Platy's Peculiar Pleasant Posh Python

hmmm no that did not work... and now something else has gone haywire and I can't seem to undo it....

But I have no idea why it started in the first place....

edit: Ok thankfully the haywire stopped after I reloaded it and set everything back to the way it was before the haywire..

I think for now I am going to have to go back to accepting not having requirements script..
 
Tested, it works for me with a dummy mod. I think Platy should adapt his instruction, in a separate text file or in the Python file itself.
 
No, I didn't do it with BUG. If you merged it correctly, then the problem is with BUG. Sorry, I can't help you with BUG.
 
"TypeError: loadEvents() takes no arguments (1 given)"

What argument is the program trying to read? Post your code or remove that argument (or add it in).

Btw, no reason to give BUG a bad name. There's a few things in my mod I would not be able to do easily without BUG...
 
You posted the number of the line but not the code as a whole. I don't know it. The program is trying to transfer some kind of data to loadEvents(), but that function is not ready to receive it.

So, Requirement.loadEvents("Mods/K-Fallout/Assets/xml/CustomXML/Requirement.xml") should be just probably Requirement.loadEvents().

For the record that BUG error is just a logging error as far as that message goes.
 
As isenchine mentioned, there is nothing to edit for the eventmanager.
Copy and paste and leave it as it is.
The one and only line to edit is in requirements.py

Happy discussion.
 
I am going to try it again tomorrow, and see if it goes haywire again, it started firing off a load of error about something else, so I just backed off to avoid breaking it bad..

EDIT:

Well that is weird, I just tried it, with just the path change in the .py

No error messages this time, but it still is not functioning, displays as it should in pedia but no game effect...

ugh I am giving up I think....

thanks for all the help guys... I think I am python cursed :D
 
It will take effect only if you bother to activate the python callback.
The pedia has nothing to do with it.

To know if the callback is activated, simply return true instead of false for cannottrain and see if you can train any units, without merging anything
 
@vincent
Welcome back, heard your good news :D

@Lib
Whether they are set to 1 or not is not the question.
Whether they are active after setting to 1 is the question.
AFAIK, bug disabled some functions there, such as Widget Help, if so then it is obvious nothing done there will work.
 
I really like the pictures for each civ in the background, however I think they might be too colorful/contrastful, which makes it a bit difficult to see the foreground, so I started a little project ;)
Spoiler :
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Spoiler :
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Surprisingly you got so much free time now :D

If you find any more suitable pics for any of them, feel free to replace too
 
Actually I used the same procedure on all the pics :
Load DXTBMP, Send to editor (photoshop), ->
Photoshop : Paste parchment overlay layer (blend mode :multiply), minus 60%-70% saturation, plus 60-70% lightness, flatten image, save ->
DXTBMP : Reload image, save dds 1 with mipmap. (should it have mipmaps? not sure it makes a difference?)

All the pics took less than one hour, minus the replacements (there was some nice, but dark pics, that wasnt good with the light parchment overlay.)

but... i actually loaded VIP to fix something there, and got completely sidetracked with UUUU :D
 
So, maybe if I do a search of the cannot train function in all of the python it might turn up something in the BUG that disabled it.. Hmm maybe on that note i should try a building out too and see if it works for cannot build or not..

Didn't your create a CvFuryRoadGameUtils with those functions?
 
You're right, I just went back and looked, and the immigrants code uses cannot train... in CvFuryRoadGameUtils and I am fairly certain that works, it must have worked when I tested many moons ago and that was with BUG....

So the million dollar question is.... How can this new knowledge resolve my current issues..

I can't find the bit of platy code that refers to the cannot train function...

But then I am code stupid!

I remember I smooshed the other bits of immigration code into other files that used the callbacks, I tried it briefly with the platy code, but could not get that to work..

aha I found it, so maybe if I move those functions from game utils to my fury road game utils that might work...
 
The thing with BUG is simply to specify the modules and stuff on Config. You have <gameutils module="CvFuryRoadGameUtils" class="CvFuryRoadGameUtils"/> in K-Fallout.xml, so it should work in that file.
 
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