Search found 291 matches

by solsword
October 11th, 2009, 10:26 pm
Forum: WML Workshop
Topic: resource files and dirs in campaign file
Replies: 6
Views: 605

Re: resource files and dirs in campaign file

Well, I needed a clear, precise, complete explanation of the topic, thus the bunch of questions. That's what solsword gave, thank s again. I will try to digest this and maybe improve the related wiki page(s) if I feel bold enough ;-). Please do improve the wiki pages if you're up for it. We all kno...
by solsword
October 11th, 2009, 7:37 pm
Forum: WML Workshop
Topic: resource files and dirs in campaign file
Replies: 6
Views: 605

Re: resource files and dirs in campaign file

Since you don't want to be pointed to the wiki, I'll quote from it: Wesnoth loads just one configuration file directly: data/_main.cfg. However the WML preprocessor allows game.cfg to load in more files. Whenever a WML file is read by Wesnoth, it is passed through the preprocessor. So there's nothin...
by solsword
October 11th, 2009, 10:22 am
Forum: Ideas
Topic: Possible to make a smarter 'next men'?
Replies: 34
Views: 3537

Re: Possible to make a smarter 'next men'?

I don't know anything how WML events change the whole map etc.. But are the hex coordinates not enough, or change these also? I will try a time: see also the screenshot below. For the next unit (n): ->Lets say it is on [32,26]: this is the king, or I have set this one ->next player (n): Wesnoth sea...
by solsword
October 11th, 2009, 10:12 am
Forum: Scenario & Campaign Development
Topic: Help
Replies: 66
Views: 5398

Re: Help

1. No. read the wiki to learn which tags can go where. In this case, the [side] tag isn't allowed inside an [event] tag. If you just remove the [side] tags from the event (so that the [unit] is directly inside the [event] it should work). [side] tags are used for defining the sides at the start of t...
by solsword
October 10th, 2009, 8:51 pm
Forum: Ideas
Topic: Possible to make a smarter 'next men'?
Replies: 34
Views: 3537

Re: Possible to make a smarter 'next men'?

Why not just iterate over all possible next units (the set S) and select the one with the smallest Manhattan distance from the currently selected unit? Sure, it might be weird in some cases, but it'll be no less weird than the current algorithm, and it's O(n). Am I missing something here...? Also, d...
by solsword
October 10th, 2009, 8:44 pm
Forum: Coder’s Corner
Topic: WML semantic structure -- parsing
Replies: 24
Views: 5556

Re: WML semantic structure -- parsing

Awesome. I guess my previous post was a bit discouraging, but if someone *else* is going to do the work of writing out the syntax requirements, I'm not going to stop them; I'll cheer them on! I just thought that writing out the rules would be a big mess. However, if it works, a semantic validator wo...
by solsword
October 8th, 2009, 11:34 pm
Forum: WML Workshop
Topic: [heal_unit]
Replies: 11
Views: 829

Re: [heal_unit]

Well, it does say on the wiki that [filter] inside an [event] applies to the first unit. In this case, the attacker. So your event only fires if the attacker has the ability. You need a separate event with a [filter_second] tag that heals the defender (as pointed out, just saying heal_unit without a...
by solsword
October 8th, 2009, 5:46 pm
Forum: Coder’s Corner
Topic: WML semantic structure -- parsing
Replies: 24
Views: 5556

Re: WML semantic structure -- parsing

WML's specification must include a semantic structure level. At first view, I think this needs to define: The keyword identifying possible/expected elements (key or tag) in a defined section (type). Whether each element is itself defined by a simple key=value property, or a sub-section of its own. ...
by solsword
October 8th, 2009, 5:34 pm
Forum: WML Workshop
Topic: Create Forest - need help
Replies: 14
Views: 1110

Re: Create Forest - need help

Yes, this feature is badly documented in the reference wml: What does the $ mean, when and where exactly should it be used ? Check out the "Variable substitution" section of VariablesWML . If that isn't clear enough, it might be good if someone were to edit it for further clarity. Maybe even just p...
by solsword
October 8th, 2009, 5:25 am
Forum: WML Workshop
Topic: [filter_wml] [status]
Replies: 4
Views: 675

Re: [filter_wml] [status]

My bad. The FAI variable is movement_left, not moves (yay 'f' hotkey). Try that...

If that doesn't work, I'll finally get around to building a test campaign for myself (yes, I know that there's one on the wiki; I'm just lazy).
by solsword
October 8th, 2009, 4:26 am
Forum: WML Workshop
Topic: [filter_wml] [status]
Replies: 4
Views: 675

Re: [filter_wml] [status]

I don't think that [unit_moves] is part of [status]... where did you get that code from? Then again, I've never used filter_wml, so I'm probably wrong on this one. I'd use something like this (warning: untested code): [event] [filter] ability=unit_ripped_pocket formula="moves = 0" [/filter] name=mov...
by solsword
October 8th, 2009, 4:17 am
Forum: WML Workshop
Topic: Unknown Unit Type
Replies: 7
Views: 1828

Re: Unknown Unit Type

Depending on your version, your [binary_path] declaration should be using ~add-ons/kolnoth, not data/campaigns/kolnoth. That might be the issue with the images. Do you have a stderr.txt file (or other standard error output), and does it say anything interesting?
by solsword
October 8th, 2009, 4:12 am
Forum: WML Workshop
Topic: Some of my WML Experiments- New abilities-etc.
Replies: 18
Views: 2263

Re: Some of my WML Experiments- New abilities-etc.

That looks good; you're clearly getting the hang of this, which is cool.

One thing you might want to change: the comment at the top still says it's the charm ability :P .
by solsword
October 8th, 2009, 4:09 am
Forum: WML Workshop
Topic: [event] name=sighted behavior
Replies: 42
Views: 6377

Re: [event] name=sighted behavior

Ah, understood the issue. Yes, that case isn't covered by the moveto replacement, and the game engine behaves the way you think. But still, the problem that name=sighted doesn't fire reliably is too important for me. As I said somewhere above - I've played a scenario that was broken because of a la...
by solsword
October 7th, 2009, 5:23 pm
Forum: WML Workshop
Topic: [event] name=sighted behavior
Replies: 42
Views: 6377

Re: [event] name=sighted behavior

Could the moveto event trigger be delayed until shroud updates? After all, the effect of delay shroud is to allow the player to explore *possible* moves without making *real* moves, giving them the ability to take things back. Of course, this might mess with some existing campaigns... the same issue...