Search found 1169 matches
- Today, 3:21 am
- Forum: Lua Labs
- Topic: [GUI] various questions on lining stuff up
- Replies: 1
- Views: 2529
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...
- Yesterday, 1:05 pm
- Forum: WML Workshop
- Topic: result of conditional with invalid qualifier
- Replies: 2
- Views: 74
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...
- Yesterday, 12:23 pm
- Forum: WML Workshop
- Topic: traits
- Replies: 15
- Views: 320
- Yesterday, 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: 271
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...
- Yesterday, 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: 271
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.
- Yesterday, 3:00 am
- Forum: Lua Labs
- Topic: Custom dialog placement
- Replies: 12
- Views: 218
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: 114
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: 78
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: 320
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: 258
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.
- April 15th, 2024, 6:58 am
- Forum: Lua Labs
- Topic: [closed] remove unit from array
- Replies: 11
- Views: 373
Re: remove unit from array
foreach doesn't play well with removing elements of the array it is iterating over. I don't try to remember the rules, I just use for if I'm going to remove anything.ZombieKnight wrote: ↑April 15th, 2024, 6:41 am Jup, [foreach] would work even better, but I want to learn lua better...
Thanks!
- April 15th, 2024, 6:52 am
- Forum: WML Workshop
- Topic: Next question: how to trigger a "sighted" event.
- Replies: 5
- Views: 262
Re: Next question: how to trigger a "sighted" event.
Actually, I made the assumption that any side != 1 is an enemy of side 1.
I have a hard time keeping the filter rules straight, I always have to look for an example, but something like this?
I have a hard time keeping the filter rules straight, I always have to look for an example, but something like this?
Code: Select all
[filter]
[enemy_of]
side=1
[/enemy_of]
[/filter]
[filter_second]
side=1
[/filter_second]
- April 15th, 2024, 2:48 am
- Forum: WML Workshop
- Topic: Setting multiple objectives
- Replies: 5
- Views: 136
Re: Setting multiple objectives
You can use die or last breath for when the enemy leader dies and capture for when a village is captured as triggers. Then when one of those things happens you just need to check if the other two conditions are met and if so [endlevel]. [have_unit] can test if the enemy leader is alive/dead. Checkin...
- April 14th, 2024, 6:50 pm
- Forum: WML Workshop
- Topic: [solved] [have_unit], count, recall list, WFL syntax and wildcards
- Replies: 4
- Views: 258
Re: [have_unit], count, recall list, WFL syntax and wildcards
Ah, hadn't seen that. Thanks.
- April 14th, 2024, 4:06 pm
- Forum: WML Workshop
- Topic: [solved] [have_unit], count, recall list, WFL syntax and wildcards
- Replies: 4
- Views: 258
[solved] [have_unit], count, recall list, WFL syntax and wildcards
I want to print a message only if the number of undead, both on the map and on the recall list. This has led me to some questions. So many it's time to ask for help. (I know, use lua. But I want to learn some stuff) [message] speaker=Efraim message= _ "Good point. Perhaps we should have brought...