Search found 793 matches
- May 29th, 2012, 2:46 am
- Forum: Users’ Forum
- Topic: I have many ideas for developing this game.
- Replies: 26
- Views: 7656
Re: I have many ideas for developing this game.
Shadowmaster, why you do this to us?pauxlo wrote:One reason (I'm not sure if it is the only one) for IftU not being mainlined is that its author didn't want it to be.
- May 29th, 2012, 2:40 am
- Forum: WML Workshop
- Topic: {CLEAR_VARIABLE} and [clear_variable] work in one place but
- Replies: 7
- Views: 1234
Re: {CLEAR_VARIABLE} and [clear_variable] work in one place
So if the spell_destroyed variable is set to yes and you output the value of ${SIDE}|.discarded_spells.option[$z].name immediately before it is cleared and immediately after, it shows the exact same value? That is correct. It might help if we knew what was the value of {SIDE} when this was called, ...
- May 29th, 2012, 12:38 am
- Forum: WML Workshop
- Topic: {CLEAR_VARIABLE} and [clear_variable] work in one place but
- Replies: 7
- Views: 1234
{CLEAR_VARIABLE} and [clear_variable] work in one place but
not in another place. I can't get why {CLEAR_VARIABLE} just REFUSES to clear the variable. Is there any other way I can delete a variable? Here's where it works. #define MW_CLEAR_SPELL SIDE NAME {VARIABLE spell_cleared no} {FOREACH {SIDE}|.spells.option i} [if] {MW_VARIABLE {SIDE}|.spells.option[$i]...
- May 28th, 2012, 4:47 pm
- Forum: Multiplayer Development
- Topic: Four Lands (new map) - Isar cross replacement?
- Replies: 10
- Views: 4785
Re: Four Lands (new map) - Isar cross replacement?
Not a bad start. There is too much hilly terrain for my liking though, gives dwarves a huge advantage.
- May 28th, 2012, 3:03 am
- Forum: WML Workshop
- Topic: Does [filter_vision] check for whether the unit is stealthed
- Replies: 4
- Views: 848
- May 27th, 2012, 6:16 pm
- Forum: WML Workshop
- Topic: Does [filter_vision] check for whether the unit is stealthed
- Replies: 4
- Views: 848
Does [filter_vision] check for whether the unit is stealthed
I can't really find it. I've read before in the wiki that it just checked for whether the sides could see the hex the unit was on, but now I'm reading something different. I'm confused.
- May 27th, 2012, 2:33 am
- Forum: WML Workshop
- Topic: [set_variables] not doing anything for me
- Replies: 8
- Views: 1177
Re: [set_variables] not doing anything for me
[message] & [command] inside [set_variables]? I don't think that's in the wiki. Maybe you want to be using [message]->[command] from a [fire_event]? I've done tag manipulation like that before, I'm just confused why it isn't working in this instance. It works when I remove the variable substitu...
- May 27th, 2012, 2:16 am
- Forum: WML Workshop
- Topic: [set_variables] not doing anything for me
- Replies: 8
- Views: 1177
Re: [set_variables] not doing anything for me
Nevermind, I found the problem. I just needed message=, instead of putting it in brackets.
Code from wiki.wesnoth.org/InternalActionsWML
EDIT: Nevermind, STILL not working.
Code from wiki.wesnoth.org/InternalActionsWML
EDIT: Nevermind, STILL not working.
- May 27th, 2012, 1:47 am
- Forum: WML Workshop
- Topic: [set_variables] not doing anything for me
- Replies: 8
- Views: 1177
[set_variables] not doing anything for me
I'm trying to use [insert_tag] to create a spell menu that adjusts as the game goes on, but [set_variables] isn't working for me AT ALL. Here's a little code I used to test it before I committed to anything. I can't find what I did wrong. [set_variables] name=$side_number|.spells.option mode=append ...
- May 1st, 2012, 7:21 pm
- Forum: Multiplayer Development
- Topic: Modern Combat: 1.0.1 Released!
- Replies: 358
- Views: 72545
Re: Modern Combat: Beta0.9.685 Released!
Please note, that I just commited support for a vision= attribute in [unit] and [unit_type] which can be used to make the vision sight independent from the movement of a unit. It can for example be used to define a radar unit with low or even no movement but a huge sight range. Together with it the...
- April 28th, 2012, 2:25 pm
- Forum: Multiplayer Development
- Topic: Modern Combat: 1.0.1 Released!
- Replies: 358
- Views: 72545
Re: Modern Combat: Beta0.9.685 Released!
I received the error shown in screen shot when we started a modern combat game. Bafflingly, I recently received this error loading a save of a great quest game, completely unrelated to modern combat. It wasn't the save, previous and latter loads of that save did not produce that error. We had a gam...
- April 23rd, 2012, 10:18 pm
- Forum: Users’ Forum
- Topic: Too many campaingns have you fighting orcs/undead.
- Replies: 98
- Views: 24152
Re: Too many campaingns have you fighting orcs/undead.
Say if you had a snake or snake-like race. On one hand they would seem chaotic since they don't have any kind of organized society and just go around biting things. But on the other hand, they fight better during the day, since they need the sun to warm their body temperature. What alignment would ...
- April 23rd, 2012, 4:10 pm
- Forum: Multiplayer Development
- Topic: Modern Combat: 1.0.1 Released!
- Replies: 358
- Views: 72545
Re: Modern Combat: Beta0.9.685 Released!
First of all, I admire Modern Combat a lot. Last summer I have even gathered 6 players and we played a few games with it. Below you can see what I don't like in your splendid multiplayer era. Sorry for possible grammar mistakes. 1. Modern Combat needs ''Fog of War'' option badly. Lack of it ruins t...
- April 21st, 2012, 12:17 am
- Forum: Multiplayer Development
- Topic: Modern Combat: 1.0.1 Released!
- Replies: 358
- Views: 72545
Re: Modern Combat: Beta0.9.685 Released!
The very latest version of Modern Combat is updated. I need your feedback to keep this alive.
- April 16th, 2012, 11:27 pm
- Forum: Users’ Forum
- Topic: Too many campaingns have you fighting orcs/undead.
- Replies: 98
- Views: 24152
Too many campaingns have you fighting orcs/undead.
I think we need to work on having more campaigns with variety.