А можно через скрипт менять название имён???
Добавление скриптовых функций к различным кнопкам в Medieval 2Как же это делается
Тема создана: 19 апреля 2013, 19:18 · Автор: |
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strat newShortcut F5 save_stratmap S CTRL load_stratmap L CTRL speedup_ai SPACE stop_character BACKSPACE capital_zoom HOME H burdel F4 display_standards J toggle_character_labels N CTRL toggle_settlement_labels T CTRL diplomacy_overview_button D finances_button F construction_button B recruitment_button R faction_button O automerge_units M mission_button C zoom_in NUM_ADD zoom_out NUM_SUBTRACT reset_rally_point DEL disband D CTRL show_multi_turn_paths EQUALS select_next_selected CLOSE_BRACKET select_prev_selected OPEN_BRACKET end
strat newShortcut strat_ui save_stratmap strat_ui load_stratmap strat_ui speedup_ai strat_ui stop_character strat_ui capital_zoom strat_ui display_standards strat_ui toggle_character_labels strat_ui toggle_settlement_labels strat_ui quit strat_ui diplomacy_overview_button strat_ui finances_button strat_ui zoom_in strat_ui zoom_out strat_ui reset_rally_point strat_ui mission_button strat_ui disband card_manager show_multi_turn_paths strat_ui inc_scale radar dec_scale radar construction_button recruitment_button faction_button automerge_units campaign_hud step_l camera step_r camera step_fwd camera step_bck camera rot_l camera rot_r camera select_next_selected hud_select_next_item_cycle select_prev_selected hud_select_prev_item_cycle end
monitor_event ShortcutTriggered ShortcutTriggered strat_ui newShortcut end_monitor
monitor_event ShortcutTriggered ShortcutTriggered strat_ui newShortcutand I_AgentSelected named character historic_event buying_ancillary true end_monitor monitor_conditions I_EventCounter buying_ancillary_accepted = 1 and console_command give_ancillary this <someanc> set_event_counter buying_ancillary_accepted = 0 end_monitor
monitor_event ShortcutTriggered ShortcutTriggered strat_ui newShortcut and I_ScrollOpen own_settlement_info_scroll historic_event kill_citizens true end_monitor monitor_conditions I_EventCounter kill_citizens_accepted = 1 if I_SettlementSelected <settlementname> console_command add_population <settlementname> -500 end_if if I_SettlementSelected <othersettlementname> console_command add_population <othersettlementname> -500 end_if set_event_counter kill_citizens_accepted = 0 end_monitor
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