Campaign Manager
The campaign manager is the main interface object in the campaign scripting environment. It wraps the primary episodic_scripting
game interface that the campaign model provides to script, as well as providing a myriad of features and quality-of-life improvements in its own right. Any calls made to the campaign manager
that it doesn't provide itself are passed through to the episodic_scripting
interface. The is the intended route for calls to the episodic_scripting
interface to be made.
Asides from the episodic_scripting
interface provided through the campaign manager, and the campaign manager interface itself (documented below), the main campaign interfaces provided by code are collectively called the model hierarchy. These allow scripts to query the state of the model at any time. See the Model Hierarchy
documentation for more information.
A campaign manager object, called cm
in script, is automatically created when the scripts load in campaign configuration.
Loaded in Campaign |
A campaign manager is automatically created when the script libraries are loaded - see the page on campaign_script_structure
- so there should be no need for client scripts to call campaign_manager:new
themselves. The campaign manager object created is called cm
, which client scripts can make calls on.
-
campaign_manager:new([string
campaign name])
-
Creates and returns a campaign manager. If one has already been created it returns the existing campaign manager. Client scripts should not need to call this as it's already called, and a campaign manager set up, within the script libraries. However the script libraries cannot know the name of the campaign, so client scripts will need to set this using
campaign_manager:set_campaign_name
.Parameters:
1
string
optional, default value="
" campaign name
Returns:
campaign_manager
campaign manager
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 217
Once created, which happens automatically when the script libraries are loaded, functions on the campaign manager object may be called in the form showed below.
Example - Specification:
cm:<function_name>(<args>)
Example - Creation and Usage:
cm = campaign_manager:new() -- object automatically set up by script libraries
-- within campaign script
cm:set_campaign_name("test_campaign")
Client scripts should set a name for the campaign using campaign_manager:set_campaign_name
before making other calls. This name is used for output and for loading campaign scripts.
-
campaign_manager:set_campaign_name(string
campaign name)
-
Sets the name of the campaign. This is used for some output, but is mostly used to determine the file path to the campaign script folder which is partially based on the campaign name. If the intention is to use
campaign_manager:require_path_to_campaign_folder
orcampaign_manager:require_path_to_campaign_faction_folder
to load in script files from a path based on the campaign name, then a name must be set first. The name may also be supplied tocampaign_manager:new
when creating the campaign manager.Parameters:
1
string
campaign name
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 526
-
campaign_manager:get_campaign_name()
-
Returns the name of the campaign.
Returns:
string
campaign name
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 540
One important role of the campaign manager is to assist in the loading of script files related to the campaign. By current convention, campaign scripts are laid out in the following structure:
script/campaign/ | scripts related to all campaigns |
script/campaign/%campaign_name%/ | scripts related to the current campaign |
script/campaign/%campaign_name%/factions/%faction_name%/ | scripts related to a particular faction in the current campaign (when that faction is being played) |
The functions in this section allow the paths to these script files to be derived from the campaign/faction name, and for scripts to be loaded in. campaign_manager:load_local_faction_script
is the easiest method for loading in scripts related to the local faction. campaign_manager:load_global_script
is a more general-purpose function to load a script with access to the global environment.
-
campaign_manager:get_campaign_folder()
-
Returns a static path to the campaign script folder (currently "data/script/campaign")
Returns:
string
campaign folder path
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 563
-
campaign_manager:require_path_to_campaign_folder()
-
Adds the current campaign's folder to the path, so that the lua files related to this campaign can be loaded with the
require
command. This function adds the root folder for this campaign based on the campaign name i.e.script/campaign/%campaign_name%/
, and also the factions subfolder within this. A name for this campaign must have been set withcampaign_manager:new
orcampaign_manager:set_campaign_name
prior to calling this function.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 571
-
campaign_manager:require_path_to_campaign_faction_folder()
-
Adds the player faction's script folder for the current campaign to the lua path (
script/campaign/%campaign_name%/factions/%player_faction_name%/
), so that scripts related to the faction can be loaded with therequire
command. Unlikecampaign_manager:require_path_to_campaign_folder
this can only be called after the game state has been created. A name for this campaign must have been set withcampaign_manager:new
orcampaign_manager:set_campaign_name
prior to calling this function.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 585
-
campaign_manager:load_global_script(string
script name, [boolean
single player only])
-
This function attempts to load a lua script from all folders currently on the path, and, when loaded, sets the environment of the loaded file to match the global environment. This is used when loading scripts within a block (within if statement that is testing for the file's existence, for example) - loading the file with
require
would not give it access to the global environment.
Callcampaign_manager:require_path_to_campaign_folder
and/orcampaign_manager:require_path_to_campaign_faction_folder
if required to include these folders on the path before loading files with this function, if required. Alternatively, usecampaign_manager:load_local_faction_script
for a more automated method of loading local faction scripts.
If the script file fails to load cleanly, a script error will be thrown.Parameters:
1
string
script name
2
boolean
optional, default value=false
single player only
Returns:
nil
Example - Loading faction script:
This script snippet requires the path to the campaign faction folder, then loads the "faction_script_loader" script file, when the game is created.cm:add_pre_first_tick_callback(
function()
if cm:get_local_faction_name(true) then
cm:require_path_to_campaign_faction_folder();
if cm:load_global_script("faction_script_loader") then
out("Faction scripts loaded");
end;
end;
end
);
Faction scripts loaded
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 610
-
campaign_manager:load_local_faction_script(string
script name appellation)
-
Loads a script file in the factions subfolder that corresponds to the name of the local player faction, with the supplied string appellation attached to the end of the script filename. This function is the preferred method for loading in local faction-specific script files. It calls
campaign_manager:require_path_to_campaign_faction_folder
internally to set up the path, and usescampaign_manager:load_global_script
to perform the loading. It must not be called before the game is created.Parameters:
1
string
script name appellation
Returns:
nil
Example:
Assuming a faction namedfact_example
in a campaign namedmain_test
, the following script would load in the script filescript/campaigns/main_test/factions/fact_example/fact_example_start.lua
.cm:add_pre_first_tick_callback(
function()
cm:load_local_faction_script("_start");
end
);
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 671
-
campaign_manager:load_exported_files(string
filename, [string
path])
-
Loads all lua script files with filenames that contain the supplied string from the target directory. This is used to load in exported files e.g. export_ancillaries.lua, as the asset graph system may create additional files with an extension of this name for each DLC, where needed (e.g. export_ancillaries_dlcxx.lua). The target directory is "script" by default.
Parameters:
1
string
Filename subset of script file(s) to load.
2
string
optional, default value="script"
Path of directory to load script files from, from working data. This should be supplied without leading or trailing "/" separators.
Returns:
nil
Example:
Assuming a faction namedfact_example
in a campaign namedmain_test
, the following script would load in the script filescript/campaigns/main_test/factions/fact_example/fact_example_start.lua
.Example:
Loads all script files from the "script" folder which contain "export_triggers" as a subset of their name.cm:load_exported_files("export_triggers")
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 718
Early in the campaign loading sequence the LoadingGame
event is triggered by the game code, even when starting a new game. At this time, scripts are able to load script values saved into the savegame using campaign_manager:load_named_value
. These values can then be used by client scripts to set themselves into the correct state.
Functions that perform the calls to campaign_manager:load_named_value
may be registered with campaign_manager:add_loading_game_callback
, so that they get called when the LoadingGame
event is triggered.
The counterpart function to campaign_manager:load_named_value
is campaign_manager:save_named_value
, which is used when the game saves to save values to the save file.
See also campaign_manager:set_saved_value
and campaign_manager:get_saved_value
, which can be used at any time by client scripts to read and write values that will automatically saved and loaded to the save game.
In the game loading sequence, the LoadingGame
event is received before the game is created and the first tick.
Example:
cm:add_loading_game_callback(
function(context)
player_progression = cm:load_named_value("player_progression", 0, context);
end
)
-
campaign_manager:add_loading_game_callback(function
callback)
-
Adds a callback to be called when the
LoadingGame
event is received from the game. This callback will be able to load information from the savegame withcampaign_manager:load_named_value
. See alsocampaign_manager:add_saving_game_callback
andcampaign_manager:save_named_value
to save the values that will be loaded here.
Note that it is preferable for client scripts to use this function rather than listen for theLoadingGame
event themselves as it preserves the ordering of certain setup procedures.Parameters:
1
function
Callback to call. When calling this function the campaign manager passes it a single context argument, which can then be passed through in turn to
campaign_manager:load_named_value
.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 825
-
campaign_manager:load_named_value(string
value name, object
default value, userdata
context)
-
Loads a named value from the savegame. This may only be called as the game is being loaded, and must be passed the context object supplied by the
LoadingGame
event. Values are saved and loaded from the savegame with a string name, and the values themselves can be a boolean, a number, a string, or a table containing booleans, numbers or strings.Parameters:
1
string
Value name. This must be unique within the savegame, and should match the name the value was saved with, with
campaign_manager:save_named_value
.2
object
Default value, in case the value could not be loaded from the savegame. The default value supplied here is used to determine/must match the type of the value being loaded.
3
userdata
Context object supplied by the
LoadingGame
event.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 910
-
campaign_manager:get_saved_value(string
value name)
-
Retrieves a value saved using the saved value system. Values saved using
campaign_manager:set_saved_value
are added to an internal register within the campaign manager, and are automatically saved and loaded with the game, so there is no need to register callbacks withcampaign_manager:add_loading_game_callback
orcampaign_manager:add_saving_game_callback
. Once saved withcampaign_manager:set_saved_value
, values can be accessed with this function.
Values are stored and accessed by a string name. Values can be booleans, numbers or strings.Parameters:
1
string
value name
Returns:
object
value
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 956
-
campaign_manager:get_cached_value(string
value name, function
generator callback)
-
Retrieves or generates a value saved using the saved value system. When called, the function looks up a value by supplied name using
campaign_manager:get_saved_value
. If it exists it is returned, but if it doesn't exist a supplied function is called which generates the cached value. This value is saved with the supplied name, and also returned. A value is generated the first time this function is called, therefore, and is retrieved from the savegame on subsequent calls with the same arguments. If the supplied function doesn't return a value, a script error is triggered.Parameters:
1
string
value name
2
function
generator callback
Returns:
object
value
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 966
These are the complementary functions to those in the Loading Game
section. When the player saves the game, the SavingGame
event is triggered by the game. At this time, variables may be saved to the savegame using campaign_manager:save_named_value
. Callbacks that make calls to this function may be registered with campaign_manager:add_saving_game_callback
, so that they get called at the correct time.
-
campaign_manager:add_saving_game_callback(function
callback)
-
Registers a callback to be called when the game is being saved. The callback can then save individual values with
campaign_manager:save_named_value
.Parameters:
1
function
Callback to call. When calling this function the campaign manager passes it a single context argument, which can then be passed through in turn to
campaign_manager:save_named_value
.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1092
-
campaign_manager:add_post_saving_game_callback(function
callback)
-
Add a callback to be called after the game has been saved. These callbacks are called last in the saving sequence, and only the first time the game is saved after they have been added.
Parameters:
1
function
Callback to call. When calling this function the campaign manager passes it a single context argument.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1105
-
campaign_manager:save_named_value(string
value name, object
value, userdata
context)
-
Saves a named value from the savegame. This may only be called as the game is being saved, and must be passed the context object supplied by the
SavingGame
event. Values are saved (and loaded) from the savegame with a string name, and the values themselves can be a boolean, a number, a string, or a table containing booleans, numbers or strings.Parameters:
1
string
Value name. This must be unique within the savegame, and will be used by
campaign_manager:load_named_value
later to load the value.2
object
Value to save.
3
userdata
Context object supplied by the
SavingGame
event.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1180
-
campaign_manager:set_saved_value(string
value name, object
value)
-
Sets a value to be saved using the saved value system. Values saved using this function are added to an internal register within the campaign manager, and are automatically saved and loaded with the game, so there is no need to register callbacks with
campaign_manager:add_loading_game_callback
orcampaign_manager:add_saving_game_callback
. Once saved with this function, the value can be accessed at any time withcampaign_manager:get_saved_value
.
Values are stored and accessed by a string name. Values can be booleans, numbers or strings. Repeated calls to set_saved_value with the same name are legal, and will just overwrite the value of the value stored with the supplied name.Parameters:
1
string
Value name.
2
object
Value. Can be a boolean, number or string.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1252
-
campaign_manager:save([function
callback], [boolean
lock afterwards])
-
Instructs the campaign game to save at the next opportunity. An optional completion callback may be supplied.
Parameters:
1
function
optional, default value=nil
Completion callback. If supplied, this is called when the save procedure is completed.
2
boolean
optional, default value=false
Lock saving functionality after saving is completed.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1289
-
campaign_manager:add_game_destroyed_callback(function
callback)
-
Registers a function to be called when the campaign is shut down or unloaded for any reason (including loading into battle). It is seldom necessary to do this.
Parameters:
1
function
callback
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1330
The FirstTickAfterWorldCreated
event is triggered by the game model when loading is complete and it starts to run time forward. At this point, the game can be considered "running". The campaign manager offers a suite of functions, listed in this section, which allow registration of callbacks to get called when the first tick occurs in a variety of situations e.g. new versus loaded campaign, singleplayer versus multiplayer etc.
Callbacks registered with campaign_manager:add_pre_first_tick_callback
are called before any other first-tick callbacks. Next to be called are callbacks registered for a new game with campaign_manager:add_first_tick_callback_new
, campaign_manager:add_first_tick_callback_sp_new
or campaign_manager:add_first_tick_callback_mp_new
, which are called before each-game callbacks registered with campaign_manager:add_first_tick_callback_sp_each
or campaign_manager:add_first_tick_callback_mp_each
. Last to be called are global first-tick callbacks registered with campaign_manager:add_first_tick_callback
.
Note that when the first tick occurs the loading screen is likely to still be on-screen, so it may be prudent to stall scripts that wish to display things on-screen with core:progress_on_loading_screen_dismissed
.
-
campaign_manager:add_pre_first_tick_callback(function
callback)
-
Registers a function to be called before any other first tick callbacks. Callbacks registered with this function will be called regardless of what mode the campaign is being loaded in.
Parameters:
1
function
callback
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1387
-
campaign_manager:add_first_tick_callback(function
callback)
-
Registers a function to be called when the first tick occurs. Callbacks registered with this function will be called regardless of what mode the campaign is being loaded in.
Parameters:
1
function
callback
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1400
-
campaign_manager:add_first_tick_callback_sp_new(function
callback)
-
Registers a function to be called when the first tick occurs in a new singleplayer game.
Parameters:
1
function
callback
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1413
-
campaign_manager:add_first_tick_callback_sp_each(function
callback)
-
Registers a function to be called when the first tick occurs in a singleplayer game, whether new or loaded from a savegame.
Parameters:
1
function
callback
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1426
-
campaign_manager:add_first_tick_callback_mp_new(function
callback)
-
Registers a function to be called when the first tick occurs in a new multiplayer game.
Parameters:
1
function
callback
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1439
-
campaign_manager:add_first_tick_callback_mp_each(function
callback)
-
Registers a function to be called when the first tick occurs in a multiplayer game, whether new or loaded from a savegame.
Parameters:
1
function
callback
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1452
-
campaign_manager:add_first_tick_callback_new(function
callback)
-
Registers a function to be called when the first tick occurs in a new game, whether singleplayer or multiplayer.
Parameters:
1
function
callback
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1465
It's common for campaign scripts to want to execute some code when a faction starts its turn. Client scripts will typically use core:add_listener
to listen for the FactionTurnStart
event and then query the event context to determine if it's the correct faction, usually by comparing the faction's name with a known string. This straightforward approach becomes more problematic as more listeners are added, and with a game full of content several dozen listeners can all be responding each time a faction starts its turn, all querying the faction name.
To circumvent this problem, client scripts can instead register listeners with campaign_manager:add_faction_turn_start_listener_by_name
. The campaign manager stores these in a lookup table internally, which a lot more computationally efficient than having several dozen client scripts all query the faction name every time a faction starts a turn.
-
campaign_manager:add_faction_turn_start_listener_by_name(
listener name
string
,
faction name
string
,
callback
function
,
persistent
boolean
) -
Adds a listener for the
FactionTurnStart
event which triggers if a faction with the supplied faction name starts a turn.Parameters:
1
Name by which this listener can be later cancelled using
campaign_manager:remove_faction_turn_start_listener_by_name
if necessary. It is valid to have multiple listeners with the same name.2
Faction name to watch for, from the
factions
database table.3
Callback to call if a faction with the specified name starts a turn.
4
Is this a persistent listener. If this value is
false
the listener will stop the first time the callback is triggered. Iftrue
, the listener will continue until cancelled withcampaign_manager:remove_faction_turn_start_listener_by_name
.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1648
-
campaign_manager:remove_faction_turn_start_listener_by_name(
listener namestring
)
-
Removes a listener that was previously added with
campaign_manager:add_faction_turn_start_listener_by_name
. Calling this won't affect other faction turn start listeners.Parameters:
1
listener name
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1659
-
campaign_manager:add_faction_turn_start_listener_by_culture(
listener name
string
,
culture key
string
,
callback
function
,
persistent
boolean
) -
Adds a listener for the
FactionTurnStart
event which triggers if a faction with the supplied culture key starts a turn.Parameters:
1
Name by which this listener can be later cancelled using
campaign_manager:remove_faction_turn_start_listener_by_culture
if necessary. It is valid to have multiple listeners with the same name.2
Culture key to watch for, from the
cultures
database table.3
Callback to call if a faction of the specified culture starts a turn.
4
Is this a persistent listener. If this value is
false
the listener will stop the first time the callback is triggered. Iftrue
, the listener will continue until cancelled withcampaign_manager:remove_faction_turn_start_listener_by_culture
.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1667
-
campaign_manager:remove_faction_turn_start_listener_by_culture(
listener namestring
)
-
Removes a listener that was previously added with
campaign_manager:add_faction_turn_start_listener_by_culture
. Calling this won't affect other faction turn start listeners.Parameters:
1
listener name
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1678
-
campaign_manager:add_faction_turn_start_listener_by_subculture(
listener name
string
,
subculture key
string
,
callback
function
,
persistent
boolean
) -
Adds a listener for the
FactionTurnStart
event which triggers if a faction with the supplied subculture key starts a turn.Parameters:
1
Name by which this listener can be later cancelled using
campaign_manager:remove_faction_turn_start_listener_by_subculture
if necessary. It is valid to have multiple listeners with the same name.2
Subculture key to watch for, from the
subcultures
database table.3
Callback to call if a faction of the specified subculture starts a turn.
4
Is this a persistent listener. If this value is
false
the listener will stop the first time the callback is triggered. Iftrue
, the listener will continue until cancelled withcampaign_manager:remove_faction_turn_start_listener_by_culture
.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1686
-
campaign_manager:remove_faction_turn_start_listener_by_subculture(
listener namestring
)
-
Removes a listener that was previously added with
campaign_manager:add_faction_turn_start_listener_by_subculture
. Calling this won't affect other faction turn start listeners.Parameters:
1
listener name
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1697
-
campaign_manager:output_campaign_obj(object
campaign object)
-
Prints information about certain campaign objects (characters, regions, factions or military force) to the debug console spool. Preferably don't call this - just call
out(object)
insead.Parameters:
1
object
campaign object
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 1717
-
campaign_manager:campaign_obj_to_string(object
campaign object)
-
Returns a string summary description when passed certain campaign objects. Supported object types are character, region, faction, military force, and unit.
Parameters:
1
object
campaign object
Returns:
string
summary of object
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2006
The functions in this section provide the ability to register callbacks to call after a supplied duration. The interface provided is similar to that provided by a timer_manager
in battle, but the underlying campaign timer architecture is different enough to preclude the use of a timer_manager
.
-
campaign_manager:callback(function
callback to call, number
time, [string
name])
-
Calls the supplied function after the supplied period in seconds. A string name for the callback may optionally be provided to allow the callback to be cancelled later.
If part or all of the interval is likely to elapse during the end turn sequence, consider usingcampaign_manager:os_clock_callback
as time does not behave as expected during the end turn sequence.Parameters:
1
function
callback to call
2
number
Time in seconds after to which to call the callback. The model ticks ten times a second so it doesn't have an effective resolution greater than this.
3
string
optional, default value=nil
Callback name. If supplied, this callback can be cancelled at a later time (before it triggers) with
campaign_manager:remove_callback
.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2056
-
campaign_manager:repeat_callback(function
callback to call, number
time, [string
name])
-
Calls the supplied function repeatedly after the supplied period in seconds. A string name for the callback may optionally be provided to allow the callback to be cancelled. Cancelling the callback is the only method to stop a repeat callback, once started.
Parameters:
1
function
callback to call
2
number
Time in seconds after to which to call the callback, repeatedly. The callback will be called each time this interval elapses. The model ticks ten times a second so it doesn't have an effective resolution greater than this.
3
string
optional, default value=nil
Callback name. If supplied, this callback can be cancelled at a later time with
campaign_manager:remove_callback
.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2067
-
campaign_manager:os_clock_callback(function
callback to call, number
time, [string
name])
-
Time in campaign behaves strangely during the end-turn sequence, and callbacks registered with
campaign_manager:callback
will tend to be called immediately rather than after the desired interval. This function works around the problem by polling the operating system clock to check that the desired duration has indeed elapsed before calling the supplied callback. It is less accurate and more expensive thancampaign_manager:callback
, but will produce somewhat sensible results during the end-turn sequence.Parameters:
1
function
callback to call
2
number
Time in seconds after to which to call the callback.
3
string
optional, default value=nil
Callback name. If supplied, this callback can be cancelled at a later time with
campaign_manager:remove_callback
.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2109
-
campaign_manager:remove_callback([string
name])
-
Removes all pending callbacks that matches the supplied name.
Parameters:
1
string
optional, default value=nil
Callback name to remove.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2129
-
campaign_manager:dump_timers()
-
Prints information about all timers to the console debug spool.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2164
The functions in this section report information about the local player faction. Beware of using them in in multiplayer, for making changes to the model based on the identity of the local faction is likely to cause a desync because changes will happen on one machine and not the other. Each function listed here, if called in multiplayer, will throw a script error and fail, unless true
is passed in as an argument to force the result. In doing so, the calling script acknowledges the risks described here.
Each function here can only be called on or after the first model tick.
-
campaign_manager:get_local_faction_name([boolean
force result])
-
Returns the local player faction name.
Parameters:
1
boolean
optional, default value=false
Force the result to be returned instead of erroring in multiplayer.
Returns:
local faction namestring
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2196
-
campaign_manager:get_local_faction([
force resultboolean
])
-
Returns the local player faction object.
Parameters:
1
optional, default value=false
Force the result to be returned instead of erroring in multiplayer.
Returns:
FACTION_SCRIPT_INTERFACE
faction
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2215
-
campaign_manager:is_local_players_turn()
-
Returns
true
if it's the local player's turn.Returns:
is local player's turnboolean
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2234
-
campaign_manager:is_multiplayer()
-
Returns true if the campaign is multiplayer.
Returns:
boolean
is multiplayer campaign
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2256
-
campaign_manager:is_new_game()
-
Returns true if the campaign is new. A campaign is "new" if it has been saved only once before - this save occurs during startpos processing.
Note that if the script fails during startpos processing, the counter will not have been saved and it's value will be 0 - in this case, the game may report that it's not new when it is. If you experience a campaign that behaves as if it's loading into a savegame when starting from fresh, it's probably because the script failed during startpos processing.Returns:
boolean
is new game
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2269
-
campaign_manager:is_game_running()
-
Returns whether or not the game is loaded and time is ticking.
Returns:
boolean
is game started
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2283
-
campaign_manager:model()
-
Returns a handle to the game model at any time (after the game has been created). See the
Model Hierarchy
pages for more information about the game model interface.Returns:
object
model
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2291
-
campaign_manager:get_game_interface()
-
Returns a handle to the raw episodic scripting interface. Generally it's not necessary to call this function, as calls made on the campaign manager which the campaign manager doesn't itself provide are passed through to the episodic scripting interface, but a direct handle to the episodic scripting interface may be sought with this function if speed of repeated access.
Returns:
object
game_interface
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2304
-
campaign_manager:get_difficulty([boolean
return as string])
-
Returns the current combined campaign difficulty. This is returned as an integer value by default, or a string if a single
true
argument is passed in.
Note that the numbers returned above are different from those returned by thestring number easy 1 normal 2 hard 3 very hard 4 legendary 5 combined_difficulty_level()
function on the campaign model.Parameters:
1
boolean
optional, default value=false
return as string
Returns:
object
difficulty integer or string
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2317
-
campaign_manager:get_human_factions()
-
Returns a numerically-indexed table containing the string keys of all human factions within the game.
Returns:
table
human factions
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2373
-
campaign_manager:are_any_factions_human(
faction listtable
,
tolerate errorsboolean
)
-
Returns whether any factions in the supplied list are human. The faction list should be supplied as a numerically-indexed table of either faction keys or faction script objects.
Parameters:
1
Numerically-indexed table of
string
faction keys or faction script objects.2
Sets the function to tolerate errors, where it won't throw a script error and return if any of the supplied data is incorrectly formatted.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2392
-
campaign_manager:whose_turn_is_it()
-
Returns the faction key of the faction whose turn it is currently.
Returns:
string
faction key
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2429
-
campaign_manager:is_processing_battle()
-
Returns true if a battle is currently happening on-screen. This is set to true when the pre-battle panel opens, and is set to false when the battle sequence is over and any related camera animations have finished playing.
Returns:
boolean
battle is happening
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2437
-
campaign_manager:turn_number()
-
Returns the turn number, including any modifier set with
campaign_manager:set_turn_number_modifier
Returns:
number
turn number
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2445
-
campaign_manager:set_turn_number_modifier(number
modifier)
-
Sets a turn number modifier. This offsets the result returned by
campaign_manager:turn_number
by the supplied modifier. This is useful for campaign setups which include optional additional turns (e.g. one or two turns at the start of a campaign to teach players how to play the game), but still wish to trigger events on certain absolute turns. For example, some script may wish to trigger an event on turn five of a standard campaign, but this would be turn six if a one-turn optional tutorial at the start of the campaign was played through - in this case a turn number modifier of 1 could be set if not playing through the tutorial.Parameters:
1
number
modifier
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2453
-
campaign_manager:null_interface()
-
Returns a scripted-generated object that emulates a campaign null interface.
Returns:
null_interface
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2466
-
campaign_manager:help_page_seen(string
help page name)
-
Returns whether the advice history indicates that a specific help page has been viewed by the player.
Parameters:
1
string
help page name
Returns:
boolean
help page viewed
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2478
-
campaign_manager:building_exists_in_province(string
building key, string
province key)
-
Returns whether the supplied building exists in the supplied province.
Parameters:
1
string
building key
2
string
province key
Returns:
boolean
building exist
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2500
-
campaign_manager:get_garrison_commander_of_region(region
region object)
-
Returns the garrison commander character of the settlement in the supplied region.
Parameters:
1
region
region object
Returns:
character
garrison commander
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2543
-
campaign_manager:get_closest_general_to_position_from_faction(
faction
object,
x
number,
y
number,
include garrison commanders
[boolean]
) -
Returns the general within the supplied faction that's closest to the supplied logical co-ordinates.
Parameters:
1
object
Faction specifier. This can be a faction object or a string faction name.
2
number
Logical x co-ordinate.
3
number
Logical y co-ordinate.
4
boolean
optional, default value=false
Includes garrison commanders in the search results if set to
true
.Returns:
character
closest character
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2578
-
campaign_manager:get_closest_character_to_position_from_faction(
faction
object,
x
number,
y
number,
general characters only
[boolean],
include garrison commanders
[boolean]
) -
Returns the character within the supplied faction that's closest to the supplied logical co-ordinates.
Parameters:
1
object
Faction specifier. This can be a faction object or a string faction name.
2
number
Logical x co-ordinate.
3
number
Logical y co-ordinate.
4
boolean
optional, default value=false
Restrict search results to generals.
5
boolean
optional, default value=false
Includes garrison commanders in the search results if set to
true
.Returns:
character
closest character
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2590
-
campaign_manager:get_general_at_position_all_factions(number
x, number
y)
-
Returns the general character stood at the supplied position, regardless of faction. Garrison commanders are not returned.
Parameters:
1
number
Logical x co-ordinate.
2
number
Logical y co-ordinate.
Returns:
character
general character
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2654
-
campaign_manager:get_character_by_cqi(number
cqi)
-
Returns a character by it's command queue index. If no character with the supplied cqi is found then
false
is returned.Parameters:
1
number
cqi
Returns:
character
character
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2684
-
campaign_manager:get_military_force_by_cqi(number
cqi)
-
Returns a military force by it's command queue index. If no military force with the supplied cqi is found then
false
is returned.Parameters:
1
number
cqi
Returns:
military_force
military force
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2707
-
campaign_manager:get_character_by_mf_cqi(number
military force cqi)
-
Returns the commander of a military force by the military force's command queue index. If no military force with the supplied cqi is found or it has no commander then
false
is returned.Parameters:
1
number
military force cqi
Returns:
character
general character
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2730
-
campaign_manager:char_display_pos(character
character)
-
Returns the x/y display position of the supplied character.
Parameters:
1
character
character
Returns:
number
x display co-ordinatenumber
y display co-ordinate
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2745
-
campaign_manager:char_logical_pos(character
character)
-
Returns the x/y logical position of the supplied character.
Parameters:
1
character
character
Returns:
number
x logical co-ordinatenumber
y logical co-ordinate
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2760
-
campaign_manager:character_is_army_commander(character
character)
-
Returns
true
if the character is a general at the head of a moveable army (not a garrison),false
otherwise.Parameters:
1
character
character
Returns:
boolean
is army commander
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2775
-
campaign_manager:char_lookup_str(object
character or character cqi)
-
Various game interface functions lookup characters using a lookup string. This function converts a character into a lookup string that can be used by code functions to find that same character. It may also be supplied a character cqi in place of a character object.
Parameters:
1
object
character or character cqi
Returns:
string
lookup string
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2795
-
campaign_manager:char_in_owned_region(character
character)
-
Returns
true
if the supplied character is in a region their faction controls,false
otherwise.Parameters:
1
character
character
Returns:
boolean
stood in owned region
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2813
-
campaign_manager:char_has_army(character
character)
-
Returns
true
if the supplied character has a land army military force,false
otherwise.Parameters:
1
character
character
Returns:
boolean
has army
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2822
-
campaign_manager:char_has_navy(character
character)
-
Returns
true
if the supplied character has a navy military force,false
otherwise.Parameters:
1
character
character
Returns:
boolean
has navy
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2831
-
campaign_manager:char_is_agent(character
character)
-
Returns
true
if the supplied character is not a general, a colonel or a minister,false
otherwise.Parameters:
1
character
character
Returns:
boolean
is agent
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2840
-
campaign_manager:char_is_general(character
character)
-
Returns
true
if the supplied character is of type 'general',false
otherwise.Parameters:
1
character
character
Returns:
boolean
is general
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2849
-
campaign_manager:char_is_victorious_general(character
character)
-
Returns
true
if the supplied character is a general that has been victorious (when?),false
otherwise.Parameters:
1
character
character
Returns:
boolean
is victorious general
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2858
-
campaign_manager:char_is_defeated_general(character
character)
-
Returns
true
if the supplied character is a general that has been defeated (when?),false
otherwise.Parameters:
1
character
character
Returns:
boolean
is defeated general
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2867
-
campaign_manager:char_is_general_with_army(character
character)
-
Returns
true
if the supplied character is a general and has an army,false
otherwise. This includes garrison commanders - to only return true if the army is mobile usecampaign_manager:char_is_mobile_general_with_army
.Parameters:
1
character
character
Returns:
boolean
is general with army
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2876
-
campaign_manager:char_is_mobile_general_with_army(character
character)
-
Returns
true
if the supplied character is a general, has an army, and can move around the campaign map,false
otherwise.Parameters:
1
character
character
Returns:
boolean
is general with army
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2885
-
campaign_manager:char_is_general_with_navy(character
character)
-
Returns
true
if the supplied character is a general with a military force that is a navy,false
otherwise.Parameters:
1
character
character
Returns:
boolean
is general with navy
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2894
-
campaign_manager:char_is_governor(character
character)
-
Returns
true
if the supplied character is the governor of a region,false
otherwise.Parameters:
1
character
character
Returns:
boolean
is governor
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2903
-
campaign_manager:char_is_in_region_list(character
character, table
table of region keys)
-
Returns
true
if the supplied character is currently in any region from a supplied list,false
otherwise.Parameters:
1
character
character
2
table
table of region keys
Returns:
boolean
is in region list
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2912
-
campaign_manager:get_closest_visible_character_of_subculture(string
faction key, string
subculture key)
-
Returns the closest character of the supplied subculture to the supplied faction. The subculture and faction are both specified by string key.
Use this function sparingly, as it is quite expensive.Parameters:
1
string
faction key
2
string
subculture key
Returns:
character
closest visible character
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2922
-
campaign_manager:get_closest_character_from_faction(faction
faction, number
x, number
y)
-
Returns the closest character from the supplied faction to the supplied position. This includes characters such as politicians and garrison commanders that are not extant on the map.
Parameters:
1
faction
faction
2
number
x
3
number
y
Returns:
character
closest character
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2973
-
campaign_manager:character_can_reach_character(character
source character, character
target character)
-
Returns
true
if the supplied source character can reach the supplied target character this turn,false
otherwise. The underlying test on the model interface returns false-positives if the source character has no action points - this wrapper function works around this problem by testing the source character's action points too.Parameters:
1
character
source character
2
character
target character
Returns:
boolean
can reach
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 2999
-
campaign_manager:character_can_reach_settlement(character
source character, settlement
target settlement)
-
Returns
true
if the supplied source character can reach the supplied target settlement this turn,false
otherwise. The underlying test on the model interface returns false-positives if the source character has no action points - this wrapper function works around this problem by testing the source character's action points too.Parameters:
1
character
source character
2
settlement
target settlement
Returns:
boolean
can reach
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3019
-
campaign_manager:general_with_forename_exists_in_faction_with_force(
faction key
string,
forename key
string
) -
Returns
true
if a general with a mobile military force exists in the supplied faction with the supplied forename. Faction and forename are specified by string key.Parameters:
1
string
Faction key.
2
string
Forename key in the full localisation lookup format i.e.
[table]_[column]_[record_key]
.Returns:
boolean
general exists
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3039
-
campaign_manager:get_highest_ranked_general_for_faction(object
faction)
-
Returns the general character in the supplied faction of the highest rank. The faction may be supplied as a faction object or may be specified by key.
Parameters:
1
object
Faction, either by faction object or by string key.
Returns:
character
highest ranked character
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3065
-
campaign_manager:remove_all_units_from_general(character
general character)
-
Removes all units from the military force the supplied general character commands.
Parameters:
1
character
general character
Returns:
number
number of units removed
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3107
-
campaign_manager:get_regions_within_distance_of_character(
character interface
character,
distance
number,
not razed
boolean,
return_unique_list
[boolean]
) -
Returns a table of regions within the specified distance of a character
Parameters:
1
character
character interface
2
number
distance
3
boolean
not razed
4
boolean
optional, default value=false
return_unique_list
Returns:
table
Table of regions
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3136
-
campaign_manager:get_faction(string
faction key)
-
Gets a faction object by its string key. If no faction with the supplied key could be found then
false
is returned.Parameters:
1
string
faction key
Returns:
faction
faction
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3184
-
campaign_manager:faction_contains_building(faction
faction object, string
building key)
-
Returns
true
if territories controlled by the supplied faction contain the supplied building. This won't work for horde buildings.Parameters:
1
faction
faction object
2
string
building key
Returns:
faction
contains building
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3204
-
campaign_manager:num_characters_of_type_in_faction(faction
faction object, string
character type)
-
Returns the number of characters of the supplied type in the supplied faction.
Parameters:
1
faction
faction object
2
string
character type
Returns:
number
number of characters
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3229
-
campaign_manager:kill_all_armies_for_faction(faction
faction object)
-
Kills all armies in the supplied faction.
Parameters:
1
faction
faction object
Returns:
number
number of armies killed
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3257
-
campaign_manager:get_trespasser_list_for_faction(faction
faction object)
-
Returns a table of cqis of characters that are both at war with the specified faction and also trespassing on its territory.
Parameters:
1
faction
faction object
Returns:
table
of character command queue indexes
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3290
-
campaign_manager:number_of_units_in_faction(faction
faction object, [boolean
exclude armed citizenry])
-
Returns the number of units in all military forces in the supplied faction. The optional second parameter, if
true
, specifies that units in armed citizenry armies should not be considered in the calculation.Parameters:
1
faction
faction object
2
boolean
optional, default value=false
exclude armed citizenry
Returns:
number
number of units
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3332
-
campaign_manager:faction_is_alive(faction
faction object)
-
Returns true if the supplied faction has a home region or any military forces. Note that what constitutes as "alive" for a faction changes between different projects so use with care.
Parameters:
1
faction
faction object
Returns:
boolean
faction is alive
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3358
-
campaign_manager:faction_of_culture_is_alive(string
culture key)
-
Returns true if any faction with a culture corresponding to the supplied key is alive (uses
campaign_manager:faction_is_alive
).Parameters:
1
string
culture key
Returns:
boolean
any faction is alive
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3372
-
campaign_manager:faction_of_subculture_is_alive(string
subculture key)
-
Returns true if any faction with a subculture corresponding to the supplied key is alive (uses
campaign_manager:faction_is_alive
).Parameters:
1
string
subculture key
Returns:
boolean
any faction is alive
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3398
-
campaign_manager:faction_has_armies_in_enemy_territory(faction
faction)
-
Returns
true
if the supplied faction has any armies in the territory of factions it's at war with,false
otherwise.Parameters:
1
faction
faction
Returns:
boolean
has armies in enemy territory
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3424
-
campaign_manager:faction_has_armies_in_region(faction
faction, region
region)
-
Returns
true
if the supplied faction has any armies in the supplied region,false
otherwise.Parameters:
1
faction
faction
2
region
region
Returns:
boolean
armies in region
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3456
-
campaign_manager:faction_has_nap_with_faction(faction
faction, region
region)
-
Returns
true
if the supplied faction has any armies in the supplied region,false
otherwise.Parameters:
1
faction
faction
2
region
region
Returns:
boolean
armies in region
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3478
-
campaign_manager:faction_has_trade_agreement_with_faction(faction
faction, region
region)
-
Returns
true
if the supplied faction has any armies in the supplied region,false
otherwise.Parameters:
1
faction
faction
2
region
region
Returns:
boolean
armies in region
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3504
-
campaign_manager:get_border_regions_of_faction(
faction
faction,
outside_border True returns regions bordering the faction that do not belong to the faction
boolean,
return_unique_list
[boolean]
) -
Returns a table of regions at the border of the supplied faction
Parameters:
1
faction
faction
2
boolean
False returns a list of the factions regions at their border
3
boolean
optional, default value=false
return_unique_list
Returns:
table
Table of regions
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3530
-
campaign_manager:get_factions_that_border_faction(faction
faction, [boolean
return_unique_list])
-
Returns a table of factions that border the supplied faction
Parameters:
1
faction
faction
2
boolean
optional, default value=false
return_unique_list
Returns:
table
Table of factions
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3565
-
campaign_manager:heal_all_units_for_faction(faction
faction, [
unary healthnumber
])
-
Heals all units in military forces owned by the supplied faction to the specified health. The health may be supplied as a unary value i.e.
0 - 1
.Parameters:
1
faction
faction
2
optional, default value=1
unary health
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3594
-
campaign_manager:garrison_contains_building(garrison_residence
garrison residence, string
building key)
-
Returns
true
if the supplied garrison residence contains a building with the supplied key,false
otherwise.Parameters:
1
garrison_residence
garrison residence
2
string
building key
Returns:
boolean
garrison contains building
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3628
-
campaign_manager:garrison_contains_building_chain(
garrison residence
garrison_residence,
building chain key
string
) -
Returns
true
if the supplied garrison residence contains a building with the supplied chain key,false
otherwise.Parameters:
1
garrison_residence
garrison residence
2
string
building chain key
Returns:
boolean
garrison contains building
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3656
-
campaign_manager:garrison_contains_building_superchain(
garrison residence
garrison_residence,
building superchain key
string
) -
Returns
true
if the supplied garrison residence contains a building with the supplied superchain key,false
otherwise.Parameters:
1
garrison_residence
garrison residence
2
string
building superchain key
Returns:
boolean
garrison contains building
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3684
-
campaign_manager:get_armed_citizenry_from_garrison(
garrison residence
garrison_residence,
get naval
[boolean]
) -
Returns the garrison army from a garrison residence. By default this returns the land army armed citizenry - an optional flag instructs the function to return the naval armed citizenry instead.
Parameters:
1
garrison_residence
Garrison residence.
2
boolean
optional, default value=false
Returns the naval armed citizenry army, if set to
true
.Returns:
boolean
armed citizenry army
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3712
-
campaign_manager:military_force_average_strength(military_force
military force)
-
Returns the average strength of all units in the military force. This is expressed as a percentage (0-100), so a returned value of 75 would indicate that the military force had lost 25% of its strength through casualties.
Parameters:
1
military_force
military force
Returns:
number
average strength percentage
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3753
-
campaign_manager:num_mobile_forces_in_force_list(military_force_list
military force list)
-
Returns the number of military forces that are not armed-citizenry in the supplied military force list.
Parameters:
1
military_force_list
military force list
Returns:
number
number of mobile forces
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3780
-
campaign_manager:proportion_of_unit_class_in_military_force(
military force
military_force,
unit class
string
) -
Returns the unary proportion (0-1) of units in the supplied military force which are of the supplied unit class.
Parameters:
1
military_force
military force
2
string
unit class
Returns:
proportion
units of unit class
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3802
-
campaign_manager:military_force_contains_unit_type_from_list(
military force
military_force,
unit type list
table
) -
Returns
true
if the supplied military force contains any units of a type contained in the supplied unit type list,false
otherwise.Parameters:
1
military_force
Military force.
2
table
Unit type list. This must be supplied as a numerically indexed table of strings.
Returns:
force
contains unit from type list
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3837
-
campaign_manager:military_force_contains_unit_class_from_list(
military force
military_force,
unit class list
table
) -
Returns
true
if the supplied military force contains any units of a class contained in the supplied unit class list,false
otherwise.Parameters:
1
military_force
Military force.
2
table
Unit class list. This must be supplied as a numerically indexed table of strings.
Returns:
force
contains unit from class list
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3863
-
campaign_manager:force_from_general_cqi(number
general cqi)
-
Returns the force whose commanding general has the passed cqi. If no force is found then
false
is returned.Parameters:
1
number
general cqi
Returns:
military
force force
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3888
-
campaign_manager:force_gold_value(number
force cqi)
-
Returns the gold value of all of the units in the force.
Parameters:
1
number
force cqi
Returns:
number
value
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3904
-
campaign_manager:get_region(string
region name)
-
Returns a region object with the supplied region name. If no such region is found then
false
is returned.Parameters:
1
string
region name
Returns:
region
region
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3940
-
campaign_manager:is_region_owned_by_faction(
region namestring
,
faction namestring
)
-
Returns true if the specified region is owned by the specified faction.
Parameters:
1
region name
2
faction name
Returns:
region is owned by factionboolean
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3960
-
campaign_manager:region_has_neighbours_of_other_religion(region
subject region)
-
Returns
true
if a specified region has any neighbouring regions with a different religion,false
otherwise.Parameters:
1
region
subject region
Returns:
boolean
region has neighbour of different religion
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 3987
-
campaign_manager:instantly_upgrade_building_in_region(
slot
SLOT_SCRIPT_INTERFACE,
target building key
string
) -
Instantly upgrades the building in the supplied slot to the supplied building key.
Parameters:
1
SLOT_SCRIPT_INTERFACE
slot
2
string
target building key
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4009
-
campaign_manager:instantly_dismantle_building_in_region(SLOT_SCRIPT_INTERFACE
slot)
-
Instantly dismantles the building in the supplied slot number of the supplied region.
Parameters:
1
SLOT_SCRIPT_INTERFACE
slot
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4023
-
campaign_manager:get_most_pious_region_for_faction_for_religion(
subject faction
faction,
religion key
string
) -
Returns the region held by a specified faction that has the highest proportion of a specified religion. The numeric religion proportion is also returned.
Parameters:
1
faction
subject faction
2
string
religion key
Returns:
region
most pious regionnumber
religion proportion
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4031
-
campaign_manager:create_storm_for_region(
region key
string,
storm strength
number,
duration
number,
storm type
string
) -
Creates a storm of a given type in a given region. This calls the
cm:create_storm_for_region
function of the same name on the underlying episodic scripting interface, but adds validation and output.Parameters:
1
string
region key
2
number
storm strength
3
number
duration
4
string
storm type
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4057
-
campaign_manager:settlement_display_pos(string
settlement name)
-
Returns the display position of a supplied settlement by string name.
Parameters:
1
string
settlement name
Returns:
number
x display positionnumber
y display position
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4128
-
campaign_manager:settlement_logical_pos(string
settlement name)
-
Returns the logical position of a supplied settlement by string name.
Parameters:
1
string
settlement name
Returns:
number
x logical positionnumber
y logical position
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4138
Using the standard Model Hierarchy
interfaces it can be difficult to get information about a battle after it has been fought. The only method of querying the forces that fought in a battle is through the character interface (of the respective army commanders), and if they died in battle this will no longer be available.
The pending battle cache system stores information about a battle prior to it being fought, which can be queried after the battle. This allows the factions, characters, and military forces involved to be queried even if they died in the battle. The information will remain available for querying until the next battle occurs.
The data in the cache may also be queried prior to battle. The script triggers a ScriptEventPendingBattle
event after a PendingBattle
event is received and the pending battle cache has been populated. Scripts that want to query the pending battle cache prior to battle can listen for this.
-
campaign_manager:pending_battle_cache_num_attackers()
-
Returns the number of attacking armies in the cached pending battle.
Returns:
number of attacking armiesnumber
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4456
-
campaign_manager:pending_battle_cache_get_attacker(
index of attackernumber
)
-
Returns records relating to a particular attacker in the cached pending battle. The attacker is specified by numerical index, with the first being accessible at record 1. This function returns the cqi of the commanding character, the cqi of the military force, and the faction name.
Parameters:
1
index of attacker
Returns:
Example - print attacker details:
for i = 1, cm:pending_battle_cache_num_attackers() do
local char_cqi, mf_cqi, faction_name = cm:pending_battle_cache_get_attacker(i);
out("Attacker " .. i .. " of faction " .. faction_name .. ":");
out("\tcharacter cqi: " .. char_cqi);
out("\tmilitary force cqi: " .. mf_cqi);
end
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4464
-
campaign_manager:pending_battle_cache_get_attacker_faction_name(
index of attackernumber
)
-
Returns just the faction name of a particular attacker in the cached pending battle. The attacker is specified by numerical index, with the first being accessible at record 1.
Parameters:
1
index of attacker
Returns:
faction namestring
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4487
-
campaign_manager:pending_battle_cache_get_attacker_subtype(
index of attackernumber
)
-
Returns just the subtype of a particular attacker in the cached pending battle. The attacker is specified by numerical index, with the first being accessible at record 1.
Parameters:
1
index of attacker
Returns:
subtypestring
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4501
-
campaign_manager:pending_battle_cache_num_defenders()
-
Returns the number of defending armies in the cached pending battle.
Returns:
number of defending armiesnumber
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4515
-
campaign_manager:pending_battle_cache_get_defender(
index of defendernumber
)
-
Returns records relating to a particular defender in the cached pending battle. The defender is specified by numerical index, with the first being accessible at record 1. This function returns the cqi of the commanding character, the cqi of the military force, and the faction name.
Parameters:
1
index of defender
Returns:
Example - print defender details:
for i = 1, cm:pending_battle_cache_num_defenders() do
local char_cqi, mf_cqi, faction_name = cm:pending_battle_cache_get_defender(i);
out("Defender " .. i .. " of faction " .. faction_name .. ":");
out("\tcharacter cqi: " .. char_cqi);
out("\tmilitary force cqi: " .. mf_cqi);
end
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4523
-
campaign_manager:pending_battle_cache_get_defender_faction_name(
index of defendernumber
)
-
Returns just the faction name of a particular defender in the cached pending battle. The defender is specified by numerical index, with the first being accessible at record 1.
Parameters:
1
index of defender
Returns:
faction namestring
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4546
-
campaign_manager:pending_battle_cache_get_defender_subtype(
index of defendernumber
)
-
Returns just the subtype of a particular defender in the cached pending battle. The defender is specified by numerical index, with the first being accessible at record 1.
Parameters:
1
index of defender
Returns:
subtypestring
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4560
-
campaign_manager:pending_battle_cache_faction_is_attacker(
faction keystring
)
-
Returns
true
if the faction was an attacker (primary or reinforcing) in the cached pending battle.Parameters:
1
faction key
Returns:
faction was attackerboolean
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4574
-
campaign_manager:pending_battle_cache_faction_is_defender(
faction keystring
)
-
Returns
true
if the faction was a defender (primary or reinforcing) in the cached pending battle.Parameters:
1
faction key
Returns:
faction was defenderboolean
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4596
-
campaign_manager:pending_battle_cache_faction_is_involved(
faction keystring
)
-
Returns
true
if the faction was involved in the cached pending battle as either attacker or defender.Parameters:
1
faction key
Returns:
faction was involvedboolean
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4618
-
campaign_manager:pending_battle_cache_human_is_attacker()
-
Returns
true
if any of the attacking factions involved in the cached pending battle were human controlled (whether local or not).Returns:
human was attackingboolean
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4627
-
campaign_manager:pending_battle_cache_human_is_defender()
-
Returns
true
if any of the defending factions involved in the cached pending battle were human controlled (whether local or not).Returns:
human was defendingboolean
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4645
-
campaign_manager:pending_battle_cache_human_is_involved()
-
Returns
true
if any of the factions involved in the cached pending battle on either side were human controlled (whether local or not).Returns:
human was involvedboolean
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4663
-
campaign_manager:pending_battle_cache_culture_is_attacker(
culture keystring
)
-
Returns
true
if any of the attacking factions in the cached pending battle are of the supplied culture.Parameters:
1
culture key
Returns:
any attacker was cultureboolean
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4671
-
campaign_manager:pending_battle_cache_culture_is_defender(
culture keystring
)
-
Returns
true
if any of the defending factions in the cached pending battle are of the supplied culture.Parameters:
1
culture key
Returns:
any defender was cultureboolean
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4695
-
campaign_manager:pending_battle_cache_culture_is_involved(
culture keystring
)
-
Returns
true
if any of the factions involved in the cached pending battle on either side match the supplied culture.Parameters:
1
culture key
Returns:
culture was involvedboolean
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4719
-
campaign_manager:pending_battle_cache_subculture_is_attacker(
subculture keystring
)
-
Returns
true
if any of the attacking factions in the cached pending battle are of the supplied subculture.Parameters:
1
subculture key
Returns:
any attacker was subcultureboolean
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4728
-
campaign_manager:pending_battle_cache_subculture_is_defender(
subculture keystring
)
-
Returns
true
if any of the defending factions in the cached pending battle are of the supplied subculture.Parameters:
1
subculture key
Returns:
any defender was subcultureboolean
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4752
-
campaign_manager:pending_battle_cache_subculture_is_involved(
subculture keystring
)
-
Returns
true
if any of the factions involved in the cached pending battle on either side match the supplied subculture.Parameters:
1
subculture key
Returns:
subculture was involvedboolean
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4776
-
campaign_manager:pending_battle_cache_char_is_attacker(object
character)
-
Returns
true
if the supplied character was an attacker in the cached pending battle.Parameters:
1
object
Character to query. May be supplied as a character object or as a cqi number.
Returns:
boolean
character was attacker
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4785
-
campaign_manager:pending_battle_cache_char_is_defender(object
character)
-
Returns
true
if the supplied character was a defender in the cached pending battle.Parameters:
1
object
Character to query. May be supplied as a character object or as a cqi number.
Returns:
boolean
character was defender
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4811
-
campaign_manager:pending_battle_cache_char_is_involved(object
character)
-
Returns
true
if the supplied character was an attacker or defender in the cached pending battle.Parameters:
1
object
Character to query. May be supplied as a character object or as a cqi number.
Returns:
boolean
character was involved
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4837
-
campaign_manager:pending_battle_cache_mf_is_attacker(number
cqi)
-
Returns
true
if the supplied military force was an attacker in the cached pending battle.Parameters:
1
number
Command-queue-index of the military force to query.
Returns:
boolean
force was attacker
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4855
-
campaign_manager:pending_battle_cache_mf_is_defender(number
cqi)
-
Returns
true
if the supplied military force was a defender in the cached pending battle.Parameters:
1
number
Command-queue-index of the military force to query.
Returns:
boolean
force was defender
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4883
-
campaign_manager:pending_battle_cache_mf_is_involved(number
cqi)
-
Returns
true
if the supplied military force was an attacker or defender in the cached pending battle.Parameters:
1
number
Command-queue-index of the military force to query.
Returns:
boolean
force was involved
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4911
-
campaign_manager:pending_battle_cache_get_enemies_of_char(character
character to query)
-
Returns a numerically indexed table of character objects, each representing an enemy character of the supplied character in the cached pending battle. If the supplied character was not present in the pending battle then the returned table will be empty.
Parameters:
1
character
character to query
Returns:
table
table of enemy characters
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4929
-
campaign_manager:pending_battle_cache_is_quest_battle()
-
Returns
true
if any of the participating factions in the pending battle are quest battle factions,false
otherwise.Returns:
boolean
is quest battle
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4956
-
campaign_manager:pending_battle_cache_attacker_victory()
-
Returns
true
if the pending battle has been won by the attacker,false
otherwise.Returns:
boolean
attacker has won
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4978
-
campaign_manager:pending_battle_cache_defender_victory()
-
Returns
true
if the pending battle has been won by the defender,false
otherwise.Returns:
boolean
defender has won
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4986
-
campaign_manager:pending_battle_cache_attacker_value()
-
Returns the gold value of attacking forces in the cached pending battle.
Returns:
number
gold value of attacking forces
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 4994
-
campaign_manager:pending_battle_cache_defender_value()
-
Returns the gold value of defending forces in the cached pending battle.
Returns:
number
gold value of defending forces
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5005
-
campaign_manager:random_number([integer
max], [integer
min])
-
Assembles and returns a random integer between 1 and 100, or other supplied values. The result returned is inclusive of the supplied max/min. This is safe to use in multiplayer scripts.
Parameters:
1
integer
optional, default value=100
Maximum value of returned random number.
2
integer
optional, default value=1
Minimum value of returned random number.
Returns:
number
random number
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5027
-
campaign_manager:random_sort(
numerically-indexed tabletable
)
-
Randomly sorts a numerically-indexed table. This is safe to use in multiplayer, but will destroy the supplied table. It is faster than
campaign_manager:random_sort_copy
.
Note that records in this table that are not arranged in an ascending numerical index will be lost.
Note also that the supplied table is overwritten with the randomly-sorted table, which is also returned as a return value.Parameters:
1
Numerically-indexed table. This will be overwritten by the returned, randomly-sorted table.
Returns:
randomly-sorted tabletable
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5098
-
campaign_manager:random_sort_copy(
numerically-indexed tabletable
)
-
Randomly sorts a numerically-indexed table. This is safe to use in multiplayer, and will preserve the original table, but it is slower than
campaign_manager:random_sort
as it copies the table first.
Note that records in the source table that are not arranged in an ascending numerical index will not be copied (they will not be deleted, however).Parameters:
1
Numerically-indexed table.
Returns:
randomly-sorted tabletable
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5127
-
campaign_manager:shuffle_table(
tabletable
)
-
Randomly shuffles a table with an implementation of the Fisher-Yates shuffle.
Note that unlike the random_sort function this modifies the existing table and doesn't create a new one.Parameters:
1
table
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5150
-
campaign_manager:get_campaign_ui_manager()
-
Gets a handle to the
campaign_ui_manager
(or creates it).Returns:
campaign_ui_manager
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5178
-
campaign_manager:highlight_event_dismiss_button([boolean
should highlight])
-
Activates or deactivates a highlight on the event panel dismiss button. This may not work in all circumstances.
Parameters:
1
boolean
optional, default value=true
should highlight
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5189
-
campaign_manager:quit()
-
Immediately exits to the frontend. Mainly used in benchmark scripts.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5221
-
campaign_manager:enable_ui_hiding([boolean
enable hiding])
-
Enables or disables the ability of the player to hide the UI.
Parameters:
1
boolean
optional, default value=true
enable hiding
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5238
-
campaign_manager:is_ui_hiding_enabled()
-
Returns
false
if ui hiding has been disabled withcampaign_manager:enable_ui_hiding
,true
otherwise.Returns:
boolean
is ui hiding enabled
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5253
The functions in this section allow or automate camera scrolling to some degree. Where camera positions are supplied as arguments, these are given as a table of numbers. The numbers in a camera position table are given in the following order:
- x co-ordinate of camera target.
- y co-ordinate of camera target.
- horizontal distance from camera to target.
- bearing from camera to target, in radians.
- vertical distance from camera to target.
-
campaign_manager:scroll_camera_with_direction(boolean
correct endpoint, number
time, ...
positions)
-
Override function for scroll_camera_wiht_direction that provides output.
Parameters:
1
boolean
Correct endpoint. If true, the game will adjust the final position of the camera so that it's a valid camera position for the game. Set to true if control is being released back to the player after this camera movement finishes.
2
number
Time in seconds over which to scroll.
3
...
Two or more camera positions must be supplied. Each position should be a table with five number components, as described in the description of the
Camera Movement
section.Returns:
nil
Example:
Pull the camera out from a close-up to a wider view.cm:scroll_camera_with_direction(
true,
5,
{132.9, 504.8, 8, 0, 6},
{132.9, 504.8, 16, 0, 12}
)
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5325
-
campaign_manager:scroll_camera_from_current(boolean
correct endpoint, number
time, ...
positions)
-
Scrolls the camera from the current camera position. This is the same as callling
campaign_manager:scroll_camera_with_direction
with the current camera position as the first set of co-ordinates.Parameters:
1
boolean
Correct endpoint. If true, the game will adjust the final position of the camera so that it's a valid camera position for the game. Set to true if control is being released back to the player after this camera movement finishes.
2
number
Time in seconds over which to scroll.
3
...
One or more camera positions must be supplied. Each position should be a table with five number components, as described in the description of the
Camera Movement
section.Returns:
nil
Example:
cm:scroll_camera_from_current(
true,
5,
{251.3, 312.0, 12, 0, 8}
)
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5355
-
campaign_manager:scroll_camera_with_cutscene(number
time, [function
callback], ...
positions)
-
Scrolls the camera from the current camera position in a cutscene. Cinematic borders will be shown (unless disabled with
campaign_manager:set_use_cinematic_borders_for_automated_cutscenes
), the UI hidden, and interaction with the game disabled while the camera is scrolling. The player will be able to skip the cutscene with the ESC key, in which case the camera will jump to the end position.Parameters:
1
number
Time in seconds over which to scroll.
2
function
optional, default value=nil
Optional callback to call when the cutscene ends.
3
...
One or more camera positions must be supplied. Each position should be a table with five number components, as described in the description of the
Camera Movement
section.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5392
-
campaign_manager:cut_and_scroll_camera_with_cutscene(
time
number,
callback
[function],
positions. One or more camera positions must be supplied. Each position should be a table with five number components
...
) -
Scrolls the camera through the supplied list of camera points in a cutscene. Cinematic borders will be shown (unless disabled with
campaign_manager:set_use_cinematic_borders_for_automated_cutscenes
), the UI hidden, and interaction with the game disabled while the camera is scrolling. The player will be able to skip the cutscene with the ESC key, in which case the camera will jump to the end position.Parameters:
1
number
Time in seconds over which to scroll.
2
function
optional, default value=nil
Optional callback to call when the cutscene ends.
3
...
as described in the description of the
Camera Movement
section.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5429
-
campaign_manager:scroll_camera_with_cutscene_to_settlement(
time
number,
callback
[function],
region key
string
) -
Scrolls the camera in a cutscene to the specified settlement in a cutscene. The settlement is specified by region key. Cinematic borders will be shown (unless disabled with
campaign_manager:set_use_cinematic_borders_for_automated_cutscenes
), the UI hidden, and interaction with the game disabled while the camera is scrolling. The player will be able to skip the cutscene with the ESC key, in which case the camera will jump to the target.Parameters:
1
number
Time in seconds over which to scroll.
2
function
optional, default value=nil
Optional callback to call when the cutscene ends.
3
string
Key of region containing target settlement.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5492
-
campaign_manager:scroll_camera_with_cutscene_to_character(number
time, [function
callback], number
cqi)
-
Scrolls the camera in a cutscene to the specified character in a cutscene. The character is specified by its command queue index (cqi). Cinematic borders will be shown (unless disabled with
campaign_manager:set_use_cinematic_borders_for_automated_cutscenes
), the UI hidden, and interaction with the game disabled while the camera is scrolling. The player will be able to skip the cutscene with the ESC key, in which case the camera will jump to the target.Parameters:
1
number
Time in seconds over which to scroll.
2
function
optional, default value=nil
Optional callback to call when the cutscene ends.
3
number
CQI of target character.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5526
-
campaign_manager:set_use_cinematic_borders_for_automated_cutscenes([boolean
show borders])
-
Sets whether or not to show cinematic borders when scrolling the camera in an automated cutscene (for example with
campaign_manager:scroll_camera_with_cutscene
). By default, cinematic borders are displayed.Parameters:
1
boolean
optional, default value=true
show borders
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5558
-
campaign_manager:position_camera_at_primary_military_force(string
faction key)
-
Immediately positions the camera at a position looking at the primary military force for the supplied faction. The faction is specified by key.
Parameters:
1
string
faction key
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5671
-
campaign_manager:cindy_playback(
filepathstring
, [
blend in durationnumber
], [
blend out durationnumber
])
-
Starts playback of a cindy scene. This is a wrapper for the
cinematics:cindy_playback
function, adding debug output.Parameters:
1
File path to cindy scene, from the working data folder.
2
optional, default value=nil
Time in seconds over which the camera will blend into the cindy scene when started.
3
optional, default value=nil
Time in seconds over which the camera will blend out of the cindy scene when it ends.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5716
-
campaign_manager:stop_cindy_playback(boolean
clear animation scenes)
-
Stops playback of any currently-playing cindy scene. This is a wrapper for the function of the same name on the
cinematic
interface, but adds debug output.Parameters:
1
boolean
clear animation scenes
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5748
The functions in this section allow the current position of the camera to be cached, and then for a test to be performed later to determine if the camera has moved. This is useful for determining if the player has moved the camera, which would indicate whether it's appropriate or not to scroll the camera via script in certain circumstances.
-
campaign_manager:cache_camera_position([string
cache name])
-
Caches the current camera position, so that the camera position may be compared to it later to determine if it has moved. An optional name may be specified for this cache entry so that multiple cache entries may be created. If the camera position was previously cached with the supplied cache name then that cache will be overwritten.
Parameters:
1
string
optional, default value="default"
cache name
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5772
-
campaign_manager:cached_camera_position_exists([string
cache name])
-
Returns whether a camera position is currently cached for the (optional) supplied cache name.
Parameters:
1
string
optional, default value="default"
cache name
Returns:
camera position is cachedboolean
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5792
-
campaign_manager:get_cached_camera_position([string
cache name])
-
Returns the camera position which was last cached with the optional cache name (the default cache name is
"default"
). If no camera cache has been set with the specified name then a script error is generated.Parameters:
1
string
optional, default value="default"
cache name
Returns:
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5810
-
campaign_manager:camera_has_moved_from_cached([string
cache name])
-
Compares the current position of the camera to that last cached with the (optional) specified cache name, and returns
true
if any of the camera co-ordinates have changed by the (optional) supplied distance, orfalse
otherwise. If no camera cache has been set with the specified name then a script error is generated.Parameters:
1
string
optional, default value="default"
cache name
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5836
-
campaign_manager:delete_cached_camera_position([string
cache name])
-
Removes the cache for the supplied cache name. If no cache name is specified the default cache (cache name
"default"
) is deleted.Parameters:
1
string
optional, default value="default"
cache name
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5875
-
campaign_manager:show_subtitle(string
text key, [boolean
full text key supplied], [boolean
force diplay])
-
Shows subtitled text during a cutscene. The text is displayed until
campaign_manager:hide_subtitles
is called.Parameters:
1
string
Text key. By default, this is supplied as a record key from the
scripted_subtitles
table. Text from anywhere in the database may be shown, however, by supplying the full localisation key andtrue
for the second argument.2
boolean
optional, default value=false] boolean full text key supplied, Set to true if the fll localised text key was supplied for the first argument in the form [table]_[field]_[key
Set to true if the fll localised text key was supplied for the first argument in the form [table]_[field]_[key].
3
boolean
optional, default value=false
Forces subtitle display. Setting this to
true
overrides the player's preferences on subtitle display.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5906
-
campaign_manager:hide_subtitles()
-
Hides any subtitles currently displayed with
campaign_manager:show_subtitle
.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 5970
-
campaign_manager:is_any_cutscene_running()
-
Returns
true
if anycampaign_cutscene
is running,false
otherwise.Returns:
boolean
is any cutscene running
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6011
-
campaign_manager:skip_all_campaign_cutscenes()
-
Skips any campaign cutscene currently running.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6030
-
campaign_manager:steal_escape_key(boolean
steal)
-
Steals or releases the escape key. This wraps the function
cm:steal_escape_key
function of the same name on the underlying episodic scripting interface. While the ESC key is stolen by script, presses of the key will causeOnKeyPressed()
to be called which goes on to callcampaign_manager:on_key_press_up
.
To register a function to call when the escape key is pressed usecampaign_manager:steal_escape_key_with_callback
orcampaign_manager:steal_escape_key_and_space_bar_with_callback
instead of this function.Parameters:
1
boolean
steal
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6039
-
campaign_manager:steal_user_input(boolean
steal)
-
Steals or releases user input. This wraps the
cm:steal_user_input
function of the same name on the underlying episodic scripting interface. Stealing user input prevents any player interaction with the game (asides from pressing the ESC key).Parameters:
1
boolean
steal
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6060
-
campaign_manager:on_key_press_up(string
key pressed)
-
Called by the campaign model when a key stolen by steal_user_input or steal_escape_key is pressed. Client scripts should not call this!
Parameters:
1
string
key pressed
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6085
-
campaign_manager:print_key_steal_entries()
-
Debug output of all current stolen key records.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6099
-
campaign_manager:steal_key_with_callback(string
name, string
key, function
callback)
-
Steal a key, and register a callback to be called when it's pressed. It will be un-stolen when this occurs.
campaign_manager:steal_user_input
will need to be called separately for this mechanism to work, unless it's the escape key that being stolen, wherecampaign_manager:steal_escape_key
should be used instead. In this latter casecampaign_manager:steal_escape_key_with_callback
can be used instead.Parameters:
1
string
Unique name for this key-steal entry. This can be used later to release the key with
campaign_manager:release_key_with_callback
.2
string
Key name.
3
function
Function to call when the key is pressed.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6117
-
campaign_manager:release_key_with_callback(string
name, string
key)
-
Releases a key stolen with
campaign_manager:steal_key_with_callback
.Parameters:
1
string
Unique name for this key-steal entry.
2
string
Key name.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6161
-
campaign_manager:steal_escape_key_with_callback(string
name, function
callback)
-
Steals the escape key and registers a function to call when it is pressed. Unlike
campaign_manager:steal_key_with_callback
this automatically callscampaign_manager:steal_escape_key
if the key is not already stolen.Parameters:
1
string
Unique name for this key-steal entry.
2
function
Function to call when the key is pressed.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6189
-
campaign_manager:release_escape_key_with_callback(string
name)
-
Releases the escape key after it's been stolen with
campaign_manager:steal_escape_key_with_callback
.Parameters:
1
string
Unique name for this key-steal entry.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6201
-
campaign_manager:steal_escape_key_and_space_bar_with_callback(string
name, function
callback)
-
Steals the escape key and spacebar and registers a function to call when they are pressed.
Parameters:
1
string
Unique name for this key-steal entry.
2
function
Function to call when one of the keys are pressed.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6215
-
campaign_manager:release_escape_key_and_space_bar_with_callback(string
name, function
callback)
-
Releases the escape key and spacebar after they've been stolen with
campaign_manager:steal_escape_key_and_space_bar_with_callback
.Parameters:
1
string
Unique name for this key-steal entry
2
function
Function to call when one of the keys are pressed.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6226
-
campaign_manager:show_advice(
advice key
string,
show progress button
[boolean],
highlight progress button
[boolean],
callback
[function],
playtime
[number],
delay
[number]
) -
Displays some advice. The advice to display is specified by
advice_thread
key.Parameters:
1
string
Advice thread key.
2
boolean
optional, default value=false
Show progress/close button on the advisor panel.
3
boolean
optional, default value=false
Highlight the progress/close button on the advisor panel.
4
function
optional, default value=nil
End callback to call once the advice VO has finished playing.
5
number
optional, default value=0
Minimum playtime for the advice VO in seconds. If this is longer than the length of the VO audio, the end callback is not called until after this duration has elapsed. If an end callback is set this has no effect. This is useful during development before recorded VO is ready for simulating the advice being played for a certain duration - with no audio, the advice would complete immediately, or not complete at all.
6
number
optional, default value=0
Delay in seconds to wait after the advice has finished before calling the supplied end callback. If no end callback is supplied this has no effect.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6251
-
campaign_manager:set_advice_enabled([boolean
enable advice])
-
Enables or disables the advice system.
Parameters:
1
boolean
optional, default value=true
enable advice
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6299
-
campaign_manager:is_advice_enabled()
-
Returns
true
if the advice system is enabled, orfalse
if it's been disabled withcampaign_manager:set_advice_enabled
.Returns:
boolean
advice is enabled
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6319
-
campaign_manager:modify_advice([boolean
show progress button], [boolean
highlight progress button])
-
Immediately enables or disables the close button that appears on the advisor panel, or causes it to be highlighted.
Parameters:
1
boolean
optional, default value=false
show progress button
2
boolean
optional, default value=false
highlight progress button
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6327
-
campaign_manager:add_pre_dismiss_advice_callback(function
callback)
-
Registers a callback to be called when/immediately before the advice gets dismissed.
Parameters:
1
function
callback
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6363
-
campaign_manager:dismiss_advice()
-
Dismisses the advice. Prior to performing the dismissal, this function calls any pre-dismiss callbacks registered with
campaign_manager:add_pre_dismiss_advice_callback
. This function gets called internally when the player clicks the script-controlled advice progression button that appears on the advisor panel.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6376
-
campaign_manager:progress_on_advice_dismissed(
callback
function,
delay
[number],
highlight on finish
[boolean]
) -
Registers a function to be called when the advisor is dismissed. Only one such function can be registered at a time.
Parameters:
1
function
Callback to call.
2
number
optional, default value=0
Delay in seconds after the advisor is dismissed before calling the callback.
3
boolean
optional, default value=false
Highlight on advice finish. If set to
true
, this also establishes a listener for the advice VO finishing. When it does finish, this function then highlights the advisor close button.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6400
-
campaign_manager:cancel_progress_on_advice_dismissed()
-
Cancels any running
campaign_manager:progress_on_advice_dismissed
process.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6498
-
campaign_manager:progress_on_advice_finished(
callback
function,
delay
[number],
playtime
[number],
use os clock
[boolean]
) -
Registers a function to be called when the advisor VO has finished playing and the
AdviceFinishedTrigger
event is sent from the game to script. If this event is not received after a duration (default 5 seconds) the function starts actively polling whether the advice audio is still playing, and calls the callback when it finds that it isn't.
Only one process invoked by this function may be active at a time.Parameters:
1
function
Callback to call.
2
number
optional, default value=0
Delay in seconds after the advisor finishes before calling the callback. By default, the function does not delay.
3
number
optional, default value=nil
Time in seconds to wait before actively polling whether the advice is still playing. The default value is 5 seconds unless overridden with this parameter. This is useful during development as if no audio has yet been recorded, or if no advice is playing for whatever reason, the function would otherwise continue to monitor until the next time advice is triggered, which is probably not desired.
4
boolean
optional, default value=false
Use OS clock. Set this to true if the process is going to be running during the end-turn sequence, where the normal flow of model time completely breaks down.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6506
-
campaign_manager:cancel_progress_on_advice_finished()
-
Cancels any running
campaign_manager:progress_on_advice_finished
process.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6633
-
campaign_manager:progress_on_panel_dismissed(
unique name
string,
panel name
string,
callback
function,
callback delay
[number]
) -
Calls a supplied callback when a panel with the supplied name is closed.
Parameters:
1
string
Unique descriptive string name for this process. Multiple
progress_on_panel_dismissed
monitors may be active at any one time.2
string
Name of the panel.
3
function
Callback to call.
4
number
optional, default value=0
Time in seconds to wait after the panel dismissal before calling the supplied callback.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6656
-
campaign_manager:cancel_progress_on_panel_dismissed(string
unique name)
-
Cancels a monitor started with
campaign_manager:progress_on_panel_dismissed
by name.Parameters:
1
string
Unique descriptive string name for this process.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6712
-
campaign_manager:progress_on_events_dismissed(string
unique name, function
callback, [number
callback delay])
-
Calls a supplied callback when all events panels are closed. Analagous to calling
campaign_manager:progress_on_panel_dismissed
with the panel name "events".Parameters:
1
string
Unique descriptive string name for this process. Multiple
progress_on_panel_dismissed
monitors may be active at any one time.2
function
Callback to call.
3
number
optional, default value=0
Time in seconds to wait after the panel dismissal before calling the supplied callback.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6723
-
campaign_manager:cancel_progress_on_events_dismissed(string
unique name)
-
Cancels a monitor started with
campaign_manager:progress_on_events_dismissed
(orcampaign_manager:progress_on_panel_dismissed
) by name.Parameters:
1
string
Unique descriptive string name for this process.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6733
-
campaign_manager:progress_on_fullscreen_panel_dismissed(function
callback, [number
callback delay])
-
Calls the supplied callback when all fullscreen campaign panels are dismissed. Only one such monitor may be active at once - starting a second will cancel the first.
Parameters:
1
function
Callback to call.
2
number
optional, default value=0
Time in seconds to wait after the panel dismissal before calling the supplied callback.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6741
-
campaign_manager:cancel_progress_on_fullscreen_panel_dismissed(function
callback, [number
callback delay])
-
Cancels any running monitor started with
campaign_manager:progress_on_fullscreen_panel_dismissed
.Parameters:
1
function
Callback to call.
2
number
optional, default value=0
Time in seconds to wait after the panel dismissal before calling the supplied callback.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6766
-
campaign_manager:start_intro_cutscene_on_loading_screen_dismissed(
callback
function,
fade in time
[number]
) -
This function provides an easy one-shot method of starting an intro flyby cutscene from a loading screen with a fade effect. Call this function on the first tick (or before), and pass to it a function which starts an intro cutscene.
Parameters:
1
function
Callback to call.
2
number
optional, default value=0
Time in seconds over which to fade in the camera from black.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6775
-
campaign_manager:progress_on_battle_completed(string
name, function
callback, [number
delay])
-
Calls the supplied callback when a battle sequence is fully completed. A battle sequence is completed once the pre or post-battle panel has been dismissed and any subsequent camera animations have finished.
Parameters:
1
string
Unique name for this monitor. Multiple such monitors may be active at once.
2
function
Callback to call.
3
number
optional, default value=0
Delay in ms after the battle sequence is completed before calling the callback.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6858
-
campaign_manager:cancel_progress_on_battle_completed(string
name)
-
Cancels a running monitor started with
campaign_manager:progress_on_battle_completed
by name.Parameters:
1
string
Name of monitor to cancel.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6896
-
campaign_manager:progress_on_camera_movement_finished(function
callback, [number
delay])
-
Calls the supplied callback when the campaign camera is seen to have finished moving. The function has to poll the camera position repeatedly, so the supplied callback will not be called the moment the camera comes to rest due to the model tick resolution.
Only one such monitor may be active at once.Parameters:
1
function
Callback to call.
2
number
optional, default value=0
Delay in ms after the camera finishes moving before calling the callback.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6910
-
campaign_manager:cancel_progress_on_camera_movement_finished()
-
Cancels a running monitor started with
campaign_manager:progress_on_camera_movement_finished
.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6962
-
campaign_manager:progress_on_post_battle_panel_visible(function
callback, [number
delay])
-
Calls the supplied callback when the post-battle panel has finished animating on-screen. The function has to poll the panel state repeatedly, so the supplied callback will not be called the exact moment the panel comes to rest. Don't call this unless you know that the panel is about to animate on, otherwise it will be repeatedly polling in the background!
Only one such monitor may be active at once.Parameters:
1
function
Callback to call.
2
number
optional, default value=0
Delay in ms after the panel finishes moving before calling the callback.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6969
-
campaign_manager:cancel_progress_on_post_battle_panel_visible()
-
Cancels a running monitor started with
campaign_manager:progress_on_post_battle_panel_visible
.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 6997
-
campaign_manager:create_force(
faction key
string
,
unit list
string
,
region key
string
,
x
number
,
y
number
,
exclude named characters
boolean
,
success callback
[function
],
command queue
[boolean
]
) -
Instantly spawn an army with a general on the campaign map. This function is a wrapper for the
cm:create_force
function provided by the episodic scripting interface, adding debug output and success callback functionality.Parameters:
1
Faction key of the faction to which the force is to belong.
2
Comma-separated list of keys from the
land_units
table. The force will be created with these units.3
Region key of home region for this force.
4
x logical co-ordinate of force.
5
y logical co-ordinate of force.
6
Don't spawn a named character at the head of this force.
7
optional, default value=nil
Callback to call once the force is created. The callback will be passed the created military force leader's cqi as a single argument.
8
optional, default value=false
Use command queue.
Returns:
nil
Example:
cm:create_force(
"wh_main_dwf_dwarfs",
"wh_main_dwf_inf_hammerers,wh_main_dwf_inf_longbeards_1,wh_main_dwf_inf_quarrellers_0,wh_main_dwf_inf_quarrellers_0",
"wh_main_the_silver_road_karaz_a_karak",
714,
353,
"scripted_force_1",
true,
function(cqi)
out("Force created with char cqi: " .. cqi);
end
);
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 7022
-
campaign_manager:create_force_with_general(
faction key
string,
unit list
string,
region key
string,
x
number,
y
number,
agent type
string,
agent subtype
string,
forename
string,
clan name
string,
family name
string,
other name
string,
make faction leader
boolean,
success callback
[function]
) -
Instantly spawns an army with a specific general on the campaign map. This function is a wrapper for the
cm:create_force_with_general
function provided by the underlying episodic scripting interface, adding debug output and success callback functionality.Parameters:
1
string
Faction key of the faction to which the force is to belong.
2
string
Comma-separated list of keys from the
land_units
table. The force will be created with these units. This can be a blank string, or nil, if an empty force is desired.3
string
Region key of home region for this force.
4
number
x logical co-ordinate of force.
5
number
y logical co-ordinate of force.
6
string
Character type of character at the head of the army (should always be "general"?).
7
string
Character subtype of character at the head of the army.
8
string
Localised string key of the created character's forename. This should be given in the localised text lookup format i.e. a key from the
names
table with "names_name_" prepended.9
string
Localised string key of the created character's clan name. This should be given in the localised text lookup format i.e. a key from the
names
table with "names_name_" prepended.10
string
Localised string key of the created character's family name. This should be given in the localised text lookup format i.e. a key from the
names
table with "names_name_" prepended.11
string
Localised string key of the created character's other name. This should be given in the localised text lookup format i.e. a key from the
names
table with "names_name_" prepended.12
boolean
Make the spawned character the faction leader.
13
function
optional, default value=nil
Callback to call once the force is created. The callback will be passed the created military force leader's cqi as a single argument.
Returns:
nil
Example:
cm:create_force_with_general(
"wh_main_dwf_dwarfs",
"wh_main_dwf_inf_hammerers,wh_main_dwf_inf_longbeards_1,wh_main_dwf_inf_quarrellers_0,wh_main_dwf_inf_quarrellers_0",
"wh_main_the_silver_road_karaz_a_karak",
714,
353,
"general",
"dwf_lord",
"names_name_2147344345",
"",
"names_name_2147345842",
"",
"scripted_force_1",
false,
function(cqi)
out("Force created with char cqi: " .. cqi);
end
);
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 7118
-
campaign_manager:create_force_with_existing_general(
character lookup
string,
faction key
string,
unit list
string,
region key
string,
x
number,
y
number,
success callback
[function]
) -
Instantly spawn an army with a specific existing general on the campaign map. This function is a wrapper for the
cm:create_force_with_existing_general
function provided by the underlying episodic scripting interface, adding debug output and success callback functionality. The general character is specified by character string lookup.Parameters:
1
string
Character lookup string for the general character.
2
string
Faction key of the faction to which the force is to belong.
3
string
Comma-separated list of keys from the
land_units
table. The force will be created with these units.4
string
Region key of home region for this force.
5
number
x logical co-ordinate of force.
6
number
y logical co-ordinate of force.
7
function
optional, default value=nil
Callback to call once the force is created. The callback will be passed the created military force leader's cqi as a single argument.
Returns:
nil
Example:
cm:create_force_with_existing_general(
cm:char_lookup_str(char_dwf_faction_leader),
"wh_main_dwf_dwarfs",
"wh_main_dwf_inf_hammerers,wh_main_dwf_inf_longbeards_1,wh_main_dwf_inf_quarrellers_0,wh_main_dwf_inf_quarrellers_0",
"wh_main_the_silver_road_karaz_a_karak",
714,
353,
function(cqi)
out("Force created with char cqi: " .. cqi);
end
);
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 7269
-
campaign_manager:kill_character(
character lookup string
string,
destroy force
[boolean],
use command queue
[boolean]
) -
Kills the specified character, with the ability to also destroy their whole force if they are commanding one.
Parameters:
1
string
Character string of character to kill. This uses the standard character string lookup system.
2
boolean
optional, default value=false
Will also destroy the characters whole force if true.
3
boolean
optional, default value=true
Send the create command through the command queue.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 7398
-
campaign_manager:add_building_to_force(number
military force cqi, object
building(s))
-
Adds one or more buildings to a horde army. The army is specified by the command queue index of the military force. A single building may be specified by a string key, or multiple buildings in a table.
Parameters:
1
number
Command queue index of the military force to add the building(s) to.
2
object
Building key or keys to add to the military force. This can be a single string or a numerically-indexed table.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 7434
-
campaign_manager:create_agent(
faction key
string,
character type
string,
character subtype
string,
x
number,
y
number,
id
string,
use command queue
boolean,
success callback
[function]
) -
Creates an agent of a specified type on the campaign map. This function is a wrapper for the
cm:create_agent
function provided by the underlying episodic scripting interface. This wrapper function adds validation and success callback functionality.Parameters:
1
string
Faction key of the faction to which the agent is to belong.
2
string
Character type of the agent.
3
string
Character subtype of the agent.
4
number
x logical co-ordinate of agent.
5
number
y logical co-ordinate of agent.
6
string
Unique string for agent.
7
boolean
Send the create command through the command queue.
8
function
optional, default value=nil
Callback to call once the character is created. The callback will be passed the created character's cqi as a single argument.
Returns:
nil
Example:
cm:create_agent(
"wh_main_dwf_dwarfs",
"wh_main_the_silver_road_karaz_a_karak",
714,
353,
function(cqi)
out("Force created with char cqi: " .. cqi);
end
);
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 7472
-
campaign_manager:reposition_starting_character_for_faction(
faction key
string,
forename key
string,
forename key
string,
x
number,
y
number
) -
Repositions a specified character (the target) for a faction at start of a campaign, but only if another character (the subject) exists in that faction and is in command of an army. Like
campaign_manager:teleport_to
which underpins this function it is for use at the start of a campaign in a game-created callback (seecampaign_manager:add_pre_first_tick_callback
). It is intended for use in very specific circumstances.
The characters involved are specified by forename key.Parameters:
1
string
Faction key of the subject and target characters.
2
string
Forename key of the subject character from the names table using the full localisation format i.e.
names_name_[key]
.3
string
Forename key of the target character from the names table using the full localisation format i.e.
names_name_[key]
.4
number
x logical target co-ordinate.
5
number
y logical target co-ordinate.
Returns:
boolean
Subject character exists.
Example:
cm:add_pre_first_tick_callback(
function()
cm:reposition_starting_character_for_faction(
"wh_dlc03_bst_beastmen",
"names_name_2147357619",
"names_name_2147357619",
643,
191
)
end
)
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 7606
-
campaign_manager:spawn_army_starting_character_for_faction(
faction key
string,
forename key
string,
faction key
string,
units
string,
region key
string,
x
number,
y
number,
make_immortal
boolean
) -
Spawns a specified force if a character (the subject) exists within a faction with an army. It is intended for use at the start of a campaign in a game-created callback (see
campaign_manager:add_pre_first_tick_callback
), in very specific circumstances.Parameters:
1
string
Faction key of the subject character.
2
string
Forename key of the subject character from the names table using the full localisation format i.e.
names_name_[key]
.3
string
Faction key of the force to create.
4
string
list of units to create force with (see documentation for
campaign_manager:create_force
for more information).5
string
Home region key for the created force.
6
number
x logical target co-ordinate.
7
number
y logical target co-ordinate.
8
boolean
Set to
true
to make the created character immortal.Returns:
nil
Example:
cm:add_pre_first_tick_callback(
function()
cm:spawn_army_starting_character_for_faction(
"wh_dlc03_bst_beastmen",
"names_name_2147352487",
"wh_dlc03_bst_jagged_horn",
"wh_dlc03_bst_inf_ungor_herd_1,wh_dlc03_bst_inf_ungor_herd_1,wh_dlc03_bst_inf_ungor_raiders_0",
"wh_main_estalia_magritta",
643,
188,
true
)
end
)
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 7691
-
campaign_manager:move_character(
cqi
number,
x
number,
y
number,
should replenish
[boolean],
allow post movement
[boolean],
success callback
[function],
fail callback
[function]
) -
Helper function to move a character.
Parameters:
1
number
Command-queue-index of the character to move.
2
number
x co-ordinate of the intended destination.
3
number
y co-ordinate of the intended destination.
4
boolean
optional, default value=false
Automatically replenish the character's action points in script should they run out whilst moving. This ensures the character will reach their intended destination in one turn (unless they fail for another reason).
5
boolean
optional, default value=true
Allow the army to move after the order is successfully completed. Setting this to
false
disables character movement withcampaign_manager:disable_movement_for_character
should the character successfully reach their destination.6
function
optional, default value=nil
Callback to call if the character successfully reaches the intended destination this turn.
7
function
optional, default value=nil
Callback to call if the character fails to reach the intended destination this turn.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 7789
-
campaign_manager:cancel_all_move_character()
-
Cancels any running monitors started by
campaign_manager:move_character
. This won't actually stop any characters currently moving.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 7948
-
campaign_manager:is_character_moving(number
cqi, function
moving callback, function
not moving callback)
-
Calls one callback if a specified character is currently moving, and another if it's not. It does this by recording the character's position, waiting half a second and then comparing the current position with that just recorded.
Parameters:
1
number
Command-queue-index of the subject character.
2
function
Function to call if the character is determined to be moving.
3
function
Function to call if the character is determined to be stationary.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 7959
-
campaign_manager:stop_is_character_moving(number
cqi)
-
Stops any running monitor started with
campaign_manager:is_character_moving
, by character. Note that once the monitor completes (half a second after it was started) it will automatically shut itself down.Parameters:
1
number
Command-queue-index of the subject character.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8013
-
campaign_manager:notify_on_character_halt(number
cqi, function
callback, [boolean
must move first])
-
Calls the supplied callback as soon as a character is determined to be stationary. This uses
campaign_manager:is_character_moving
to determine if the character moving so the callback will not be called the instant the character halts.Parameters:
1
number
Command-queue-index of the subject character.
2
function
Callback to call.
3
boolean
optional, default value=false
If true, the character must be seen to be moving before this monitor will begin. In this case, it will only call the callback once the character has stopped again.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8023
-
campaign_manager:stop_notify_on_character_halt(number
cqi)
-
Stops any monitor started by
campaign_manager:notify_on_character_halt
, by character cqi.Parameters:
1
number
Command-queue-index of the subject character.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8071
-
campaign_manager:notify_on_character_movement(number
cqi, function
callback, [boolean
land only])
-
Calls the supplied callback as soon as a character is determined to be moving.
Parameters:
1
number
Command-queue-index of the subject character.
2
function
Callback to call.
3
boolean
optional, default value=false
Only movement over land should be considered.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8079
-
campaign_manager:stop_notify_on_character_movement(number
cqi)
-
Stops any monitor started by
campaign_manager:notify_on_character_movement
, by character cqi.Parameters:
1
number
Command-queue-index of the subject character.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8141
-
campaign_manager:attack(
attackerstring
,
defenderstring
,
command queueboolean
)
-
Instruct a character at the head of a military force to attack another. This function is a wrapper for the
cm:attack
function on the underlying episodic scripting interface. The wrapper also enables movement for the character and prints debug output.Parameters:
1
Attacker character string, uses standard character lookup string system.
2
Defender character string, uses standard character lookup string system.
3
Order goes via command queue.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8149
-
campaign_manager:teleport_to(string
character string, number
x, number
y, [boolean
command queue])
-
Teleports a character to a logical position on the campaign map. This function is a wrapper for the
cm:teleport_to
function on the underlying episodic scripting interface. This wrapper adds debug output and argument validation.
This function can also reposition the camera, so it's best used on game creation to move characters around at the start of the campaign, rather than on the first tick or later.Parameters:
1
string
Character string of character to teleport. This uses the standard character string lookup system.
2
number
Logical x co-ordinate to teleport to.
3
number
Logical y co-ordinate to teleport to.
4
boolean
optional, default value=false
Order goes via command queue.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8161
-
campaign_manager:enable_movement_for_character(string
char lookup string)
-
Enables movement for the supplied character. Characters are specified by lookup string. This wraps the
cm:enable_movement_for_character
function on the underlying episodic scripting interface, but adds validation and output.Parameters:
1
string
char lookup string
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8192
-
campaign_manager:disable_movement_for_character(string
char lookup string)
-
Disables movement for the supplied character. Characters are specified by lookup string. This wraps the
cm:disable_movement_for_character
function on the underlying episodic scripting interface, but adds validation and output.Parameters:
1
string
char lookup string
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8207
-
campaign_manager:enable_movement_for_faction(string
faction key)
-
Enables movement for the supplied faction. This wraps the
cm:enable_movement_for_faction
function on the underlying episodic scripting interface, but adds validation and output.Parameters:
1
string
faction key
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8222
-
campaign_manager:disable_movement_for_faction(string
faction key)
-
Disables movement for the supplied faction. This wraps the
cm:disable_movement_for_faction
function on the underlying episodic scripting interface, but adds validation and output.Parameters:
1
string
faction key
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8237
-
campaign_manager:force_add_trait(
character string
string,
trait key
string,
show message
[boolean],
points
[number],
if this command goes to the queue
[command_queue,]
) -
Forceably adds an trait to a character. This wraps the
cm:force_add_trait
function on the underlying episodic scripting interface, but adds validation and output. This output will be shown in theLua - Traits
debug console spool.Parameters:
1
string
Character string of the target character, using the standard character string lookup system.
2
string
Trait key to add.
3
boolean
optional, default value=false
Show message.
4
number
optional, default value=1
Trait points to add. The underlying
force_add_trait
function is called for each point added.5
command_queue,
optional, default value=true
if this command goes to the queue
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8252
-
campaign_manager:force_add_skill(string
character string, string
skill key)
-
Forceably adds a skill to a character. This wraps the
cm:force_add_skill
function on the underlying episodic scripting interface, but adds validation and output. This output will be shown in theLua - Traits
debug console spool.Parameters:
1
string
Character string of the target character, using the standard character string lookup system.
2
string
Skill key to add.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8287
-
campaign_manager:add_agent_experience(string
character string, number
experience, [boolean
by_level])
-
Forceably adds experience to a character. This wraps the
cm:add_agent_experience
function on the underlying episodic scripting interface, but adds validation and output.Parameters:
1
string
Character string of the target character, using the standard character string lookup system.
2
number
Experience to add.
3
boolean
optional, default value=false
If set to true, the level/rank can be supplied instead of an exact amount of experience which is looked up from a table in the campaign manager
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8307
-
campaign_manager:log_to_dis(number
x, number
y)
-
Converts a set of logical co-ordinates into display co-ordinates.
Parameters:
1
number
Logical x co-ordinate.
2
number
Logical y co-ordinate.
Returns:
number
Display x co-ordinate.number
Display y co-ordinate.
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8348
-
campaign_manager:distance_squared(number
first x, number
first y, number
second x, number
second y)
-
Returns the distance squared between two positions. The positions can be logical or display, as long as they are both in the same co-ordinate space. The squared distance is returned as it's faster to compare squared distances rather than taking the square-root.
Parameters:
1
number
x co-ordinate of the first position.
2
number
y co-ordinate of the first position.
3
number
x co-ordinate of the second position.
4
number
y co-ordinate of the second position.
Returns:
number
distance between positions squared.
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8372
The game allows the script to place or lift restrictions on factions recruiting certain units, constructing certain buildings and researching certain technologies. Note that lifting a restriction with one of the following commands does not grant the faction access to that unit/building/technology, as standard requirements will still apply (e.g. building requirements to recruit a unit).
-
campaign_manager:restrict_units_for_faction(string
faction name, table
unit list, [boolean
should restrict])
-
Applies a restriction to or removes a restriction from a faction recruiting one or more unit types.
Parameters:
1
string
Faction name.
2
table
Numerically-indexed table of string unit keys.
3
boolean
optional, default value=true
Set this to
true
to apply the restriction,false
to remove it.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8398
-
campaign_manager:restrict_buildings_for_faction(
faction name
string,
building list
table,
should restrict
[boolean]
) -
Restricts or unrestricts a faction from constructing one or more building types.
Parameters:
1
string
Faction name.
2
table
Numerically-indexed table of string building keys.
3
boolean
optional, default value=true
Set this to
true
to apply the restriction,false
to remove it.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8436
-
campaign_manager:restrict_technologies_for_faction(
faction name
string,
building list
table,
should restrict
[boolean]
) -
Restricts or unrestricts a faction from researching one or more technologies.
Parameters:
1
string
Faction name.
2
table
Numerically-indexed table of string technology keys.
3
boolean
optional, default value=true
Set this to
true
to apply the restriction,false
to remove it.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8476
These this section contains functions that add and remove effect bundles from factions, military forces and regions. In each case they wrap a function of the same name on the underlying episodic_scripting
interface, providing input validation and debug output.
-
campaign_manager:apply_effect_bundle(string
effect bundle key, string
faction key, number
turns)
-
Applies an effect bundle to a faction for a number of turns (can be infinite).
Parameters:
1
string
Effect bundle key from the effect bundles table.
2
string
Faction key of the faction to apply the effect to.
3
number
Number of turns to apply the effect bundle for. Supply 0 here to apply the effect bundle indefinitely (it can be removed later with
campaign_manager:remove_effect_bundle
if required).Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8531
-
campaign_manager:remove_effect_bundle(string
effect bundle key, string
faction key)
-
Removes an effect bundle from a faction.
Parameters:
1
string
Effect bundle key from the effect bundles table.
2
string
Faction key of the faction to remove the effect from.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8563
-
campaign_manager:apply_effect_bundle_to_force(string
effect bundle key, string
number cqi, number
turns)
-
Applies an effect bundle to a military force by cqi for a number of turns (can be infinite).
Parameters:
1
string
Effect bundle key from the effect bundles table.
2
string
Command queue index of the military force to apply the effect bundle to.
3
number
Number of turns to apply the effect bundle for. Supply 0 here to apply the effect bundle indefinitely (it can be removed later with
campaign_manager:remove_effect_bundle_from_force
if required).Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8584
-
campaign_manager:remove_effect_bundle_from_force(string
effect bundle key, string
number cqi)
-
Removes an effect bundle from a military force by cqi.
Parameters:
1
string
Effect bundle key from the effect bundles table.
2
string
Command queue index of the military force to remove the effect from.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8616
-
campaign_manager:apply_effect_bundle_to_characters_force(
effect bundle key
string,
number cqi
string,
turns
number
) -
This function applies an effect bundle to a military force for a number of turns (can be infinite). It differs from
campaign_manager:apply_effect_bundle_to_force
by referring to the force by its commanding character's cqi.Parameters:
1
string
Effect bundle key from the effect bundles table.
2
string
Command queue index of the military force's commanding character to apply the effect bundle to.
3
number
Number of turns to apply the effect bundle for. Supply 0 here to apply the effect bundle indefinitely (it can be removed later with
campaign_manager:remove_effect_bundle_from_characters_force
if required).Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8637
-
campaign_manager:remove_effect_bundle_from_characters_force(string
effect bundle key, string
number cqi)
-
Removes an effect bundle from a military force by its commanding character's cqi.
Parameters:
1
string
Effect bundle key from the effect bundles table.
2
string
Command queue index of the character commander of the military force to remove the effect from.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8671
-
campaign_manager:apply_effect_bundle_to_region(string
effect bundle key, string
region key, number
turns)
-
Applies an effect bundle to a region for a number of turns (can be infinite).
Parameters:
1
string
Effect bundle key from the effect bundles table.
2
string
Key of the region to add the effect bundle to.
3
number
Number of turns to apply the effect bundle for. Supply 0 here to apply the effect bundle indefinitely (it can be removed later with
campaign_manager:remove_effect_bundle_from_region
if required).Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8692
-
campaign_manager:remove_effect_bundle_from_region(string
effect bundle key, string
number cqi)
-
Removes an effect bundle from a region.
Parameters:
1
string
Effect bundle key from the effect bundles table.
2
string
Command queue index of the character commander of the military force to remove the effect from.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8724
-
campaign_manager:lift_all_shroud()
-
Lifts the shroud on all regions. This may be useful for cutscenes in general and benchmarks in-particular.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8757
The campaign_manager:force_diplomacy
function can be used to restrict or unrestrict diplomacy between factions. The following types of diplomacy are available to restrict - not all of them may be supported by each project:
- "trade agreement"
- "hard military access"
- "cancel hard military access"
- "military alliance"
- "regions"
- "technology"
- "state gift"
- "payments"
- "vassal"
- "peace"
- "war"
- "join war"
- "break trade"
- "break alliance"
- "hostages"
- "marriage"
- "non aggression pact"
- "soft military access"
- "cancel soft military access"
- "defensive alliance"
- "client state"
- "form confederation"
- "break non aggression pact"
- "break soft military access"
- "break defensive alliance"
- "break vassal"
- "break client state"
- "state gift unilateral"
- "all"
-
campaign_manager:force_diplomacy(
source
string,
target
string,
type
string,
can offer
boolean,
can accept
boolean,
directions
[both],
not enable payments
[do]
) -
Restricts or unrestricts certain types of diplomacy between factions or groups of factions. Groups of factions may be specified with the strings
"all"
,"faction:faction_key"
,"subculture:subculture_key"
or"culture:culture_key"
. A source and target faction/group of factions must be specified.
Note that this wraps the functioncm:force_diplomacy_new
on the underlying episodic scripting interface.Parameters:
1
string
Source faction/factions identifier.
2
string
Target faction/factions identifier.
3
string
Type of diplomacy to restrict. See the documentation for the
Diplomacy
section for available diplomacy types.4
boolean
Can offer - set to
false
to prevent the source faction(s) from being able to offer this diplomacy type to the target faction(s).5
boolean
Can accept - set to
false
to prevent the target faction(s) from being able to accept this diplomacy type from the source faction(s).6
both
optional, default value=false
Causes this function to apply the same restriction from target to source as from source to target.
7
do
optional, default value=false
The AI code assumes that the "payments" diplomatic option is always available, and by default this function keeps payments available, even if told to restrict it. Set this flag to
true
to forceably restrict payments, but this may cause crashes.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8819
-
campaign_manager:enable_all_diplomacy(boolean
enable diplomacy)
-
Enables or disables all diplomatic options between all factions.
Parameters:
1
boolean
enable diplomacy
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8917
-
campaign_manager:force_declare_war(
faction key
string,
faction key
string,
invite faction a allies
boolean,
invite faction b allies
boolean,
command queue or not
boolean
) -
Forces war between two factions. This wraps the
cm:force_declare_war
function of the same name on the underlying episodic scripting interface, but adds validation and output. This output will be shown in theLua - Design
console spool.Parameters:
1
string
Faction A key
2
string
Faction B key
3
boolean
Invite faction A's allies to the war
4
boolean
Invite faction B's allies to the war
5
boolean
command queue or not
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 8931
Upon creation, the campaign manager automatically creates objectives manager and infotext manager objects which it stores internally. These functions provide a passthrough interface to the most commonly-used functions on these objects. See the documentation on the objectives_manager
and infotext_manager
pages for more details.
-
campaign_manager:set_objective(string
objective key, [number
param a], [number
param b])
-
Pass-through function for
objectives_manager:set_objective
on the objectives manager. Sets up a scripted objective for the player, which appears in the scripted objectives panel. This objective can then be updated, removed, or marked as completed or failed by the script at a later time.
A key to the scripted_objectives table must be supplied with set_objective, and optionally one or two numeric parameters to show some running count related to the objective. To update these parameter values later,set_objective
may be re-called with the same objective key and updated values.Parameters:
1
string
Objective key, from the scripted_objectives table.
2
number
optional, default value=nil] number param a, First numeric objective parameter. If set, the objective will be presented to the player in the form [objective text]: [param a
First numeric objective parameter. If set, the objective will be presented to the player in the form [objective text]: [param a]. Useful for showing a running count of something related to the objective.
3
number
optional, default value=nil] number param b, Second numeric objective parameter. A value for the first must be set if this is used. If set, the objective will be presented to the player in the form [objective text]: [param a] / [param b
Second numeric objective parameter. A value for the first must be set if this is used. If set, the objective will be presented to the player in the form [objective text]: [param a] / [param b]. Useful for showing a running count of something related to the objective.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9154
-
campaign_manager:complete_objective(string
objective key)
-
Pass-through function for
objectives_manager:complete_objective
on the objectives manager. Marks a scripted objective as completed for the player to see. Note that it will remain on the scripted objectives panel until removed withcampaign_manager:remove_objective
.
Note also that is possible to mark an objective as complete before it has been registered withcampaign_manager:set_objective
- in this case, it is marked as complete as soon ascampaign_manager:set_objective
is called.Parameters:
1
string
Objective key, from the scripted_objectives table.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9165
-
campaign_manager:fail_objective(string
objective key)
-
Pass-through function for
objectives_manager:fail_objective
on the objectives manager. Marks a scripted objective as failed for the player to see. Note that it will remain on the scripted objectives panel until removed withcampaign_manager:remove_objective
.Parameters:
1
string
Objective key, from the scripted_objectives table.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9174
-
campaign_manager:remove_objective(string
objective key)
-
Pass-through function for
objectives_manager:remove_objective
on the objectives manager. Removes a scripted objective from the scripted objectives panel.Parameters:
1
string
Objective key, from the scripted_objectives table.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9182
-
campaign_manager:activate_objective_chain(
chain name
string,
objective key
string,
number param a
[number],
number param b
[number]
) -
Pass-through function for
objectives_manager:activate_objective_chain
. Starts a new objective chain - see the documentation on theobjectives_manager
page for more details.Parameters:
1
string
Objective chain name.
2
string
Key of initial objective, from the scripted_objectives table.
3
number
optional, default value=nil
First numeric parameter - see the documentation for
campaign_manager:set_objective
for more details4
number
optional, default value=nil
Second numeric parameter - see the documentation for
campaign_manager:set_objective
for more detailsReturns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9190
-
campaign_manager:update_objective_chain(
chain name
string,
objective key
string,
number param a
[number],
number param b
[number]
) -
Pass-through function for
objectives_manager:update_objective_chain
. Updates an existing objective chain - see the documentation on theobjectives_manager
page for more details.Parameters:
1
string
Objective chain name.
2
string
Key of initial objective, from the scripted_objectives table.
3
number
optional, default value=nil
First numeric parameter - see the documentation for
campaign_manager:set_objective
for more details4
number
optional, default value=nil
Second numeric parameter - see the documentation for
campaign_manager:set_objective
for more detailsReturns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9201
-
campaign_manager:end_objective_chain(string
chain name)
-
Pass-through function for
objectives_manager:end_objective_chain
. Ends an existing objective chain - see the documentation on theobjectives_manager
page for more details.Parameters:
1
string
Objective chain name.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9212
-
campaign_manager:reset_objective_chain(string
chain name)
-
Pass-through function for
objectives_manager:reset_objective_chain
. Resets an objective chain so that it may be called again - see the documentation on theobjectives_manager
page for more details.Parameters:
1
string
Objective chain name.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9220
-
campaign_manager:add_infotext(object
first param, ...
additional infotext strings)
-
Pass-through function for
infotext_manager:add_infotext
. Adds one or more lines of infotext to the infotext panel - see the documentation on theinfotext_manager
page for more details.Parameters:
1
object
Can be a string key from the advice_info_texts table, or a number specifying an initial delay in ms after the panel animates onscreen and the first infotext item is shown.
2
...
Additional infotext strings to be shown.
add_infotext
fades each of them on to the infotext panel in a visually-pleasing sequence.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9228
-
campaign_manager:remove_infotext(string
infotext key)
-
Pass-through function for
infotext_manager:remove_infotext
. Removes a line of infotext from the infotext panel.Parameters:
1
string
infotext key
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9237
-
campaign_manager:clear_infotext()
-
Pass-through function for
infotext_manager:clear_infotext
. Clears the infotext panel.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9245
-
campaign_manager:trigger_custom_mission(
faction key
string,
mission key
string,
use command queue
[boolean
],
do not cancel
[boolean],
whitelist
[boolean]
) -
Triggers a specific custom mission from its database record key. This mission must be defined in the missions.txt file that accompanies each campaign. This function wraps the
cm:trigger_custom_mission
function on the game interface, adding debug output and event type whitelisting.Parameters:
1
string
Faction key.
2
string
Mission key, from missions.txt file.
3
optional, default value=false
Trigger the mission via the command queue or not.
4
boolean
optional, default value=false
By default this function cancels this custom mission before issuing it, to avoid multiple copies of the mission existing at once. Supply
true
here to prevent this behaviour.5
boolean
optional, default value=false
Supply
true
here to also whitelist the mission event type, so that it displays even if event feed restrictions are in place (seecampaign_manager:suppress_all_event_feed_messages
andcampaign_manager:whitelist_event_feed_event_type
).Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9265
-
campaign_manager:trigger_custom_mission_from_string(
faction key
string,
mission
string,
use command queue
[boolean
],
whitelist
[boolean]
) -
Triggers a custom mission from a string passed into the function. The mission string must be supplied in a custom format - see the missions.txt that commonly accompanies a campaign for examples. Alternatively, use a
mission_manager
which is able to construct such strings internally.
This wraps thecm:trigger_custom_mission_from_string
function on the underlying episodic scripting interface, adding output and the optional whitelisting functionality.Parameters:
1
string
faction key
2
string
Mission definition string.
3
optional, default value=false
Trigger the mission via the command queue or not.
4
boolean
optional, default value=false
Supply
true
here to also whitelist the mission event type, so that it displays even if event feed restrictions are in place (seecampaign_manager:suppress_all_event_feed_messages
andcampaign_manager:whitelist_event_feed_event_type
).Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9296
-
campaign_manager:trigger_mission(
faction key
string,
mission key
string,
fire immediately
[boolean
],
use command queue
[boolean
],
whitelist
[boolean]
) -
Instructs the campaign director to attempt to trigger a mission of a particular type, based on a mission record from the database. The mission will be triggered if its conditions, defined in the
cdir_events_mission_option_junctions
, pass successfully. The function returns whether the mission was successfully triggered or not. Note that if the command is sent via the command queue thentrue
will always be returned, regardless of whether the mission successfully triggers.
This function wraps thecm:trigger_mission
function on the game interface, adding debug output and event type whitelisting.Parameters:
1
string
Faction key.
2
string
Mission key, from the missions table.
3
optional, default value=false
Fire immediately - if this is set, then any turn delay for the mission set in the
cdir_event_mission_option_junctions
table will be disregarded.4
optional, default value=false
Trigger the mission via the command queue or not.
5
boolean
optional, default value=false
Supply
true
here to also whitelist the mission event type, so that it displays even if event feed restrictions are in place (seecampaign_manager:suppress_all_event_feed_messages
andcampaign_manager:whitelist_event_feed_event_type
).Returns:
mission triggered successfullyboolean
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9318
-
campaign_manager:trigger_dilemma(
faction keystring
,
dilemma keystring
, [
trigger callbackfunction
])
-
Triggers dilemma with a specified key, based on a record from the database, preferentially wrapped in an intervention. The delivery of the dilemma will be wrapped in an intervention in singleplayer mode, whereas in multiplayer mode the dilemma is triggered directly. It is preferred to use this function to trigger a dilemma, unless the calling script is running from within an intervention in which case
campaign_manager:trigger_dilemma_raw
should be used.Parameters:
1
Faction key, from the
factions
table.2
Dilemma key, from the
dilemmas
table.3
optional, default value=nil
Callback to call when the intervention actually gets triggered.
Returns:
Dilemma triggered successfully.boolean
true
is always returned if an intervention is generated.
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9344
-
campaign_manager:trigger_dilemma_raw(
faction key
string
,
dilemma key
string
,
fire immediately
[boolean
],
whitelist
[boolean
]
) -
Compels the campaign director to trigger a dilemma of a particular type, based on a record from the database. This function is a raw wrapper for the
cm:trigger_dilemma
function on the game interface, adding debug output and event type whitelisting, but not featuring the intervention-wrapping behaviour ofcampaign_manager:trigger_dilemma
. Use this function if triggering the dilemma from within an intervention, butcampaign_manager:trigger_dilemma
for all other instances.Parameters:
1
Faction key, from the
factions
table.2
Dilemma key, from the
dilemmas
table.3
optional, default value=false
Fire immediately. If set, the dilemma will fire immediately, otherwise the dilemma will obey any wait period set in the
cdir_events_dilemma_options
table.4
optional, default value=false
Supply
true
here to also whitelist the dilemma event type, so that it displays even if event feed restrictions are in place (seecampaign_manager:suppress_all_event_feed_messages
andcampaign_manager:whitelist_event_feed_event_type
).Returns:
Dilemma triggered successfully.boolean
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9428
-
campaign_manager:trigger_dilemma_with_targets(
faction cqi
number
,
dilemma key
string
,
target faction cqi
[number
],
secondary faction cqi
[number
],
character cqi
[number
],
military force cqi
[number
],
region cqi
[number
],
settlement cqi
[number
],
trigger callback
function
) -
Triggers a dilemma with a specified key and one or more target game objects, preferentially wrapped in an intervention. The delivery of the dilemma will be wrapped in an intervention in singleplayer mode, whereas in multiplayer mode the dilemma is triggered directly. It is preferred to use this function to trigger a dilemma with targets, unless the calling script is running from within an intervention in which case
campaign_manager:trigger_dilemma_with_targets_raw
should be used.
The game object or objects to associate the dilemma with are specified by command-queue index. The dilemma will need to pass any conditions set up in thecdir_events_dilemma_option_junctions
table in order to trigger.Parameters:
1
Command-queue index of the faction to which the dilemma is issued. This must be supplied.
2
Dilemma key, from the
dilemmas
table.3
optional, default value=0
Command-queue index of a target faction.
4
optional, default value=0
Command-queue index of a second target faction.
5
optional, default value=0
Command-queue index of a target character.
6
optional, default value=0
Command-queue index of a target military force.
7
optional, default value=0
Command-queue index of a target region.
8
optional, default value=0
Command-queue index of a target settlement.
9
Callback to call when the intervention actually gets triggered.
Returns:
Dilemma triggered successfully.boolean
true
is always returned if an intervention is generated.
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9459
-
campaign_manager:trigger_dilemma_with_targets_raw(
faction cqi
number
,
dilemma key
string
,
target faction cqi
[number
],
secondary faction cqi
[number
],
character cqi
[number
],
military force cqi
[number
],
region cqi
[number
],
settlement cqi
[number
],
trigger callback
function
) -
Directly triggers a dilemma with a specified key and one or more target game objects. This function is a raw wrapper for the
cm:trigger_dilemma_with_targets
function on the game interface, adding debug output and event type whitelisting, but not featuring the intervention-wrapping behaviour ofcampaign_manager:trigger_dilemma_with_targets
. Use this function if triggering the dilemma from within an intervention, butcampaign_manager:trigger_dilemma_with_targets
(orcampaign_manager:trigger_dilemma
) in all other instances.
The game object or objects to associate the dilemma with are specified by command-queue index. The dilemma will need to pass any conditions set up in thecdir_events_dilemma_option_junctions
table in order to trigger.Parameters:
1
Command-queue index of the faction to which the dilemma is issued. This must be supplied.
2
Dilemma key, from the
dilemmas
table.3
optional, default value=0
Command-queue index of a target faction.
4
optional, default value=0
Command-queue index of a second target faction.
5
optional, default value=0
Command-queue index of a target character.
6
optional, default value=0
Command-queue index of a target military force.
7
optional, default value=0
Command-queue index of a target region.
8
optional, default value=0
Command-queue index of a target settlement.
9
Callback to call when the intervention actually gets triggered.
Returns:
Dilemma triggered successfully.boolean
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9536
-
campaign_manager:trigger_incident(
faction key
string
,
incident key
string
,
fire immediately
[boolean
],
whitelist
[boolean
]
) -
Instructs the campaign director to attempt to trigger a specified incident, based on record from the database. The incident will be triggered if its conditions, defined in the
cdir_events_incident_option_junctions
, pass successfully. The function returns whether the incident was successfully triggered or not.
This function wraps thecm:trigger_incident
function on the game interface, adding debug output and event type whitelisting.Parameters:
1
Faction key.
2
Incident key, from the incidents table.
3
optional, default value=false
Fire immediately - if this is set, then any turn delay for the incident set in the
cdir_event_incident_option_junctions
table will be disregarded.4
optional, default value=false
Supply
true
here to also whitelist the dilemma event type, so that it displays even if event feed restrictions are in place (seecampaign_manager:suppress_all_event_feed_messages
andcampaign_manager:whitelist_event_feed_event_type
).Returns:
incident was triggeredboolean
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9697
-
campaign_manager:suppress_all_event_feed_messages([boolean
activate suppression])
-
Suppresses or unsuppresses all event feed message from being displayed. With this suppression in place, event panels won't be shown on the UI at all but will be queued and then shown when the suppression is removed. The suppression must not be kept on during the end-turn sequence.
When suppressing, we whitelist dilemmas as they lock the model, and also mission succeeded event types as the game tends to flow better this way.Parameters:
1
boolean
optional, default value=true
activate suppression
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9820
-
campaign_manager:whitelist_event_feed_event_type(string
event type)
-
While suppression has been activated with
campaign_manager:suppress_all_event_feed_messages
an event type may be whitelisted and allowed to be shown with this function. This allows scripts to hold all event messages from being displayed except those of a certain type. This is useful for advice scripts which may want to talk about those messages, for example.
If event feed suppression is not active then calling this function will have no effect.Parameters:
1
string
Event type to whitelist. This is compound key from the
event_feed_targeted_events
table, which is the event field and the target field of a record from this table, concatenated together.Returns:
nil
Example - Whitelisting the "enemy general dies" event type:
cm:whitelist_event_feed_event_type("character_dies_battleevent_feed_target_opponent")
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9853
-
campaign_manager:disable_event_feed_events(
should disable
boolean,
event categories
[string],
event subcategories
[string],
event
[string]
) -
Disables event feed events by category, subcategory or individual event type. Unlike
campaign_manager:suppress_all_event_feed_messages
the events this call blocks are discarded. Use this function to prevent certain events from appearing.
The function wraps thecm:disable_event_feed_events
function on the underlying episodic scripting interface.Parameters:
1
boolean
Should disable event type(s).
2
string
optional, default value=""
Event categories to disable. Supply "" or false/nil to not disable/enable events by categories in this function call. Supply "all" to disable all event types.
3
string
optional, default value=""
Event subcategories to disable. Supply "" or false/nil to not disable/enable events by subcategories in this function call.
4
string
optional, default value=""
Event to disable. Supply "" or false/nil to not disable/enable an individual event in this function call.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9866
-
campaign_manager:show_message_event(
faction key
string,
title loc key
string,
primary loc key
string,
secondary loc key
string,
persistent
boolean,
index
number,
end callback
[function],
callback delay
[number],
dont whitelist
[boolean]
) -
Constructs and displays an event. This wraps a the
cm:show_message_event
function of the same name on the underlyingepisodic_scripting
, although it provides input validation, output, whitelisting and a progression callback.Parameters:
1
string
Faction key to who the event is targeted.
2
string
Localisation key for the event title. This should be supplied in the full [table]_[field]_[key] localisation format, or can be a blank string.
3
string
Localisation key for the primary detail of the event. This should be supplied in the full [table]_[field]_[key] localisation format, or can be a blank string.
4
string
Localisation key for the secondary detail of the event. This should be supplied in the full [table]_[field]_[key] localisation format, or can be a blank string.
5
boolean
Sets this event to be persistent instead of transient.
6
number
Index indicating the type of event.
7
function
optional, default value=false
Specifies a callback to call when this event is dismissed. Note that if another event message shows first for some reason, this callback will be called early.
8
number
optional, default value=0
Delay in seconds before calling the end callback, if supplied.
9
boolean
optional, default value=false
By default this function will whitelist the scripted event message type with
campaign_manager:whitelist_event_feed_event_type
. Set this flag totrue
to prevent this.Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9889
-
campaign_manager:show_message_event_located(
faction key
string,
title loc key
string,
primary loc key
string,
secondary loc key
string,
x
number,
y
number,
persistent
boolean,
index
number,
end callback
[function],
callback delay
[number]
) -
Constructs and displays a located event. This wraps the
cm:show_message_event_located
function of the same name on the underlying episodic scripting interface, although it also provides input validation, output, whitelisting and a progression callback.Parameters:
1
string
Faction key to who the event is targeted.
2
string
Localisation key for the event title. This should be supplied in the full [table]_[field]_[key] localisation format, or can be a blank string.
3
string
Localisation key for the primary detail of the event. This should be supplied in the full [table]_[field]_[key] localisation format, or can be a blank string.
4
string
Localisation key for the secondary detail of the event. This should be supplied in the full [table]_[field]_[key] localisation format, or can be a blank string.
5
number
Logical x co-ordinate of event target.
6
number
Logical y co-ordinate of event target.
7
boolean
Sets this event to be persistent instead of transient.
8
number
Index indicating the type of event.
9
function
optional, default value=false
Specifies a callback to call when this event is dismissed. Note that if another event message shows first for some reason, this callback will be called early.
10
number
optional, default value=0
Delay in seconds before calling the end callback, if supplied.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 9974
intervention
offer a script method for locking the campaign UI and progression until the sequence of scripted events has finished. The main intervention interface should primarily be used when creating interventions, but this section lists functions that can be used to quickly create transient throwaway interventions, whose state is not saved into the savegame. See Transient Interventions
for more information.
-
campaign_manager:trigger_transient_intervention(
name
string
,
callback
function
,
debug
[boolean
],
configuration callback
[function
]
) -
Creates, starts, and immediately triggers a transient intervention with the supplied paramters. This should trigger immediately unless another intervention is running, in which case it should trigger afterwards.
The trigger callback that is supplied to this function will be passed the intervention object when it is called. This callback must callintervention:complete
on this object, or cause it to be called, as the UI will be softlocked until the intervention is completed. Seeintervention
documentation for more information.Parameters:
1
Name for intervention. This should be unique amongst interventions.
2
Trigger callback to call.
3
optional, default value=true
Sets the intervention into debug mode, in which it will produce more output. Supply
false
to suppress this behaviour.4
optional, default value=nil
If supplied, this function will be called with the created intervention supplied as a single argument before the intervention is started. This allows calling script to configure the intervention before being started.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 10073
The turn countdown event system allows client scripts to register a string event with the campaign manager. The campaign manager will then trigger the event at the start of turn, a set number of turns later. This works even if the game is saved and reloaded. It is intended to be a secure mechanism for causing a scripted event to occur a number of turns in the future.
-
campaign_manager:add_turn_countdown_event(
faction key
string,
turns
integer,
event
string,
context string
[string]
) -
Registers a turn countdown event.
Parameters:
1
string
Key of the faction on whose turn start the event will be triggered.
2
integer
Number of turns from now to trigger the event.
3
string
Event to trigger. By convention, script event names begin with
"ScriptEvent"
4
string
optional, default value=""
Optional context string to trigger with the event.
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 10133
In single-player mode the campaign manager automatically monitors battles involving the player starting and finishing, and fires events at certain key times during a battle sequence that client scripts can listen for.
The campaign manager fires the following pre-battle events:
Event | Trigger Condition |
ScriptEventPreBattlePanelOpened | The pre-battle panel has opened. |
ScriptEventPreBattlePanelOpenedAmbushPlayerDefender | The pre-battle panel has opened and the player is the defender in an ambush. |
ScriptEventPreBattlePanelOpenedAmbushPlayerAttacker | The pre-battle panel has opened and the player is the attacker in an ambush. |
ScriptEventPreBattlePanelOpenedMinorSettlement | The pre-battle panel has opened and the battle is at a minor settlement. |
ScriptEventPreBattlePanelOpenedProvinceCapital | The pre-battle panel has opened and the battle is at a province capital. |
ScriptEventPreBattlePanelOpenedField | The pre-battle panel has opened and the battle is a field battle. |
ScriptEventPlayerBattleStarted | Triggered when player initiates a battle from the pre-battle screen, either by clicking the attack or autoresolve buttons. |
It also fires the following events post-battle:
Event | Trigger Condition | |
---|---|---|
ScriptEventPlayerWinsBattle | The post-battle panel has opened and the player has won. | |
ScriptEventPlayerWinsFieldBattle | The post-battle panel has opened and the player won a field battle (including a battle where a settlement defender sallied against them). | |
ScriptEventPlayerWinsSettlementDefenceBattle | The post-battle panel has opened and the player won a settlement defence battle as the defender (including a battle where the player sallied). | |
ScriptEventPlayerLosesSettlementDefenceBattle | The post-battle panel has opened and the player lost a settlement defence battle as the defender. | |
ScriptEventPlayerWinsSettlementAttackBattle | The post-battle panel has opened and the player won a settlement defence battle as the attacker. | |
ScriptEventPlayerLosesFieldBattle | The post-battle panel has opened and the player has lost a field battle. | |
ScriptEventPlayerFoughtBattleSequenceCompleted | This event is triggered after a battle sequence in which the player fought a battle has been completed, and the camera has returned to its normal completion. | |
ScriptEventPlayerBattleSequenceCompleted | This event is triggered after a battle sequence has been completed and the camera has returned to its normal completion, whether an actual battle was fought or not. This would get triggered and not ScriptEventPlayerFoughtBattleSequenceCompleted if the player were maintaining siege or retreating, for example. |
Variable Name | Data Type | Description |
battle_type | string | The string battle type. |
primary_attacker_faction_name | string | The faction key of the primary attacking army. |
primary_attacker_subculture | string | The subculture key of the primary attacking army. |
primary_defender_faction_name | string | The faction key of the primary defending army. |
primary_defender_subculture | string | The subculture key of the primary defending army. |
primary_attacker_is_player | boolean | Whether the local player is the primary attacker. |
primary_defender_is_player | boolean | Whether the local player is the primary defender. |
These values can be accessed in battle scripts using core:svr_load_string
and core:svr_load_bool
.
When started, a region change monitor stores a record of what regions a faction holds when their turn ends and compares it to the regions the same faction holds when their next turn starts. If the two don't match, then the faction has gained or lost a region and this system fires some custom script events accordingly to notify other script.
If the monitored faction has lost a region, the event ScriptEventFactionLostRegion
will be triggered at the start of that faction's turn, with the region lost attached to the context. Should the faction have gained a region during the end-turn sequence, the event ScriptEventFactionGainedRegion
will be triggered, with the region gained attached to the context.
Region change monitors are disabled by default, and have to be opted-into by client scripts with campaign_manager:start_faction_region_change_monitor
each time the scripts load.
-
campaign_manager:start_faction_region_change_monitor(string
faction key)
-
Starts a region change monitor for a faction.
Parameters:
1
string
faction key
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 10777
-
campaign_manager:stop_faction_region_change_monitor(string
faction key)
-
Stops a running region change monitor for a faction.
Parameters:
1
string
faction key
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 10821
-
campaign_manager:find_lowest_public_order_region_on_turn_start(string
faction key)
-
Starts a monitor for a faction which, on turn start for that faction, triggers a event with the faction and the region they control with the lowest public order attached. This is useful for advice scripts that may wish to know where the biggest public order problems for a faction are. This function will need to be called by client scripts each time the script starts.
The event triggered isScriptEventFactionTurnStartLowestPublicOrder
, and the faction and region may be returned by callingfaction()
andregion()
on the context object supplied with it.Parameters:
1
string
faction key
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 11050
-
campaign_manager:generate_region_rebels_event_for_faction(string
faction key)
-
RegionRebels
events are sent as a faction ends their turn but before theFactionTurnEnd
event is received. If called, this function listens forRegionRebels
events for the specified faction, then waits for theFactionTurnEnd
event to be received and sends a separate event. This flow of events works better for advice scripts.
The event triggered isScriptEventRegionRebels
, and the faction and region may be returned by callingfaction()
andregion()
on the context object supplied with it.Parameters:
1
string
faction key
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 11096
-
campaign_manager:start_hero_action_listener(string
faction key)
-
This fuction starts a listener for hero actions committed against a specified faction and sends out further events based on the outcome of those actions. It is of most use for listening for hero actions committed against a player faction.
This function called each time the script starts for the monitors to continue running. Once started, the function triggers the following events:
Event Name Context Functions Description ScriptEventAgentActionSuccessAgainstCharacter
charactertarget_character
A foreign agent ( character
) committed a successful action against a character (target_character
) of the subject faction.ScriptEventAgentActionFailureAgainstCharacter
charactertarget_character
A foreign agent ( character
) failed when attempting an action against a character (target_character
) of the subject faction.ScriptEventAgentActionSuccessAgainstCharacter
charactergarrison_residence
A foreign agent ( character
) committed a successful action against a garrison residence (garrison_residence
) of the subject faction.ScriptEventAgentActionFailureAgainstCharacter
charactergarrison_residence
A foreign agent ( character
) failed when attempting an action against a garrison residence (garrison_residence
) of the subject faction.Parameters:
1
string
faction key
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 11130
-
campaign_manager:trigger_campaign_vo(
vo event name
string,
character
character,
delay in seconds (as float i.e. 0.0)
delay
) -
This fuction attempts to trigger campaign vo for the given character, the event name to play is passed as a string
which is then given to the sound engine, along with the character, to trigger and call the correct dialogue path.Parameters:
1
string
looked up in code against wwise IDs
2
character
character
3
delay
delay in seconds (as float i.e. 0.0)
Returns:
nil
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 11183
-
campaign_manager:show_benchmark_if_required(
non-benchmark callback
function,
cindy file
string,
benchmark duration
number,
cam x
number,
cam y
number,
cam d
number,
cam b
number,
cam h
number
) -
Shows a benchmark constructed from supplied parameters if the campaign loaded in benchmark mode, otherwise calls a supplied callback. The intention is for this to be called on or around the first tick of the script that's loaded when playing as the benchmark faction (the benchmark loads with the player as a certain faction). If benchmark mode is set, this function plays the supplied cindy scene for the supplied duration, then quits the campaign.
Parameters:
1
function
Function to call if this campaign has not been loaded in benchmarking mode.
2
string
Cindy file to show for the benchmark.
3
number
Benchmark duration in seconds.
4
number
Start x position of camera.
5
number
Start y position of camera.
6
number
Start distance of camera.
7
number
Start bearing of camera (in radians).
8
number
Start height of camera.
Returns:
nil
Example:
cm:add_first_tick_callback_sp_new(
function()
cm:start_intro_cutscene_on_loading_screen_dismissed(
function()
cm:show_benchmark_if_required(
function() cutscene_intro_play() end,
"script/benchmarks/scenes/campaign_benchmark.CindyScene",
92.83,
348.7,
330.9,
10,
0,
10
);
end
);
end
);
defined in ../working_data/script/_lib/lib_campaign_manager.lua, line 11200