unit_placed
event can trigger at any time, for any reason at all (or no apparent reason at all).Statistics: Posted by gnombat — Today, 6:33 am
Statistics: Posted by beetlenaut — Today, 5:36 am
Code:
[event] name=unit_placed first_time_only=no [lua] code = << wesnoth.message(debug.traceback()) >> [/lua] [message] speaker=narrator message="unit_placed $unit.id $unit.x $unit.y" [/message][/event]
Statistics: Posted by gnombat — Today, 4:35 am
I tried it, and I see what you mean. There is nothing in the code you showed us that could cause this problem though. I even tried these events in one of my scenarios to make sure there wasn't some sort of engine bug, and apparently there wasn't. They worked as expected, and no units got deleted. The problem is in another part of your code. If you zip up and post the whole add-on, I'm pretty sure someone will find it.AFTER the refresh event, all the zombies disappear from the map and are placed again
Statistics: Posted by Limabean — Today, 2:43 am
Statistics: Posted by beetlenaut — Yesterday, 5:07 pm
Statistics: Posted by gfgtdf — Yesterday, 3:29 pm
[achievement]
the tag resettable
that only allows that [achievement]
to be reset.[achievement]
s cannot be reset by default.[campaign]
tag rather than [achievement]
.type=sp
and not mp
or hybrid
.[achievement]
tag; auto_reset
which resets achievement(s) every time the campaign is replayed from the start (I assume this would happen regardless of difficulty).[campaign]
tag or [achievement]
.[achievement]
s for a whole campaign rather than specify individual ones?[achievement]
s can be reset or not; the same logic applies to them all.Statistics: Posted by Spannerbag — Yesterday, 11:14 am