Search found 2821 matches

by beetlenaut
Today, 6:54 pm
Forum: WML Workshop
Topic: Terrain - cave path, castle overlay, lit
Replies: 1
Views: 29

Re: Terrain - cave path, castle overlay, lit

Terrains only support one base and one overlay, so you can't put an lit overlay and a castle overlay on the same hex. To do this, you would have to make your own lit-castle terrain. You could combine the graphics for the two overlays in any decent image editor, but you would also need to define the ...
by beetlenaut
Today, 6:49 pm
Forum: WML Workshop
Topic: Merge unit animaions
Replies: 2
Views: 56

Re: Merge unit animaions

The [animation] tag doesn't support "apply_to." All tags ONLY support specific keys and subtags. You can specify an "id" though, which can be selected by an event. (If you are new to WML, animations are not the easiest thing to start with.)
by beetlenaut
Yesterday, 6:42 pm
Forum: Ideas
Topic: Two-flag system in one team
Replies: 4
Views: 104

Re: Two-flag system in one team

I think a talented programmer could handle it easily. I don't think this is true. Flags are set in the [side] tag. You can use [modify_side] to change the flag during the scenario, but presumably, that would do the same thing: change them for the whole side. Allowing two flags on the same side woul...
by beetlenaut
Yesterday, 6:39 am
Forum: WML Workshop
Topic: Next question: how to trigger a "sighted" event.
Replies: 5
Views: 153

Re: Next question: how to trigger a "sighted" event.

No, the posted code was correct. Don't swap it. In a "sighted" event, the primary unit (stored in the unit variable) is the unit that just got seen. The secondary unit (stored in the variable second_unit ) is the unit who did the seeing. It sounds like you put the wrong speaker in [message].
by beetlenaut
Yesterday, 5:44 am
Forum: WML Workshop
Topic: Setting multiple objectives
Replies: 5
Views: 116

Re: Setting multiple objectives

There is also [have_location]. Used with owner_side and x,y coordinates, that would check for village ownership.
by beetlenaut
April 10th, 2024, 7:39 pm
Forum: WML Workshop
Topic: Custom dialog questions
Replies: 6
Views: 1204

Re: Custom dialog questions

You seem to be unaware that you are working with an API . Every Lua gui command was specifically written and enabled by the game engine's developers. They added those commands as they needed them to build the game engine. You can't just assume that it must do any other thing you can imagine. All the...
by beetlenaut
April 4th, 2024, 7:23 pm
Forum: WML Workshop
Topic: text alignment in [message]
Replies: 18
Views: 2581

Re: text alignment in [message]

I don't know how to change the background of a dialog box at the moment either. Are you asking this because you have a dialog that works the way you want, and the background is the last part you need to fix? Or, are you asking about step eight when you haven't completed step one yet? I think the sec...
by beetlenaut
April 3rd, 2024, 7:08 am
Forum: WML Workshop
Topic: text alignment in [message]
Replies: 18
Views: 2581

Re: text alignment in [message]

I thought you meant "whiter", but you meant "wider". No, I can't see how there could be a way to do that. Obviously, I don't know for sure which Lua function you should use for the effect you want. Maybe you could read the wiki pages. This is the page on the gui commands for exam...
by beetlenaut
April 2nd, 2024, 5:59 pm
Forum: WML Workshop
Topic: text alignment in [message]
Replies: 18
Views: 2581

Re: text alignment in [message]

ZombieKnight wrote: April 2nd, 2024, 5:46 pm which lua functions?
I already answered this: gui.show_dialog and gui.show_prompt.
ZombieKnight wrote: April 2nd, 2024, 5:46 pm Can I make [message] text wighter?
You can use Pango markup to change the style of the text in a [message]. That includes the color.
by beetlenaut
April 1st, 2024, 1:57 am
Forum: WML Workshop
Topic: text alignment in [message]
Replies: 18
Views: 2581

Re: text alignment in [message]

Neither of these is possible as far as I know. However, you can make dialog boxes or put text in the center of the screen with Lua functions. There is gui.show_dialog , and gui.show_prompt . SotA uses both in zombie_recruit_dialog.lua , which is called from zombie-utils.cfg , so you have at least on...
by beetlenaut
March 23rd, 2024, 8:47 am
Forum: WML Workshop
Topic: Trying to create a new weapon special.
Replies: 13
Views: 1573

Re: Trying to create a new weapon special.

How the hell can such a simple concept be so difficult to apply I think because you just barely know WML at this point. Most things are hard at the beginning. Trying to fix it myself, now The code you have posted is not something you can "fix". Almost every line needs to be erased and rew...
by beetlenaut
March 19th, 2024, 5:36 am
Forum: WML Workshop
Topic: Question on "name=unit placed" events
Replies: 13
Views: 1690

Re: Question on "name=unit placed" events

So part of the internal AI calculations removes a bunch of units for a millisecond, then puts them right back. I don't think unit_placed events should be triggered by that code. They will be triggered constantly at a time nobody expects. (See: this thread.) I would even say this is a bug, so it coul...
by beetlenaut
March 18th, 2024, 5:07 pm
Forum: WML Workshop
Topic: Question on "name=unit placed" events
Replies: 13
Views: 1690

Re: Question on "name=unit placed" events

AFTER the refresh event, all the zombies disappear from the map and are placed again 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 b...
by beetlenaut
February 26th, 2024, 7:23 am
Forum: Strategies & Tips
Topic: tagging the units for quick reference oh who's who. lol
Replies: 3
Views: 4693

Re: tagging the units for quick reference oh who's who. lol

There is an add-on called "unitmarker" that allows you to put little icons on units. It sounds like you probably found the "Rename Unit" command.
by beetlenaut
February 24th, 2024, 6:58 am
Forum: Users’ Forum
Topic: Add new gamemode!!!
Replies: 13
Views: 5485

Re: Add new gamemode!!!

And where's the problem? can't be right... wdym I would do that without a problem (if I could code) You are talking to people here who CAN code. We are telling you that some of the features you want would probably be too difficult to code, not interesting to play, or are not well-enough defined. Yo...