Stonewall382
Knight at Arms

Hello, I'm working on my Empires/Economy mod, but I'm having some problems.
One of the features will be that when the player builds something, it shows up in the castle, but not before that. So I need to use scene props and then disable them when the industry hasn't been built. For scene props, you just add "spr" to the beginning of the prop's name, but for plants, I can't find where they're defined. I don't know what to put in front of their name (whch I can view in edit mode).
I'm having the same problem with sounds. I want to have sounds play when a dialogue is started (I'd like to try to get some voice acting in), but when I put "play_sound" in the conditions block (or consequence, doesn't matter), it says the identifier I'm using for the sound is illegal. Any idea what I can do about that?
Also, to make the scene props thing (and basically everything else, as well) work, I'm using variables, like $radoghir_stone_stores, $radoghir_woodcutters_tent, and $radoghir_population_happiness, but I can't call these up in dialogues. For one conversation, I want to have the head of construction say, "That will require two hundred pounds of wood. In our stores, we have _____ (<-- and here's the problem). Shall we build it?" I tried {radoghir_wood_stores}, as well as things like "str_store_agent_name" in the conditions block, but those don't work. Then I tried "agent_get_slot," and I think I got closer. It now reads 0 every time (as opposed to the old "Unrecognized Token <radoghir_wood_stores>"), but then it says "Illegal agent identifier: 400." While this would theoretically work for the mod (the player still can see the amount), it looks pretty shoddy, and I'd rather do it another way. So, how do I make it so that I can call up variable values in dialogue?
Lastly, how do agents work? What are they? Are they troops, and is that what people keep talking about using the slots of? Are they actually variables? Is "agent_get_slot" the correct thing to use, and I'm just not using it correctly?
Thank you to anyone who replies.
One of the features will be that when the player builds something, it shows up in the castle, but not before that. So I need to use scene props and then disable them when the industry hasn't been built. For scene props, you just add "spr" to the beginning of the prop's name, but for plants, I can't find where they're defined. I don't know what to put in front of their name (whch I can view in edit mode).
I'm having the same problem with sounds. I want to have sounds play when a dialogue is started (I'd like to try to get some voice acting in), but when I put "play_sound" in the conditions block (or consequence, doesn't matter), it says the identifier I'm using for the sound is illegal. Any idea what I can do about that?
Also, to make the scene props thing (and basically everything else, as well) work, I'm using variables, like $radoghir_stone_stores, $radoghir_woodcutters_tent, and $radoghir_population_happiness, but I can't call these up in dialogues. For one conversation, I want to have the head of construction say, "That will require two hundred pounds of wood. In our stores, we have _____ (<-- and here's the problem). Shall we build it?" I tried {radoghir_wood_stores}, as well as things like "str_store_agent_name" in the conditions block, but those don't work. Then I tried "agent_get_slot," and I think I got closer. It now reads 0 every time (as opposed to the old "Unrecognized Token <radoghir_wood_stores>"), but then it says "Illegal agent identifier: 400." While this would theoretically work for the mod (the player still can see the amount), it looks pretty shoddy, and I'd rather do it another way. So, how do I make it so that I can call up variable values in dialogue?
Lastly, how do agents work? What are they? Are they troops, and is that what people keep talking about using the slots of? Are they actually variables? Is "agent_get_slot" the correct thing to use, and I'm just not using it correctly?
Thank you to anyone who replies.

