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I didnt see anyone talking about them, although Im a little off from modding since Warden and Paunch hehe
awesome stuff dude, and thx for the quick update \o
@Vanghoul - you were mostly right, some of the listeners also needed to be changed to take advantage of the hella sweet FactionTurnStart listener replacements. I'm omlette#1737 if you need anything else.
I made the following changes following Cataph's tip:
SCRIPTING
- MUST CHANGE: cm:get_local_faction() returns a faction script interface instead of the faction key; instead, use cm:get_local_faction_name()
- UITriggerScriptEvent listener is now UITrigger
I couldn't find u on discord otherwise I would send u the updated packfile
and again, thx for this mod :) love it
- MUST CHANGE: cm:get_local_faction() returns a faction script interface instead of the faction key; instead, use cm:get_local_faction_name()
I did this change myself using RPFM but didnt play a campaign to turn 25 yet to be able to test; will post here when I do
" thys one ?
Now Im writing the script to script\campaign\main_warhammer\mod and it is running :D
Thx, I just wanted to understand if it was possible and understand how you did it :D
In general, properly written mods that put scripts in script\campaign\main_warhammer\mod do not conflict with each other. Any other mod that edited this same file would cause this mod to stop working, assuming it loaded with greater priority.
If you got more scripting questions, ask around in the C&C Modding Den discord. You should be able to find details here: https://tw-modding.com
can you explain to me why your script is in this folder? script\campaign\wh2_dlc10_hellebron.lua
the guide I found said to put scripts into script\campaign\main_warhammer\mod