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For the spawning conversation, I am not sure which parts are placeholders and which are the actual values you plan to use; just to be thorough, I'll assume they're the real values.
For the trigger, OnCharDeath looks appropriate, and you will need at least those two parameters, Army Number and Character Name. I don't know what else is going on in the map, but if there is only one Cryokurios on the map at a time, then using that name and the number of the enemy army (as set in Map Settings -> Armies) should be good.
For the actual SpawnUnit action, make sure you are supplying the right Enemy Army number. If you are considering a random spawn location, then you have a couple options for the coordinates. I'd recommend looking at the RANGE[] and PICK{} Special Characters. For Facing, you can just put the direction (Up instead of Facing Up). I see you want to give the unit some Focus Pills, but I think you will need some additional commas at the end if you want to do that, so that the game knows which parameter you are referring to. So the end of the list of parameters would look something like this:
Up,,,Focus Pills
Finally, if you want this respawn to happen more than once, make sure you check "Repeatable?" in the first box. The conversation shouldn't need to be listed as a trigger on the character themself.
I think that's everything, but update us if it doesn't work as intended!
Looking at the other stuff, those OnCharDeath trigger parameters look off. The first parameter should be an integer (or, if you're trying to reference a custom value you created that is named "Army", you should use -VAL:Army- there).
That second parameter isn't going to work either unless the enemy Cryokineticists are literally all named "Previous Character"; if you're trying to reference a custom string named Previous Character, use -STR:Previous Character- instead. ;)
That said, if you want this to happen when any enemy cryokineticist is killed, you'd probably have an easier time leaving the name parameter blank and using Cryokineticist in the class parameter that follows instead (e.g. OnCharDeath/1,,Cryokineticist). But if there's one specific Cryokineticist whose death you want to have trigger this, then I'd recommend giving them an ID tag (e.g. ID,1) and referencing that in the name parameter of the OnCharDeath trigger (e.g. OnCharDeath/1,ID[1]). That'll tell the game to trigger the dialogue only when that specific character dies.
With SpawnUnit, Tactitus has it right. Make sure you're using an actual number for the army number, avoid leaving the word "Facing" in when typing in a facing direction, and make sure to leave optional parameters in there, even if they're blank. So instead of Enemy Army,Cryokurios,-1,-1,Facing Up,Focus Pills, you'll want something more like 1,Cryokurios,-1,-1,Up,,,Focus Pills
Thanks to both of you, I got the roster working. For anyone reading this in the future, I created the roster in the introductory cutscene and had to set the roster number to the same as the player army. You may want to use Tacitus' suggestions if adding characters to your roster mid-game!
Unfortunately, my SpawnUnit dialogue is only half-functional so far: although I've stopped the cryokineticist from spawning on Turn 0 with this dialogue, I can't figure out how to make it spawn immediately after the death of the previous Psy enemy the player fights. Either that or I'll have to use an action to delay the text box that pops up until the turn when the cryokineticist spawns.
Tacitus, thank you for the tips on random unit map placement. I decided to have the cryokineticist spawn in a certain spot, but I'll try those out in the future!
Fyi, those army and enemy unit names were placeholders to avoid spoilers (though you know what the last battle will be like if you recall my posts from before!).
(By the way, what do I do to get the card game action working in a cutscene? I'd like to play that, if possible. Made a test campaign just for it!)
After I wrote this, I was able to delay the announcement text box popping up until the OnCharDeath requirement for the enemy kineticist, which is the first enemy on my map, was fulfilled. However, instead of spawning the next foe, an enemy cryokineticist, immediately, it didn't do anything. So I'm stumped. Any advice?
Edit: Never mind, I just checked, and my memory was wrong. Although I've got the dialogue set up so the enemy cryokineticist is supposed to spawn when the enemy kineticist dies, all that pops up on the latter's death is the announcement text I mentioned. The cryokineticist spawns on player turn 1, albeit in the spot I chose
I hope you had a restful holiday season and that your year is going well so far.
I think copy and pasting the text you are using for your SpawnUnit action atm might help narrow down why the character isn't spawning when the dialogue is triggered.
For the cryokineticist that is spawning turn 1, is this a unit you plopped on the map directly? That's the best explanation I can think of. When you are spawning a unit in with the SpawnUnit action, it does not need (and should not have) the unit you want to spawn already on the map. I don't think it would interfere with trying to spawn it from the script, but it sounds like here you just want one cryokineticist.
I'm looking forward to seeing this come out!
I also posted some screenshots on my profile to show my work
I took a look at the screenshot. The syntax looks correct to me, but I have two ideas. One, double check now if the Load ID is correct. It should be correct if you see: Black Cape Cryokurios/ in your list of characters.
Two, the army number could be wrong. By default, the armies are numbered 0, 1, 2, etc. Assuming you didn't change the numbers when you set up the armies in Army Properties, the player will likely be army 0, and the AI enemies army 1. If you have 2 or more AI then one of them could be army 2, but I suspect the game is trying to spawn the unit for a non-existent army.
If you're using a script action to spawn them, though, then don't use SpawnUnit; SpawnUnit only creates an instance of a premade character. If you want to use proc gen units, the script action you want is either GenerateUnit (for proc gen generics) or GenerateUnique (for proc gen unique named characters).