Search found 1174 matches
- 58 minutes ago
- Forum: WML Workshop
- Topic: [anitmation] conditionals
- Replies: 4
- Views: 93
Re: [anitmation] conditionals
The primary unit is always the unit being animated, and it's the attack that the unit being animated is using. So for example, in a defend animation, the primary unit is the unit being targeted, and in an attack animation, it's the unit currently attacking. Or to phrase it much more simply, it's al...
- Yesterday, 9:21 pm
- Forum: WML Workshop
- Topic: [anitmation] conditionals
- Replies: 4
- Views: 93
Re: [anitmation] conditionals
Thanks. Looking at that got me thinking that I don't necessarily need to concentrate on [death], since if my unit hits on offense he's going to die. I'd still like to get the filters working (special_id_active I think on attack) just to understand them. Defense is a bit harder. I'm not sure what [de...
- Yesterday, 6:07 pm
- Forum: WML Workshop
- Topic: [anitmation] conditionals
- Replies: 4
- Views: 93
[anitmation] conditionals
I'm creating a unit, the suicide drone. It has a weapon special 'explosive detonation' whereby if it hits it explodes doing self.hitpoints to himself and all adjacent units. It also has trait 'unstable', so if you hit it with impact, again an Earth-shattering kaboom! Kind of a fun little guy. This a...
- Yesterday, 5:43 pm
- Forum: Lua Labs
- Topic: glitchy add_hex_overlay animation
- Replies: 7
- Views: 157
Re: glitchy add_hex_overlay animation
I have no idea, but that animation is perfect for something else I'm working on. Thanks!
- Yesterday, 4:42 pm
- Forum: Lua Labs
- Topic: [GUI] selecting multipage
- Replies: 0
- Views: 24
[GUI] selecting multipage
Currently, I'm doing this: dialog.unit_info_mp:add_item_of_type("empty_page") dialog.unit_info_mp:add_item_of_type("unit_info_page") ... dialog.unit_info_mp[2].unit_info_preview.unit = wesnoth.units.find{ id = unit.id }[1] dialog.unit_info_mp.selected_index = 2 I'd like to be doi...
- Yesterday, 3:21 am
- Forum: Lua Labs
- Topic: [GUI] various questions on lining stuff up
- Replies: 1
- Views: 2624
Re: [GUI] various questions on lining stuff up
I fixed issue #1 by setting vertical_alignment="top" on the column that contains the grid that contains the left "half" of the dialog. local dialogDefinition = { T.tooltip { id = "tooltip" }, T.helptip { id = "tooltip_large" }, T.linked_group { id = "ar_p...
- April 17th, 2024, 1:05 pm
- Forum: WML Workshop
- Topic: result of conditional with invalid qualifier
- Replies: 3
- Views: 105
result of conditional with invalid qualifier
WML and I don't get along real well. It does a lot of things I don't like, I assume in the name of being "user friendly". I'm just not sure if this is one of those times, or if it's a bug (I'm strongly in favor of the latter). In the following code, [harm_unit] always happens, regardless o...
- April 17th, 2024, 12:23 pm
- Forum: WML Workshop
- Topic: traits
- Replies: 15
- Views: 340
- April 17th, 2024, 6:10 am
- Forum: Lua Labs
- Topic: Can add-on register key pressed while gui.show_dialog is active? e.g. >a<, >space< ...
- Replies: 10
- Views: 282
Re: Can add-on register key pressed while gui.show_dialog is active? e.g. >a<, >space< ...
I don't know if you could make the text_box invisible, I've only found doing that for a dialog (background). I was thinking maybe, MAYBE, you could hide it by putting it in a panel and then drawing something over it so you couldn't see the box, use focus to force it to get attention, and on_modified...
- April 17th, 2024, 3:04 am
- Forum: Lua Labs
- Topic: Can add-on register key pressed while gui.show_dialog is active? e.g. >a<, >space< ...
- Replies: 10
- Views: 282
Re: Can add-on register key pressed while gui.show_dialog is active? e.g. >a<, >space< ...
A text_box, focus(), and on_modified?
Sorry, I'll be quiet now.
Sorry, I'll be quiet now.
- April 17th, 2024, 3:00 am
- Forum: Lua Labs
- Topic: Custom dialog placement
- Replies: 12
- Views: 241
Re: Custom dialog placement
I wonder if you could make the dialog transparent, then position the widgets carefully so it appears the dialog is where you want.
- April 16th, 2024, 4:38 pm
- Forum: WML Workshop
- Topic: Terrain - cave path, castle overlay, lit
- Replies: 3
- Views: 125
Terrain - cave path, castle overlay, lit
I can do a cave path+lit or a cave path+castle overlay in the map editor (which I'm very weak with). But can I do a cave path + castle overlay + lit?
- April 16th, 2024, 4:22 pm
- Forum: WML Workshop
- Topic: Filter weapon special in attack_anim
- Replies: 1
- Views: 83
Filter weapon special in attack_anim
I'm creating a suicide bomber. When it attacks on offense it explodes, killing itself and damaging all adjacent units for the attacker's hitpoints. I have all this working, but I can't get the sounds right. I want it to use explosion.ogg when the special is active, and lightning.ogg when it is not (...
- April 16th, 2024, 2:37 am
- Forum: WML Workshop
- Topic: traits
- Replies: 15
- Views: 340
Re: traits
Yeah, "doesn't work" isn't much to go on. I wonder if this will help (from a [unit] declaration): [modifications] [advancement] [effect] apply_to=new_ability [abilities] {ABILITY_NINJA} [/abilities] [/effect] [/advancement] [/modifications]
- April 15th, 2024, 1:22 pm
- Forum: WML Workshop
- Topic: [solved] [have_unit], count, recall list, WFL syntax and wildcards
- Replies: 4
- Views: 298
Re: [have_unit], count, recall list, WFL syntax and wildcards
Thanks. The WFL stuff looks quite useful, but I think I'll just stick to lua.