnimals, DeadAnimals, DeadResidents, PredictedAmount, LockedTechs, ContinuousAmount (default: All)
EntityType: Entity ID
Value: Integer Number (default: MaxInt)
<event flags="RequiresPrevious">
could also become useful if you want to chain something up.
To debug your conditions you can do something like this:
<event>
<condition type="EntityCountComparison" counter="PredictedAmount" comparison="Equals" value="25" entity_type="muskox"/>
<actions><action type="ShowMessage" title="MUSKOX" text="WE_HAVE_25"/></actions>
</event>
http://madrugaworks.com/dawnofman/scenario_reference.php
BTW. If you have not already - feel free to drag your qustion into the workshop / modding discussions of the game.
The reason I ask is that this delayed timer technique might work with a few ideas I have. One being we could use Goals which are hidden to the player. I have not tested it but there appears to be a clear goal function in the code. I don't know if that clears out the goal, or marks it as not completed and need to be done again. The other idea I got from reading your posts is what if we use the rot timer on foods as a way to trigger events. We could set it up where we modify a very small corner of the map to be inaccessible via river circle. This would prevent the villagers trying to get the foodstuffs. It would be in the corner of the map and very small. Maybe 4 to 8 squares large, something the player can ignore. In it we could place a marker and spawn a fruit. We could set up a condition where when the fruit rots and is not near the marker it spawns another fruit along with some other action we want to affect the player. We could have many rotting foods on this island, each with its own trigger event. What would be nice if we could create a delay spawn and reaction so we can set the times between events. Along with this idea we could spawn a dog and a wolf or raider in this same island and create events based on who wins the battle or dies.
All of this of course requires me to know a bit more about what some of this code allows us to do. For example the Goal code may or may not re-trigger. I would need to do some testing to figure it out.
<event>
<condition type="ValueEquals" />
<actions>
set goal here
</actions>
</event>
<event flags="RequiresPrevious">
<condition type="TimeElapsed" timer="GoalsCompletedTime" value="10" />
<actions>
raiders here?
</actions>
</event>
maybe benefiting from the possibility to give them specific id.
Check out how the tutorial / the great march are done in the builtin.
Good Luck testing and tinkering!
<event>
<condition type="And">
<sub_conditions>
<condition type="EntityCountReached" counter="ProducedResources" entity_type="stone" value="2"/>
</sub_conditions>
</condition>
<actions>
<action type="ShowMessage" title="n_youdidit_title" text="n_youdidit_description"/>
</actions>
</event>
<event>
<condition type="And">
<sub_conditions>
<condition type="EntityCountComparison" entity_type="stone" value="3" comparison="GreaterOrEquals"/>
<condition type="TimeElapsed" timer="MessageTime" value="10"/>
</sub_conditions>
</condition>
<actions>
<action type="ShowMessage" title="n_youdidit_title" text="n_youdidit2_description"/>
</actions>
</event>
<event flags="RequiresPrevious">
<condition type="TimeElapsed" timer="EventTriggeredTime" value="20"/>
<actions>
<action type="ShowMessage" title="n_youdidit2_title" text="n_youdidit2_description"/>
<action type="SetRaider" era="Paleolithic" entity_types="wolf cave_lion cave_hyena" grace_period="0.0y" mins="1 1 1" maxes="2 1 2" period="0.1y" variance="0.0y"/>
</actions>
</event>
Not sure. to lazy to check eagle amount in the savegame. Done for today. hope this helps and you come forward.
I am setting up a tutorial and I would like to spawn in some Terrain Entities but I dont know if the game lets you spawn them in during play. I cannot find commands. I also would like to set markers to Terrain Entities but again the game wont let me without the proper commands. I dont have some reference material. It seems like you can set markers with:
<action type="SetLocationMarker" marker_type="NearestMinable"
However it seems to crash the game because it is missing a reference.
I am also wondering if you can help me track down the tutorial.scn.xml file. It seems it used to exist and I would like to examine it.
Minerals and Trees will be generated acording to the environment file.
Spawning Trees or Minerals during gameplay is not a thing afaik.
Messing with the env usually kills savegames - issues with moved trees and whatnot.
Either there is no Mineable or you need to further specify which kind of ressource, nor sure, but should be in the scenario files for the ingame tutorial.
on this page are links:
https://steamcommunity.com/app/858810/discussions/1/1840188800786675958/
Builtin Scenarios[madrugaworks.com]
Builtin Environments[madrugaworks.com]
Should be within the builtin scenarios
I checked all the resources provided a few days ago but I did not find any information on the names of resources like Mineables. The download files do not contain the Tutorial scenario.