Search found 1178 matches
- 21 minutes ago
- Forum: WML Workshop
- Topic: AI terrain affinity
- Replies: 2
- Views: 54
Re: AI terrain affinity
Thank you. I searched a couple of the AI pages for "terrain", I must have overlooked that one. That looks better than I had hoped.
- 51 minutes ago
- Forum: Lua Labs
- Topic: How to display two dialogs on each other
- Replies: 1
- Views: 38
Re: How to display two dialogs on each other
I don't know if this will help, but I recently built an example of placing a label over another widget. I didn't have much luck with the fonts, and I don't know if this could be used to stack dialogs, but...
https://wiki.wesnoth.org/Sandbox/GUI/Ge ... d#Canvases
https://wiki.wesnoth.org/Sandbox/GUI/Ge ... d#Canvases
- Today, 3:33 am
- Forum: WML Workshop
- Topic: AI terrain affinity
- Replies: 2
- Views: 54
AI terrain affinity
I'm creating fire elemental units. They will heal when over lava, and maybe get a damage bonus or something. I'd like to inform the AI that this unit should have an affinity for lava, but I'm not really finding anything. Best I can think of is to give the unit a good defense on unwalkable. Better id...
- Yesterday, 4:35 am
- Forum: WML Workshop
- Topic: [solved] result of conditional with invalid qualifier
- Replies: 4
- Views: 161
- Yesterday, 2:08 am
- Forum: WML Workshop
- Topic: [anitmation] conditionals
- Replies: 5
- Views: 161
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...
- April 18th, 2024, 9:21 pm
- Forum: WML Workshop
- Topic: [anitmation] conditionals
- Replies: 5
- Views: 161
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...
- April 18th, 2024, 6:07 pm
- Forum: WML Workshop
- Topic: [anitmation] conditionals
- Replies: 5
- Views: 161
[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...
- April 18th, 2024, 5:43 pm
- Forum: Lua Labs
- Topic: glitchy add_hex_overlay animation
- Replies: 7
- Views: 185
Re: glitchy add_hex_overlay animation
I have no idea, but that animation is perfect for something else I'm working on. Thanks!
- April 18th, 2024, 4:42 pm
- Forum: Lua Labs
- Topic: [GUI] selecting multipage
- Replies: 0
- Views: 44
[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...
- April 18th, 2024, 3:21 am
- Forum: Lua Labs
- Topic: [GUI] various questions on lining stuff up
- Replies: 1
- Views: 2643
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: [solved] result of conditional with invalid qualifier
- Replies: 4
- Views: 161
[solved] 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: 364
- April 17th, 2024, 6:10 am
- Forum: Lua Labs
- Topic: [unsolvable] Can add-on register key pressed while gui.show_dialog is active? e.g. >a<, >space< ...
- Replies: 10
- Views: 300
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: [unsolvable] Can add-on register key pressed while gui.show_dialog is active? e.g. >a<, >space< ...
- Replies: 10
- Views: 300
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: [closed] Custom dialog placement
- Replies: 18
- Views: 394
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.