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AI Factional Modifier Script Bug
Posted: Sun Feb 21, 2016 7:52 pm
by vicberg
The same problem that existed in Pressburg, etc., for AI firing of events exists in the 400-500 factional modifier scripts. FYI
Posted: Mon Feb 22, 2016 9:43 am
by PhilThib
We are double-checking this. Thanks for spotting
Posted: Mon Feb 22, 2016 2:33 pm
by lodilefty
Yes. Need to replace the CheckOption witn ActorEnabled
Posted: Mon Feb 22, 2016 3:47 pm
by vicberg
yes, or EvalEvent = ???_ON;=;1
Posted: Mon Feb 22, 2016 4:19 pm
by lodilefty
vicberg wrote:yes, or EvalEvent = ???_ON;=;1
ActorEnabled is "safer", as it makes sure the actor is still there [some options have "Off" event, so could cause issues]
In the peace options, things are "quick" enough that this nuance is not at issue.....
Wiki attempts to make sence of Options, but truthfully, they are the Bane of My Existence"......
http://www.ageod.net/agewiki/Category:Modding_Options
Posted: Mon Feb 22, 2016 4:48 pm
by vicberg
They are the bane of mine also

Posted: Mon Feb 22, 2016 8:49 pm
by lodilefty
Found many AI options to fix. AFAIK we've got them all now.
Note many of them have "Off" events, thus requiring the use of the ActorEnabled fix.
For next patch update:
* Fixed AIActivate for FM Options
* Fixed AIActivate for GovEco, GovDiplo, and Mil Options
* Created AIActivate for Le Grand Empire Option
* Fixed AIActivate for Spanish Ulcer