Game engine functions

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toddtreadway
Posts: 483
Joined: Mon Sep 29, 2003 9:30 pm

Game engine functions

Post by toddtreadway »

Do we have access to the game engine functions?

I found the front_end functions, but I am specifically trying to set up a game where the AI is initialized for both sides and the AI plays against itself.

The main reason is for testing. Depending on how the engine is set up, assigning separate countries to the AI so the human player(s) can play single countries with AI allies.
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zakblood
Posts: 22768
Joined: Thu Oct 04, 2012 11:19 am

RE: Game engine functions

Post by zakblood »

not sure if the invisible = true command would work, then assign them to the AI, but not tried it with a single country to control, i don't think you'd get too far, might take more than a few edits to get that to work..

as the AI does convoys mind you it may be possible to add it to the script, but it must be hidden well as i'm looking now and cant find it or how to either[:(]

given time, anything maybe possible, but might be beyond my feeble understanding of the game scripts use

edited...

-- Move convoy automatically
-- For player only! AI should do the same in AI scripts

points to the AI scripts, a quick search of this and maybe if the country id is added to the automatic move order etc? but i'm not sure it's possible for the AI to take over a county on the players side at all, can't find anything for it to be assigned, but then again it may not be coding in to be possible at all so looking for a needle in a haystack maybe[X(]

i honestly don't think i have the knowledge to do it or even point to where if it may be able to be done at all, sorry [:(]
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