Author Topic: Recruit In Towns and Castles  (Read 4664 times)

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tansvanio

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Recruit In Towns and Castles
« on: September 27, 2009, 03:57:45 PM »
Hi, what script do i need to add, to be able to recruit volunters from castles and towns?, and how should i put that script

Has a true man, its my honour and duty, to be able to kill a man, with my bare hands....

DuckSauce

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Re: Recruit In Towns and Castles
« Reply #1 on: September 27, 2009, 07:32:27 PM »
Can't you just peek into the game menu that shows up when entering a village, then do the same thing for castles/towns

tansvanio

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Re: Recruit In Towns and Castles
« Reply #2 on: September 27, 2009, 08:52:25 PM »
i was hoping someone could put it here has an example, i dont know how to insert scripts very well

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Berserker Pride

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Re: Recruit In Towns and Castles
« Reply #3 on: September 27, 2009, 10:17:36 PM »
Check out this thread.  It goes through how to add a menu to recruit troops from towns.
http://forums.taleworlds.net/index.php/topic,50686.0.html.

tansvanio

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Re: Recruit In Towns and Castles
« Reply #4 on: September 28, 2009, 02:16:25 PM »
i know, but thats not the voluntier script.

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Blankin

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Re: Recruit In Towns and Castles
« Reply #5 on: September 28, 2009, 07:09:22 PM »
What do you mean by the "volunteer script"? You can change the recruitable troops, Garniermod also haves his own city/castle recruiting.

tansvanio

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Re: Recruit In Towns and Castles
« Reply #6 on: September 28, 2009, 07:10:30 PM »
mmm, i mean the script villages use

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Blankin

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Re: Recruit In Towns and Castles
« Reply #7 on: September 28, 2009, 07:15:25 PM »
Ah... You want to put the script that is used in the village in the cities/castles? You should try editing it. Take a look at the module system scripts, recreate the constants and triggers used but rename them to castle, cities... Or, you may ask a coder to do this.

tansvanio

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Re: Recruit In Towns and Castles
« Reply #8 on: September 28, 2009, 07:21:42 PM »
yeah

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Blankin

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Re: Recruit In Towns and Castles
« Reply #9 on: September 28, 2009, 07:55:58 PM »
I've done it, but I haven't tested yet, the module system tells there are no errors... I am fixing other issue and soon I wil test andl edit this post to tell if it works.

tansvanio

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Re: Recruit In Towns and Castles
« Reply #10 on: September 28, 2009, 07:58:48 PM »
ok, thanks man, i could add the "Hire Troos" Script with no problems, but i still want the vountier script that villages  use.

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Blankin

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Re: Recruit In Towns and Castles
« Reply #11 on: September 28, 2009, 08:28:32 PM »
Sorry  :oops:, the menu wasn't showing and I tried to fix and screwed up. You should try to look for a real coder.

tansvanio

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Re: Recruit In Towns and Castles
« Reply #12 on: September 29, 2009, 07:08:50 AM »
try to do what berserker pride sugested, it worked for me

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DuckSauce

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Re: Recruit In Towns and Castles
« Reply #13 on: September 29, 2009, 09:26:03 AM »
This is the menu choice:
Code: [Select]
      ("recruit_volunteers",[(call_script, "script_cf_village_recruit_volunteers_cond"),]
       ,"Recruit Volunteers.",
       [
         (try_begin),
           (call_script, "script_cf_enter_center_location_bandit_check"),
         (else_try),
           (jump_to_menu, "mnu_recruit_volunteers"),
         (try_end),
        ]),

Now open module_game_menus.py and find: trade_with_merchants
Above it add the above code.

This should make it work for both castles and towns since there is nothing checking whether you are at a castle or a town and both castle and town menu's are in the menu for towns.

tansvanio

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Re: Recruit In Towns and Castles
« Reply #14 on: September 29, 2009, 09:35:45 AM »
thanks man

Has a true man, its my honour and duty, to be able to kill a man, with my bare hands....