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- * How to load & run a custom Lua script Let's create our first script together!22 KB (3,994 words) - 16:31, 11 March 2024
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- ...you're going to make a quest battle for the leader. However, you can use a script to fool the users. Check Wh2 OvN's Halfing scripts === Startpos things that the script can theoretically replace but no one has done it yet ===5 KB (946 words) - 02:54, 23 June 2024
- ...allbacks (especially from the ones before the Wh3) and you have to use the script for that. So practice scripting, or get a team member who is good at it. ...now you just finished your own twui. Now we have to show it to people via script. Put the twui made this way into your pack.4 KB (678 words) - 23:24, 11 January 2025
- While you wait for Notepad++ to finish installing, we’re gonna make a script dump – a location on your PC where you put all of CA’s scripts, so you ...s S:/Total War Dumps/Script Dumps), go back to RPFM, and go find the main “script” directory. Right-click it and select “Extract”, and target the new f6 KB (1,030 words) - 13:11, 11 March 2024
- ...a bunch in this tutorial series, we can get some CA script logs using the script debug activator mod, and we can add stuff to that output log using the func ...nction is to check exactly where in our script something is breaking. Your script just ISN’T working, and you don’t know which exact line isn’t working5 KB (925 words) - 14:29, 11 March 2024
- ...s, heretofore known as “UIC”. A UIC is a script interface – similar to the script interfaces for factions, characters, regions, etc., – but they’re attac ...<code>faction:name()</code>, <code>character:region()</code> – and in 3K, script interfaces are divided into getter objects – a query interface – and in6 KB (1,168 words) - 17:57, 7 February 2021
- ...ual text files, with the *.lua extension. Each of these files is called a "script". And we'll call writing up these files, you guessed it, scripting! In pages to follow, we'll go over writing our first script, some details of how the Lua language works, how to debug, how to dream big2 KB (414 words) - 20:32, 7 June 2023
- Just kidding. So, when you write your script, you have a bunch of defined functions, but when you ''call'' them is vital ...nd runs first-time-only-time stuff, things like that. When initialising my script, I have to be mindful on ''when'' it’s called, because calling stuff too10 KB (1,561 words) - 14:06, 7 February 2021
- ==== II. AutoHotKey script ==== ==== III. Custom Python script to replace old texture ====14 KB (2,133 words) - 06:20, 1 January 2024
- ...led to the tyranny of db (for effect bundles). We can now be let loose and script effects and effect bundles left and right, changing the scope, the target,13 KB (2,202 words) - 16:20, 1 February 2021
- Unless otherwise stated these scripts go into a .pack file at `script/campaign/mod/?.lua`, replace ? with whatever your file name is. Each script listed is self-contained - so you can use multiple of the example scripts i22 KB (3,253 words) - 22:59, 27 November 2022
- * How to load & run a custom Lua script Let's create our first script together!22 KB (3,994 words) - 16:31, 11 March 2024
- ...ey look quick similar. We’ll cover that soon-ish, when we get into more CA script interfaces (like FACTION_SCRIPT_INTERFACE that we saw a few lessons ago). ...s function has no name (clearly), so it cannot be called further on in the script. We use anonymous functions relatively frequently, but our focus now will b9 KB (1,556 words) - 14:23, 11 March 2024
- ...ne go). It’s worth noting, this is the only method of applying effects via script. ...s in the game already that add a UI element to the game for things done in script!11 KB (1,932 words) - 11:41, 10 June 2023
- [[Category:Script]]3 KB (481 words) - 05:29, 9 July 2024
- ...at makes the language work. Combining the two is the key to writing better script.7 KB (1,164 words) - 14:28, 11 March 2024
- ...r ways scope can be defined. A variable can be scoped to the ''root'' of a script, or any number of nestled scopes within that root.3 KB (550 words) - 14:25, 11 March 2024
- Remember the script interface chapter, we saw something called a <code>CHARACTER_LIST_SCRIPT_IN Arrays are really common in the CA script interfaces, and having a healthy grasp of them will allow you to do much mo13 KB (2,007 words) - 14:26, 11 March 2024
- ...ide of that primary role, in particular how they can be a useful asset for script-based mods. ...cient for testing purposes than continuously changing lines in an external script and restarting the game each time. Conveniently enough, Groove Wizard has a40 KB (6,672 words) - 11:29, 12 July 2023
- Through these commands, we can script a whole lot of stuff! From character spawns, to new effects applied to char ...what can be done with scripts. Commands are the driving force of most any script. At this point, though, you might be asking – “how the HECK do I find o28 KB (4,722 words) - 14:27, 11 March 2024
- ...arts that don't answer to table priority, like images or variants or whole script files, you might want to name the entire pack with a prefix that wins prior ...d in a script. Ask if there's a way to avoid you having to grab the entire script, which is normally a bad idea.15 KB (2,786 words) - 07:08, 25 September 2024