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Stellaris scripting help


genericuser27

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Posted

    trigger = {
        has_owner = yes
        owner ={is_ai = no}
        has_ground_combat = no
        is_occupied_flag = no
        num_species > 1
        not = { has_planet_flag = rape_culture}
        planet = {
            any_owned_pop = {
                pop_has_trait = trait_rape_culture
            }
         }
    }

 

this is the trigger, is there supposed to be a limit in there? If I go to one of my planets that doesn't meet something and type the event, it will still pop up but some things will have a red x by them.

Posted

That's honestly a terrible way of testing if your triggers are set up right as doing so ignore's the triggers.

 

Hmm.... I think I'm going to have to see all the involved components to help you further.

Posted
22 hours ago, vane000 said:

The species thing I used

 

create_species = {

      traits = random

}

create_pop = {

       species = last_created

}

 

to spawn a pop and now I want to spawn another pop of that species but I dont want to use last_create again because I'll have multiple species created and they need to be certain ones.

Use event targets, which are variable scopes which you can set in an event and refer to later in the same event or event chain. I think something like this would work:

 

create_species = { traits = random }

last_created_species = { save_event_target_as = newspecies1 }

 

create_species = { traits = random }

last_created_species = { save_event_target_as = newspecies2 }

 

create_pop = { event_target:newspecies1 }

 

create_pop = { event_target:newspecies2 }

 

21 hours ago, vane000 said:

Hm, so its not working. Noob question, do they need to be in my main stellaris in program files folder? or is it fine in the documents paradox stellaris mods folder?

 

Use the documents mods folder.

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