Search found 790 matches

by A Guy
July 5th, 2011, 1:25 am
Forum: Multiplayer Development
Topic: Modern Combat: 1.0.1 Released!
Replies: 358
Views: 58916

Re: Modern Combat: Beta0.9.685 Released!

Version 0.9.71 is now available on the add-on server for Wesnoth 1.9.7. Changes from the 1.8 version - -Fixed a bug where the last player wasn't getting traits -Your turn now ends immediately if you have not been deemed the first player, and the first player is to pick towns/cities -Added leader pow...
by A Guy
July 4th, 2011, 10:23 pm
Forum: WML Workshop
Topic: Help coding 'ricochet' weapon special.
Replies: 10
Views: 1226

Re: Help coding 'ricochet' weapon special.

stderr.txt should be in the main folder for Wesnoth.
by A Guy
July 4th, 2011, 8:19 pm
Forum: Multiplayer Development
Topic: Modern Combat: 1.0.1 Released!
Replies: 358
Views: 58916

Re: Modern Combat: Beta0.9.685 Released!

Version 0.9.70 is now on the add-on server for Wesnoth 1.9.7. Changes from the 1.8 version - -Fixed a bug where the last player wasn't getting traits -Added leader powers for Admiral, Anarchist, General, Marshall, Master Sergeant, Privateer, Technologist Changes from last beta version on 1.9.7 - Add...
by A Guy
July 4th, 2011, 8:11 pm
Forum: WML Workshop
Topic: [event] name=die second_unit is same as unit
Replies: 2
Views: 402

Re: [event] name=die second_unit is same as unit

Okay, the problem appeared to be something setting the side of the second unit in the die event. Than you.
by A Guy
July 4th, 2011, 7:44 pm
Forum: WML Workshop
Topic: [event] name=die second_unit is same as unit
Replies: 2
Views: 402

[event] name=die second_unit is same as unit

It appears that second_unit is the same as unit in [event] name=die. I'm finding it very difficult to work around this.

I am using Wesnoth 1.9.7.
by A Guy
July 4th, 2011, 5:11 pm
Forum: Multiplayer Development
Topic: Modern Combat: 1.0.1 Released!
Replies: 358
Views: 58916

Re: Modern Combat: Beta0.9.685 Released!

Current beta version uploaded to 1.9.7 server.
by A Guy
July 4th, 2011, 2:04 pm
Forum: WML Workshop
Topic: Help coding 'ricochet' weapon special.
Replies: 10
Views: 1226

Re: Help coding 'ricochet' weapon special.

At a glance, I can't notice any errors with [unstore_unit] tags. Would you mind posting the stderr.txt?
by A Guy
July 3rd, 2011, 8:51 pm
Forum: Off-Topic
Topic: League of Legends - Season 1
Replies: 441
Views: 61926

Re: League of Legends - Season 1

My name on LoL is InsertANameHere.

I like playing Karthus, although I do notice that people tend to complain about how he takes no skill to play whenever I kill them by pressing R.
by A Guy
July 3rd, 2011, 8:15 pm
Forum: Ideas
Topic: Why a "fish" can't hind in a water?
Replies: 25
Views: 4475

Re: Why a "fish" can't hind in a water?

tr0ll wrote:Would it not make sense for the "Merman Hunter" line to be able to ambush in some kinds of water tiles, say reefssubmerged trees/bushes/castles (pick one)? They are somewhat analogous to elvish hunters.
Balance, dear boy. Balance.
by A Guy
July 3rd, 2011, 5:38 pm
Forum: WML Workshop
Topic: Getting lua errors
Replies: 5
Views: 724

Re: Getting lua errors

It went like this.

Code: Select all

[switch]
...
[case]
    value="accepted"
    ...
[/case]
[case]
    value="rejected"
    ...
[/case]
[else]
    ...
[/else]
[/switch]
by A Guy
July 3rd, 2011, 4:58 pm
Forum: WML Workshop
Topic: Getting lua errors
Replies: 5
Views: 724

Re: Getting lua errors

What are the values you're checking for in your case statement (is one of them, perhaps, "yes", "no", "true", or "false")? I think this may actually be a bug in the lua implementation of [case], from when [case] was rewritten to allow comma-separated lists of...
by A Guy
July 2nd, 2011, 11:31 pm
Forum: WML Workshop
Topic: Getting lua errors
Replies: 5
Views: 724

Getting lua errors

I have some code that works quite well in Wesnoth 1.8, but gives me lua errors in Wesnoth 1.9.7 doesn't activate. It points to line 327 in wml-tags.lua - what could be the cause? EDIT: Here's the exact error. ...Local/Battle for Wesnoth 1.9.7/data/lua/wml-tags.lua:327: bad argument #1 to 'gmatch' (s...
by A Guy
July 2nd, 2011, 1:44 am
Forum: Multiplayer Development
Topic: Modern Combat: 1.0.1 Released!
Replies: 358
Views: 58916

Re: Modern Combat: Beta0.9.685 Released!

As for what I'm doing at the moment: My laptop broke down a while ago. I don't know when it'll be fixed, but I'm redoing the work I had for leader powers on it. EDIT: Hey guys, I'm considering uploading what I have done so far to 1.9.7's add-on server. Leader powers for 4 leaders are working right n...
by A Guy
July 1st, 2011, 7:53 pm
Forum: Multiplayer Development
Topic: Modern Combat: 1.0.1 Released!
Replies: 358
Views: 58916

Re: Modern Combat: Beta0.9.685 Released!

Hey, guys, I'm back. We're going to get some work done on this.
by A Guy
March 2nd, 2011, 9:34 pm
Forum: WML Workshop
Topic: Some Trouble with Ineffectual {MODIFY_UNIT}s
Replies: 12
Views: 1203

Re: Some Trouble with Ineffectual {MODIFY_UNIT}s

With the convenient MODIFY_UNIT macro, it takes care of storing and unstoring for you. It stores the filtered unit(s) into a temporary variable (different from your variable), makes one single change, then unstores it. All that extra storing and unstoring does however, make this approach a bit bulk...