I have been looking for a list or mentioning of script terms, be it events, conditions or commands that don't work, but haven't been successful. So far I can only recall the 'LeaderDestroyedFaction' event which is supposed to trigger when a faction has been defeated. And the 'GeneralWithAncKilled' condition. I am sure there have been discussions about this but I just can't find them - any input is welcome.
No comment means the entry does not work at all.
- Event -
LeaderDestroyedFaction
LeaderOrderedAssassination - does not export target_faction as stated in DocuDemons
GovernorBuildingDestroyed
PlugInCompleted - not implemented? Confirmed not working - no code
GovernorPlugInCompleted - Confirmed not working - no code
CharacterNearHeretic: - event is triggered around CharacterTurnEnd, not immediately
CharacterNearWitch: - event is triggered around CharacterTurnEnd, not immediately
GeneralPrisonersRansomedCaptor - causes a CTD when used in EDA
PreBattle : doesn't work (at least in a script)
BecomesFactionLeader - EDCT\EDA test may lead to crash in battle death related succession
PostBattle - conditions underneath require an intermittent 'wait' command, will not work in EDA\EDCT triggersI_NumberOfSettlements
I_SettlementOwner
I_CharacterExists
I_WorldWideAncillaryExists
I_CharacterTypeNearTile
I_FactionLeader...
- Condition -
GeneralWithAncKilled
building_present_min_level - EDB only, leads to crash if used in recruit_pool line
PreBattle
FactionwideAncillaryExists - works but not in EDCT.
FatherAnc - http://www.twcenter.net/forums/showt...1#post14166711
HighestAttAdjacentChar - does not include other generals (named characters) in adjacent armies, only their commanders.
HighestAttSharedChar - only for characters of another faction: http://www.twcenter.net/forums/showt...7#post14449777
I_CharacterTypeNearTile - I have had some problems with "not", for admirals at least.
I_FactionLeaderAttribute - PostBattle: if leader was killed in that battle then looks like it is still treating him as leader, i.e. this is not testing the new leader.
CeasedFactionLeader - PostBattle: if leader was killed in that battle then looks like it is still treating him as leader, i.e. this is not testing the new leader.
I_IsTriggerTrue - never understood what this is for but it doesn't appear to work in script.
I_NumberOfHeirs - seems to be a count of ALL named characters (family or otherwise) including the leader. Teutonic trees too. Does NOT count off map characters.
I_NumberUnitsInSettlement - cannot use types that have spaces.
I_WorldwideAncillaryExists - works but not in EDCT.
PercentageUnitAttribute - creates error message in log (needs a living character with an army) but works
PercentageUnitCategory - creates error message in log (needs a living character with an army) but works
IsGeneral- creates error message in log (needs a living character) but works
IsRegionOneOf - accepts ID or data name in script, only ID in ancillary and and trait triggers
I_UnitStatus: "idling" works only after a first action of the unit. Apparently, at the beginning of a battle, the status is considered as undetermined.
I_IsUnitIdle: same limitation
I_IsUnitMoveFastSet: works only once per unit, or to be clearer: once the unit is flagged to move fast, it's definitive.
I_CharacterTypeNearTile: when testing next to a non faction settlement a distance of 2 (instead of 1) has to be used.
NumEnemiesInBattle - crashes when reinforcements are involved. Or maybe not?
GeneralNumKillsInBattle: Works, but it only counts the number of kills the general himself gains, not how many kills his BG unit gains. More details.
I_ConflictType: works so well in battle that even "I_ConflictType banana" is regarded as true (and incidentally all the real parameters ("normal" excepted) whatever the situation)
New tests appear to suggest that the command does work as intended, with the above being addressed as well.
BattleArmyTired: may ignore the connected conditions...can also fire with PostBattle
I_SoundPlaying - will return 'true' only while sound is playing, eg when testing in the monitor that triggers the sound or using monitor_conditions. The latter needs terminating (terminate_monitor, stop_sound_event) to avoid multiple firing. See here.
- Command -
play_video
jericho
game_quit
e_select_character - If is general (NC) and in another character's army then doesn't work: seems that it is the commander who is selected instead (e.g. "give_ancillary this ..." gave it to the commander). If in settlement and other generals are present then it doesn't seem to work at all, on anybody in there, regardless of being governor (e.g. "give_ancillary this ..." did not give it to the governor, the intended character or anybody else).
unit_toggle_task_interrupt - The parameter "melee" works ("melee off": only the engaged archers change their weapon, not the whole unit, and the other ones can fire if a target is manualy designated), "fire_at_will" too (regardless of the IG mode though, and by taking precedence over it), but i have never been able to make work "skirmish", "rout", "berserk", and "infighting".
unit_group_order_attack_group : broken for both sides, player and AI
unit_order_attack_closest_unit - The command works, but there is a subtlety not explained in its description: the search arc in degrees is multiplied by two. For example, by using 15 as parameter, you will in fact have an effective arc of 30 degrees (15 degrees on each side of the directional axis as i understand it). Hence, if one uses 360, the command won't work, but with 180 the affected unit will effectively attack the closest unit around.
give_everything_to_faction - works but CTD if TO faction is catholic and FROM faction owns current crusade target.
reduce_unit_strength - hangs game.
engage_armies - may causes save game failure (unconfirmed)
process_rq - only works in script although it needs to be prefixed with console_command
damage_wall: The parameter "gate" is partly broken: the gatehouse is not destroyed, but a section of the wall is damaged as expected.
camera_shake - doesn't work: script breaks with "don't recognize this token" error.
spawn_army & spawn_character - don't work in advisor scripts: "not a valid tile" log error no matter what coordinates are used.
set_optionunknown parameter settings?Only for console?
spawn_battle seems to be broken. http://www.twcenter.net/forums/showt...4-Spawn_battle
disable_entire_ui & disable_ui - does not work on scrolls or their elements (buttons etc.).
unit_unset_morale
unit_group_unset_morale
unit_toggle_task_interrupt: The parameter "rout" provokes CTDs by conflicting with the morale update when the general is killed in action.
remove_ancillary (console) - removes ancillary's effects even if the ancillary isn't present.
stop_sound_event - does not accept event id, uses tag instead. See at the bottom here.