Search found 630 matches

by WhiteWolf
August 7th, 2020, 12:26 pm
Forum: WML Workshop
Topic: Nested quoted string, can someone help me ?
Replies: 10
Views: 257

Re: Nested quoted string, can someone help me ?

i'm only getting maps/background.jpg in the screen It's because I made a small mistake, sorry for that, I confused the order of the layers. They are put onto each other from top to bottom, so in the example code in my previous post, background.jpg is the top layer, completely hiding the map which i...
by WhiteWolf
August 6th, 2020, 3:50 pm
Forum: WML Workshop
Topic: Nested quoted string, can someone help me ?
Replies: 10
Views: 257

Re: Nested quoted string, can someone help me ?

Almost there. Firstly, you still have curly brackets in your second [part] . Your addon should have a [binary_path] in its definiton, so that {~add-ons/simple_start/images/} is accessible, and then you should just input the image location from there, see example below. Secondly, you have a space in ...
by WhiteWolf
August 5th, 2020, 11:23 pm
Forum: WML Workshop
Topic: [Lock_View] Usage
Replies: 4
Views: 136

Re: [Lock_View] Usage

That is how it works though, as Pentarctagon said, you should place the opening and closing tags of lock_view next to each other, without subtags, and the actions should follow then. According to the wiki, it only restricts camera movements from the player, so the game will still track unit movement...
by WhiteWolf
August 1st, 2020, 12:07 pm
Forum: WML Workshop
Topic: Can I use ✔️ in [objectives]?
Replies: 6
Views: 268

Re: Can I use ✔️ in [objectives]?

It should work, but it depends on the sign itself. I used a tick sign in one of my campaigns too, and it worked fine on my Linux system, but Windows users reported that they see the blank missing-character-box instead. I don't know which symbol is recognized by all systems, but the bold one in the f...
by WhiteWolf
July 27th, 2020, 1:22 pm
Forum: Game Development
Topic: Modding Skyrim (papyrus scripts)
Replies: 2
Views: 614

Re: Modding Skyrim (papyrus scripts)

Yeah, been there, done that, as I said in the OP: with zero received replies. Thought to ask here as a last resort :D Anyway, in the meantime I solved my issues with bruteforce trial and error debugging. If by some unexplainable coincidence, someone is looking for the same answers: Don't try to give...
by WhiteWolf
July 18th, 2020, 11:35 am
Forum: Game Development
Topic: Modding Skyrim (papyrus scripts)
Replies: 2
Views: 614

Modding Skyrim (papyrus scripts)

Hello everyone, Is there perhaps anyone around here, who knows a thing or two about creating Skyrim mods and its papyrus scripts? My sad experience is that on the nexus modding forums, nowadays only topics concerning textures and graphics are still active, and questions about the Creation Kit and sc...
by WhiteWolf
July 3rd, 2020, 9:25 am
Forum: WML Workshop
Topic: Recall list deleted/not filled up bug
Replies: 4
Views: 266

Re: Recall list deleted/not filled up bug

The first thing I'd try is to get rid of the [leader] subtags, in both scenarios, for all sides. Reason why: recall lists are transferred between persistent sides, which is the default for human player sides with a proper save_id. The way you set up such a side is by defining a leader directly in th...
by WhiteWolf
June 25th, 2020, 12:36 pm
Forum: Scenario & Campaign Development
Topic: how to remove map label from specific hex?
Replies: 2
Views: 228

Re: how to remove map label from specific hex?

Easiest and probably best way is to use the {REMOVE_LABEL X Y} macro.
by WhiteWolf
June 21st, 2020, 11:32 am
Forum: WML Workshop
Topic: Implementing "Formation" from UtBS
Replies: 19
Views: 1787

Re: Implementing "Formation" from UtBS

The only thing that has me stumped now is properly implementing the 70% limit. (I.e., defense will not exceed 70%, regardless of terrain and number of adjacent formation units.) I'm just not understanding the correct use of the filter code for these clauses: [filter_base_value] greater_than=60 # or...
by WhiteWolf
June 7th, 2020, 11:13 am
Forum: Coder’s Corner
Topic: Minimum Damage Code
Replies: 4
Views: 862

Re: Minimum Damage Code

Alternatively you could do this in WML too, by applying an attack event that temporarily sets the actual base damage to 0, if the opponent's resistance is 100%. This will actually force 0 damage from this attack. Note that if an attack's base damage is 0, if I recall correctly, the animation will al...
by WhiteWolf
May 29th, 2020, 10:46 am
Forum: WML Workshop
Topic: Wesnoth segfault with [transform_unit]
Replies: 10
Views: 943

Re: Wesnoth segfault with [transform_unit]

Should I open an issue on github for this?
by WhiteWolf
May 28th, 2020, 3:41 pm
Forum: WML Workshop
Topic: Wesnoth segfault with [transform_unit]
Replies: 10
Views: 943

Re: Wesnoth segfault with [transform_unit]

OK, it's clear that more focused information is needed. I inserted this simple test code to a mainline campaign (Heir to the Throne's 1st scenario): [event] name=attacker hits first_time_only=no id=REMOVE_ME_LATER_test {VARIABLE target_type (Giant Rat)} [transform_unit] id=$second_unit.id transform_...
by WhiteWolf
May 28th, 2020, 2:12 pm
Forum: WML Workshop
Topic: Wesnoth segfault with [transform_unit]
Replies: 10
Views: 943

Re: Wesnoth segfault with [transform_unit]

I'm not sure I entirely understand. I am using [transform_unit] to transform the unit. (The modify unit tag is only there, after the transform unit, in the case where the new unit is a Rabbit, to change it to a random variation.) But it crashes in case of a Giant rat as well, in which case the [if]'...
by WhiteWolf
May 28th, 2020, 12:12 pm
Forum: WML Workshop
Topic: Wesnoth segfault with [transform_unit]
Replies: 10
Views: 943

Wesnoth segfault with [transform_unit]

The original post is a little bit too cluttered, much better issue description in this reply . ______________________ Hello, I'm having a bit of a headache with [transform_unit]. I'm trying to create a weapon special with some random effects, one if which is to transform the enemy unit to something ...