Search found 55 matches

by Anagkai
January 3rd, 2019, 9:11 pm
Forum: Add-on Feedback
Topic: Home of the Undead [1.14]
Replies: 1
Views: 691

Home of the Undead [1.14]

This campaign is finished and playtested. Although it was tested quite thoroughly, there might still be bugs or things that need balancing. I'm grateful for any feedback, if it is about the whole campaign or any specific scenario. Here are some suggestions, what to consider for the feedback but feel...
by Anagkai
October 13th, 2018, 4:15 pm
Forum: WML Workshop
Topic: Custom race doesn't work
Replies: 3
Views: 1331

Custom race doesn't work

Some units should have a custom race. They don't have, though. That's the race code: [race] id=AGK Insects name=insects num_traits=2 markov_chain_size=2 male_name= _ "race^Insect" female_name= _ "race+female^Insect" plural_name= _ "race^Insect" description= _ "" ignore_global_traits=yes {TRAIT_STRON...
by Anagkai
October 13th, 2018, 4:13 pm
Forum: WML Workshop
Topic: moveto event with "proximity check"
Replies: 4
Views: 1349

Re: moveto event with "proximity check"

The thing is, that it should work both ways, that means, no matter which of the two units did move respectively. That's why I thought it would be best to keep track of the coordinates and compare them if either of the two units has moved.
by Anagkai
October 13th, 2018, 4:02 pm
Forum: WML Workshop
Topic: moveto event with "proximity check"
Replies: 4
Views: 1349

moveto event with "proximity check"

I need to check wether a certain unit comes close to another. I first tried using "radius" with the coordinates in the filter but that didn't work (the event never triggers) Now I did the following which triggers even though it shouldn't: [event] name=moveto first_time_only=no [filter] id=Henry [or]...
by Anagkai
October 3rd, 2018, 2:08 pm
Forum: WML Workshop
Topic: cannot get "set_extra_recruit" to work correctly
Replies: 1
Views: 984

cannot get "set_extra_recruit" to work correctly

I'm using the following code:

Code: Select all

	[set_extra_recruit]
		[filter]
			id=Jim
		[/filter]
		extra_recruit=Goblin Impaler, Goblin Spearman
	[/set_extra_recruit]
When using this every single side in the scenario starts recruiting goblins. Why?
by Anagkai
September 21st, 2018, 3:43 pm
Forum: WML Workshop
Topic: Cannot use global macros
Replies: 1
Views: 346

Cannot use global macros

I was trying to define global macros for things I use in most or all scenarios, but it can't get it to work. The macros work fine when defined in the scenario they're used, but not when defined in an extra file. The file is "mycampain/data/macros.cfg". The path "mycampaign/data" is set up in __main....
by Anagkai
September 21st, 2018, 1:36 pm
Forum: WML Workshop
Topic: Custom attack special doesn't do anything
Replies: 3
Views: 947

Custom attack special doesn't do anything

My attack special is supposed to increase damage by one for every adjacent unit with the same attack special. It doesn't seem to work, though. Any help is appreciated. This is my code: #define WEAPON_SPECIAL_STATE_ATTACK [damage] id=agk_state_attack name= _ "State Attack" description= _ "" [/damage]...
by Anagkai
September 18th, 2018, 3:45 pm
Forum: WML Workshop
Topic: [SOLVED] Trying to modify multiple units, only 1 is modified
Replies: 1
Views: 436

[SOLVED] Trying to modify multiple units, only 1 is modified

I try to modify the hp of all Drake Burners at the same time. It seems though that only out of four units is modified. I probably have messed something up with the foreach or the unstoring. Any help is appreciated. This is the code used: #ifdef EASY {VARIABLE hp_add 20} #endif #ifdef NORMAL {VARIABL...
by Anagkai
September 17th, 2018, 3:50 pm
Forum: WML Workshop
Topic: [SOLVED] Rendering issue with [item] tag.
Replies: 3
Views: 592

Re: Rendering issue with [item] tag.

Code: Select all

		[item]
			x,y=56,25
			halo=tombstone.png
		[/item]
That's what I used. I'm not sure if this means I did what you asked.
by Anagkai
September 16th, 2018, 1:50 pm
Forum: WML Workshop
Topic: [SOLVED] Rendering issue with [item] tag.
Replies: 3
Views: 592

[SOLVED] Rendering issue with [item] tag.

I use the the [item] tag to render gravestones on the map. However, any units that move to the respective hex are rendered "behind" the texture of the gravestone. How can I avoid this?
by Anagkai
September 16th, 2018, 1:47 pm
Forum: WML Workshop
Topic: [SOLVED] moveto micro ai seemingly doesn't work
Replies: 3
Views: 441

Re: moveto micro ai seemingly doesn't work

It does work now. Thanks.
by Anagkai
September 16th, 2018, 1:47 pm
Forum: WML Workshop
Topic: share_vision doesn't work
Replies: 2
Views: 359

Re: share_vision doesn't work

Yes, it is. But I think this is necessary anyway, for the faction to be allied to the player.
by Anagkai
September 14th, 2018, 4:10 pm
Forum: WML Workshop
Topic: [SOLVED] moveto micro ai seemingly doesn't work
Replies: 3
Views: 441

[SOLVED] moveto micro ai seemingly doesn't work

I'm using a micro ai to have red mages move to villages. I'm not sure, though that it does anything, if a red mage moves onto a village which happens from time to time it seems rather random. This is the code used, which is inside the prestart event: [micro_ai] side=2 type=Red Mage ai_type=goto acti...
by Anagkai
September 14th, 2018, 4:05 pm
Forum: WML Workshop
Topic: [SOLVED] Set remaining movement to 0
Replies: 6
Views: 1120

Re: Set remaining movement to 0

How would I get the appropriate unit? I tried the following, which doesn't seem to work. [store_unit] [filter] id=$unit [/filter] variable=st_unit [/store_unit] [set_variable] name=st_unit.moves value=0 [/set_variable] [unstore_unit] variable=st_unit [/unstore_unit] This happens inside a moveto even...
by Anagkai
September 14th, 2018, 4:02 pm
Forum: WML Workshop
Topic: share_vision doesn't work
Replies: 2
Views: 359

share_vision doesn't work

In one of my scenarios, I want a AI faction to share vision with the player. It doesn't work the way I tried, though. I'm using 1.14, so share_vision should exist. Also the faction is allied to the player. Any help is appreciated. This is the side definition: [side] side=2 controller=ai team_name=1 ...