Search found 23 matches

by LordAndrew
May 3rd, 2018, 7:59 am
Forum: Release Announcements, Compiling & Installation
Topic: Re: Wesnoth 1.14.0 and Linux packages
Replies: 5
Views: 1164

Re: Wesnoth 1.14.0 — New Horizons Update

This is not aggression, this indignation and displeasure. Why do not you buy a car for parts then take the tools and collect it ? Why do I need to collect pieces of the game and use the sites to download library ? Can not add a game to the repository ? Or add everything what need to build into the d...
by LordAndrew
May 3rd, 2018, 5:12 am
Forum: Release Announcements, Compiling & Installation
Topic: Re: Wesnoth 1.14.0 and Linux packages
Replies: 5
Views: 1164

Re: Wesnoth 1.14.0 — New Horizons Update

it may be necessary to wait three more years ? :D when there is a normal installation for Linux ? how many dozens of libraries need to download to build the game ? maby better to include the wine directly in the source of the game. Really for three years it is impossible to make a normal finished pr...
by LordAndrew
April 25th, 2018, 2:22 pm
Forum: WML Workshop
Topic: Create menu in mod
Replies: 26
Views: 1430

Re: Create menu in mod

With eventbased solution you can use stack to save event names, which allows you jump back to previous event. Similar example of that idea https://github.com/ProditorMagnus/OrociaRandomMod/blob/master/lua/debug_functions.lua#L190-L206 saves current state when going deeper, removing last state when ...
by LordAndrew
April 25th, 2018, 2:17 pm
Forum: WML Workshop
Topic: Create menu in mod
Replies: 26
Views: 1430

Re: Create menu in mod

Pentarctagon wrote:
April 25th, 2018, 12:48 pm
Then you need to use a [while] loop around each [message], with an [option] that sets a variable to break the current loop.
Yes it works. Thanks! I did not immediately notice that this code can be applied to a separate piece of code. I try applied to all menu :D
by LordAndrew
April 25th, 2018, 12:32 pm
Forum: WML Workshop
Topic: Create menu in mod
Replies: 26
Views: 1430

Re: Create menu in mod

I want button "back to previous menu" i have three levels of the menu nested inside each other and at each level need a button. All your suggested options do not work. The variant that suggested ForestDragon works only with a simple menu. 1-2 level nested . It's easier to make a full GUI use lua in ...
by LordAndrew
April 25th, 2018, 4:08 am
Forum: WML Workshop
Topic: Create menu in mod
Replies: 26
Views: 1430

Re: Create menu in mod

For 1.12 version maybe someone needs a menu framework :D I think that because of the tag [command] not give use your [event] menu and event name=menu its not work. And [event]name= menu is not an occasion for triggering. my menu. [event] id=my_id name=prestart [command] [message] [option] message="r...
by LordAndrew
April 24th, 2018, 3:32 pm
Forum: WML Workshop
Topic: Filtred AI side, units
Replies: 7
Views: 700

Re: Filtred AI side, units

Im back. Create a verification event when loading a map with the help of filters which side is controlled by ai then apply or add numbers to the exchange buffer variable before the completion of the map or script and pull these values out every time from there. Of course you can make another event w...
by LordAndrew
April 24th, 2018, 3:13 pm
Forum: WML Workshop
Topic: Create menu in mod
Replies: 26
Views: 1430

Re: Create menu in mod

Not work ! All that comes after [event] not work :evil: No event to enable the [event] I already wrote about this above. Its forever not work with InterfaceActionsWML. I will wait for the new version maby in new version will be more functional. If i use Lua and other tags how can i include my cfg fi...
by LordAndrew
April 12th, 2018, 12:17 pm
Forum: WML Workshop
Topic: Filtred AI side, units
Replies: 7
Views: 700

Re: Filtred AI side, units

While I do not have time. Busy hacking the Pentagon website :lol: its a joke. When will be the day off , maybe i write more info. But you gave me great idea for AI side. And in scenarios and maps by default users cant droid AI side of cause if this is a multiplayer mode (:debug - off). And in the so...
by LordAndrew
April 11th, 2018, 12:02 pm
Forum: WML Workshop
Topic: Create menu in mod
Replies: 26
Views: 1430

Re: Create menu in mod

I can bind hotkeys ? if i use [event] in menu . For fast access separate (individual) menu
by LordAndrew
April 11th, 2018, 11:52 am
Forum: WML Workshop
Topic: Filtred AI side, units
Replies: 7
Views: 700

Re: Filtred AI side, units

looking for multiplayer game :) maybe this code also helps me to come up with something
by LordAndrew
April 11th, 2018, 11:47 am
Forum: WML Workshop
Topic: Create menu in mod
Replies: 26
Views: 1430

Re: Create menu in mod

Ok. And how i can call this [event] name=menu ?
by LordAndrew
April 11th, 2018, 10:55 am
Forum: WML Workshop
Topic: Create menu in mod
Replies: 26
Views: 1430

Re: Create menu in mod

ForestDragon
Yes its work ! But to make this functional for subcategories in categories i cant.

Sapient.
Its goodly but no events for triggering tag [event] for this reason it will never work. If i use this construction me need put [event] in [event] i think its slow down game.
by LordAndrew
April 10th, 2018, 1:36 pm
Forum: WML Workshop
Topic: Create menu in mod
Replies: 26
Views: 1430

Re: Create menu in mod

In version 1.12 it is impossible to make a return to the previous menu as it is easier ? Not overwriting everything. How can I add ID or NAME to tag [option], [command], ? Tag [command] can call previous [option] ? Then developers need to add in the new version ID and NAME (class,variable) for all t...