Search found 39 matches

by Spannerbag
October 6th, 2019, 7:34 pm
Forum: WML Workshop
Topic: Submerge ability not working as expected
Replies: 8
Views: 359

Re: Submerge ability not working as expected

Hi all, Just a quick update: I eventually decided to go back to creating the hidden units at the start of the scenario (with status=guardian ) rather than creating them later. Creating them mid-scenario meant that the player would have no warning that the waterborne nasties were there. Now, it is ne...
by Spannerbag
September 29th, 2019, 8:35 pm
Forum: WML Workshop
Topic: Submerge ability not working as expected
Replies: 8
Views: 359

Re: Submerge ability not working as expected

Hi beetlenaut, The hide_unit tag doesn't change the game or the unit or its effects at all. It just stops the unit from being shown to the player. It has no relation to ambush abilities. That's what I was (or rather wasn't) seeing: the units behaved as expected, they simply weren't visible, i.e. as ...
by Spannerbag
September 25th, 2019, 10:50 pm
Forum: WML Workshop
Topic: Submerge ability not working as expected
Replies: 8
Views: 359

Re: Submerge ability not working as expected *** FIXED, dunno why ***

Hi again, Well, this is odd. I decided to go for consistency so, after creating all the side=9 units I unhid them all: # Create guardian serpents # [unhide_unit] seems to fix units not unhiding if created via controller death? [event] name=spawn_serpents [unit] side=9 ... units created here ... [/un...
by Spannerbag
September 25th, 2019, 3:13 pm
Forum: WML Workshop
Topic: Submerge ability not working as expected
Replies: 8
Views: 359

Submerge ability not working as expected

Hi everyone, I'm stuck... again ... I've hit a bit of interface weirdness and would like to check I'm not doing something stupid. In my scenario there are several water villages owned by an enemy side. Originally these were guarded by hidden (ABILITY_SUBMERGE) units in deep water, but this (I guess)...
by Spannerbag
September 24th, 2019, 10:06 pm
Forum: WML Workshop
Topic: AI behaviour query
Replies: 6
Views: 810

Re: AI behaviour query

Hi Spannerbag, just a couple more quick things: ... One quick test would be to remove all [avoid] tags. If that changes the behavior, you know it's the avoids, if not, it's somewhere else. That won't tell you what to do about it, but it will narrow down the potential causes of the problem. IIRC I d...
by Spannerbag
September 24th, 2019, 9:22 pm
Forum: WML Workshop
Topic: AI behaviour query
Replies: 6
Views: 810

Re: AI behaviour query

Would the fast ai also honour [modify_ai] ? The avoids are deleted and (some) re-instated during the scenario. If you're using [modify_ai] to delete or add [avoid] rules, then any AI algorithms that honour [avoid] rules should automatically use the currently-active ones. Thanks for the clarificatio...
by Spannerbag
September 23rd, 2019, 10:08 pm
Forum: WML Workshop
Topic: AI behaviour query
Replies: 6
Views: 810

Re: AI behaviour query

Hi mattsc, Thanks as ever for taking the trouble to reply, much appreciated! This does not sound like "standard" AI behavior... 1. Do you maybe have first_time_only=no in the event that sets moves to zero? I assume not because the units move initially, but mentioning it anyway. Yep, your assumption ...
by Spannerbag
September 23rd, 2019, 1:51 am
Forum: WML Workshop
Topic: AI behaviour query
Replies: 6
Views: 810

AI behaviour query

Hi, Apologies if this isn't the right forum to post an ai-related query... I'm slowly creeping towards finishing my campaign, but I have a query regarding some frustrating ai behaviour whilst testing/balancing the last playable scenario. This scenario spawns random enemy units. At this stage of test...
by Spannerbag
August 28th, 2019, 1:46 pm
Forum: WML Workshop
Topic: [avoid] puzzlement
Replies: 10
Views: 420

Re: [avoid] puzzlement - update 2

[insert_tag] name="avoid" variable="avoid_clause" [/insert_tag] This is equivalent to an [avoid] tag containing whatever is in the avoid_clause container variable. Do note that the variable will be substituted immediately, so you'll still need to replace the avoid aspect whenever it changes. That's...
by Spannerbag
August 27th, 2019, 10:47 pm
Forum: WML Workshop
Topic: [avoid] puzzlement
Replies: 10
Views: 420

[avoid] puzzlement - update 2

Hi again, I think I'm trying to do something that can't be done without a humungous [switch] and/or [if] construct :( What I've done is to create a variable for each side (called $avoid_clause ) but it seems that it isn't possible to "parameterise" [avoid] . I've tried both [avoid] $avoid_clause [/a...
by Spannerbag
August 27th, 2019, 6:06 pm
Forum: WML Workshop
Topic: [avoid] puzzlement
Replies: 10
Views: 420

Re: [avoid] puzzlement

I believe that what Celtic_Minstrel says is true, just that it is the last, not the first, facet which is active. As in, whatever facet is added last overwrites all previous ones. The exception to this, and the reason why multiple facets are possible, is when facets only apply at a certain times of...
by Spannerbag
August 27th, 2019, 12:46 pm
Forum: WML Workshop
Topic: [avoid] puzzlement
Replies: 10
Views: 420

[avoid] puzzlement - update

Hi everyone, Still not got this working but I've scoped out the behaviour a bit more, it might inform someone cleverer than me regarding possible fixes... By placing a side 4 unit near a village that should be avoided I now know that the avoid facet invalidates on turn 2. The unit captures a village...
by Spannerbag
August 27th, 2019, 9:55 am
Forum: WML Workshop
Topic: [avoid] puzzlement
Replies: 10
Views: 420

Re: [avoid] puzzlement

I'm a little puzzled by this too, as it was my understanding that it would only take the first avoid facet (the one you say isn't working) while ignoring the rest. Regardless, I'm fairly sure that what you'll need to do to solve this is to somehow merge the avoids into a single filter. Hopefully ma...
by Spannerbag
August 26th, 2019, 11:49 am
Forum: WML Workshop
Topic: [avoid] puzzlement
Replies: 10
Views: 420

[avoid] puzzlement

Hi, I'm STILL (grrr!) trying to complete the last playable scenario of my campaign but it keeps making life interesting. Latest is some [avoid] behaviour I can't understand. I set mutliple [avoid]s to prevent the ai entering certain areas yet one (at least) always fails - not sure about the others b...
by Spannerbag
July 11th, 2019, 9:06 am
Forum: WML Workshop
Topic: x2,y2 issue
Replies: 4
Views: 276

Re: x2,y2 issue

The shroud doesn't automatically update when creating units or moving them via WML units Thanks for taking the time and trouble to reply, much appreciated. Apologies for the tardy reply, been busy... To repeat my reply to EarthCake: I actually managed to get it sorted by chopping away code until it...