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s1lv3r

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the link to the Guide to Modding: Useful Tools and List of Mods DH one is broken and hoi2 doesnt work well anyone want ot tell me how to make events that work and create a scenario with different alliances and provinces?
 

Tyber109

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While I have no idea about scenarios for events I just taught myself by looking at events that existed and copying them EXACTLY so, if you want to find that dissent is for example look for an event that gives dissent and copy it word for word then change the variables. You'll also need to write the words in the description but I'm not very good at that. Well I tried sure someone else can give a better answer
 

Limith

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You should find a guide to darkest hour which contains the modding guide in your Modding documentation folder of your game installation.

That aside, we are working on an addendum to the guide for 1.02->1.03.
 

novapaddy

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You should find a guide to darkest hour which contains the modding guide in your Modding documentation folder of your game installation.

That aside, we are working on an addendum to the guide for 1.02->1.03.

Can I please take this opportunity to request that you include:

... as well as explaining how and what the command does... please show an example (one line will do)... as it can take me AGES trying different ways.... to get some commands to work... I find the explanations not very clear unfortunately.

... and the simplest thing can stop the command working at all.

Please show an example.

EDIT: AND for multiple commands string.... such as this:
command = { trigger = { NOT = { OR = { participant = { country = CHC value = 3 } puppet = { country = CHC country = SOV } alliance = { country = CHC country = SOV } } } } type = alliance which = CHC }

are these simply read left to right...?
 

Sathariel

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EDIT: AND for multiple commands string.... such as this:
command = { trigger = { NOT = { OR = { participant = { country = CHC value = 3 } puppet = { country = CHC country = SOV } alliance = { country = CHC country = SOV } } } } type = alliance which = CHC }

Haven't done much modding, but for the line you asked (and it's true for all of them) the most important part is the brackets. You have to follow them, to break them down carefully to decipher the event.
In this case the trigger is NOT (since the bracket opened just after NOT= closes before 'type=alliance') ANY (again, the bracket that opens after OR= closes before type=alliance) of the following cases: that CHC is participant with value 3 (not sure what participant command itself means), that CHC is not a puppet of SOV OR, that there is an alliance between CHC and SOV. The command is that the alliance is made with CHC.

Probably haven't explained it too well, but the general idea is that the command can be written left to right or up to down, but what counts is where the brackets end (what obviously leads often to bugs where one opened bracket isn't closed or is closed in a wrong place, leading to a lot of random outcomes as it can completely change an event, but it's all part of the fun ;) ).
 

jpbfr

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The trigger show the conditions that must be met for the command to fire.

In this case:
NOT = {
OR = {
participant = { country = CHC value = 3 } ### Com. China must NOT be part of the Comintern
puppet = { country = CHC country = SOV } ### Com. China must NOT be a puppet of the USSR
alliance = { country = CHC country = SOV } ### Com. China and USSR must NOT be allied
}
}
}
type = alliance which = CHC } ### If all triggers are met, then an alliance id made between Com.China and USSR

You have to be careful where the brackets close and about the "trigger" and "command" words. Those are the keys. Hope this helps.
 

novapaddy

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That multiple command string was probably a bad example of what I mean by needing working examples displayed in a guide:

For instance on page 42 of the modding guide:

– Added new option to events and decision used to define countries
which this event/decision is available for. No country = TAG
should be specified for such events/decisions. Format: tag =
{ TAG1 TAG2 TAG3 … TAGX }. The event/decision will be available
only for the specified countries. This will greatly improve game
speed when a lot of generic events are used for just few countries
(set in event’s triggers).

A typical event would start like this:

event = {
id = 777800
country = SOV

According to my reading of the above: I drop country = SOV

and I can put in the following:

tag = { SOV GER ENG USA }

... and all those 4 countries would have the event happen ... PROBLEM is .. it doesn't work.... I mean: Neither SOV GER ENG or USA will have this event occur.

And instead of just writing ONE event, I end up having to repeat the event 6 times for each of the majors.

I hope they take the time to give us examples in the guide Limith spoke about earlier.
 

jpbfr

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There's got to be something wrong with the triggers. I've written some events using that "TAG" mechanism for a number of countries and it worked as intended.
Take another look at the triggers , maybe you forgot something ? ;)
 

novapaddy

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There's got to be something wrong with the triggers. I've written some events using that "TAG" mechanism for a number of countries and it worked as intended.
Take another look at the triggers , maybe you forgot something ? ;)

Really? Good, at least I now know that it works.

Cannot be much that is stopping it as it is the very first event... and is fired simply by the date

date = { day = 1 month = january year = 1936 }
offset = 0
deathdate = { day = 29 month = december year = 1940 }
 

novapaddy

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offset = 1

Can you please check this: as it still doesn't work for me? I added ARG USA SOV just to test it quickly.

#########################################################################
#Baltic & East European Federation annual meeting (1925)

event = {
id = 777900
random = no
tag = { YUG FIN EST LIT LAT POL CZE ROM USA SOV GER ARG }


name = "Czechoslovakia holds the 11th Annual Meeting of the BEEF"
desc = "The Annual General Meeting of the Baltic & East European Federation was held today, on the anniversary of its founding. The member governments of this military alliance discussed modernisation and the need for common standards of equipment and training within the alliance. Guests attending were the Russian and Italian foreign ministers with their military attaches."
style = 1
picture = "news_paper"

date = { day = 1 month = january year = 1936 }
offset = 1
deathdate = { day = 29 month = december year = 1950 }

action = {
name = "ACTION_NAME_GOOD"
command = { type = dissent value = -1 }
command = { type = gain_tech which = 14010 }
command = { type = manpowerpool value = 50 }
command = { type = trigger which = 777905 }
}
}
 

^_AC_^

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Do you want this to fire for only 1 nation? Because this is what it does. If you want it to fire for all these nations, you have to set it to persistent = yes, make it set a local flag and add in the trigger that the local flag should not be set.
 

novapaddy

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Do you want this to fire for only 1 nation? Because this is what it does. If you want it to fire for all these nations, you have to set it to persistent = yes, make it set a local flag and add in the trigger that the local flag should not be set.

I'll try that. THANKS AC!
 

Limith

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The addendum will be aimed at how to convert your mod from 1.02 to 1.03 and use new features in a single area. There aren't examples though for new triggers and commands. AC or someone else may write some. I'm not sure. I'm really busy with classes and everyone on the team is busy working on 1.03.

If you have specific event questions, there's always the event fixing emporium. Or just trial and error.

We may or may not have something regarding advanced modding tips eventually. It's not ready yet, so no promises.

On a side note, I recommend all modders read the changelogs for patches. I recently found a new trigger that was added in 1.02 beta which is not used (afaik) in any current mod since it was (accidentally) not added into modding documentation's event_commands.txt (it will be there in 1.03).
 

unmerged(416312)

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i made a pic for an event but in game my pic changes from black/white to black/blue and it is put on the right side of the event text.
if i use an another pic from the events pic file or make one not bmp instead of the picture i have a small white box with an X at the top right corner
 

novapaddy

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  • Europa Universalis IV: Wealth of Nations
I'm porting Homeland to DH1.03.
I have 3310 errors, most of which I have no idea what is wrong, as many have to do with the name and desc used in Events...??

I think that if you are working on a Guide, it would be a great help if you could just post what you have, even an unfinished Guide, would be very useful right now... You can always finish it later.

But if we have to wait for the full, finished Guide, then I think we'll have given up by the time it comes out...
 

MartinBG

Darkest Hour Developer
2 Badges
Nov 16, 2007
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  • Hearts of Iron II: Beta
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There's no new guide in the works, at least to my knowledge and I don't expect there to be one anytime soon if ever.
As have been pointed out already, modding documentation folder contains some useful files, some of the dev. diaries are about modding too. Any new engine features or changes to modding are noted into patches change-logs.