Search found 626 matches
- November 17th, 2012, 12:00 am
- Forum: WML Workshop
- Topic: ChaosRider’s WML questions
- Replies: 459
- Views: 69964
Re: Die event...
You used tags that don't exist, like [filter_unit] and [not_side].ChaosRider wrote:Ok, but what was wrong in my first posted in this topic code?
- November 16th, 2012, 9:53 pm
- Forum: WML Workshop
- Topic: ChaosRider’s WML questions
- Replies: 459
- Views: 69964
Re: Die event...
There are 4 dollar signs missing here.Telchin wrote:Code: Select all
{FOREACH humside i} [if] [have_unit] side=humside[i] canrecruit=yes [/have_unit] [then] [gold] side=humside[i] amount=75 [/gold]
- November 15th, 2012, 9:35 pm
- Forum: Scenario & Campaign Development
- Topic: Development: Scarlet Sea [campaign]
- Replies: 141
- Views: 27388
Re: Development: Scarlet Sea [campaign]
No, fireball and bolt work just fine for me. Maybe there's something missing in another macro which is called somewhere indirectly, but since the error messages can't handle excessive macro usage very well, I've got no idea. I put a test scenario in front of the prologue so I can debug more easily, ...
- November 13th, 2012, 2:50 pm
- Forum: WML Workshop
- Topic: Its me again with a new question:-)
- Replies: 16
- Views: 2841
Re: Its me again with a new question:-)
There is also a [move_unit] tag, which really moves the unit instead of just moving an image like [move_unit_fake] does.Dugi wrote:There is a tag named [move_unit_fake] for it. Use the {MOVE_UNIT id=blablabla x y} macro, that will make it even easier.
- November 10th, 2012, 9:21 pm
- Forum: WML Workshop
- Topic: An Unexpected Error
- Replies: 4
- Views: 1027
Re: An Unexpected Error
Line 197:
The
Code: Select all
#ifdef HARD
[allow_extra_recruit]
type=Orcish Warrior,Orcish Archer
id=Rocnar
[/allow_extra_recruit]
[/side]
#endif
is missing.- November 6th, 2012, 11:24 pm
- Forum: Scenario & Campaign Development
- Topic: Development: Scarlet Sea [campaign]
- Replies: 141
- Views: 27388
Re: Development: Scarlet Sea [campaign]
Hi there! Sorry for not contributing much lately, I got stuck with the "stunned" status. The possibility of the effect prolonging when the affected unit is hit by an impact weapon made it way harder, and it is not done yet :augh: Anyway, here're the first two fire/thunder/battle spells. I ...
- November 3rd, 2012, 2:35 pm
- Forum: WML Workshop
- Topic: My wml (solved)
- Replies: 30
- Views: 5124
Re: My wml [need help with filter adjacent tag]
[filter_adjacent] x,y=$x1,$y1 count=5 [/filter_adjacent] It kind of looks as if you mixed up [filter_adjacent] and [filter_location] here - right now you're searching for five adjacent units which have to be at $x1,$y1. I tried this, and it stored all units from side 1 which are up to 5 hexes away ...
- October 24th, 2012, 6:19 pm
- Forum: WML Workshop
- Topic: Removing Random Level Generation Labels
- Replies: 19
- Views: 8978
Re: Removing Random Level Generation Labels
EDIT I made a quick check using the interactive :lua debug command, and could remove one of the labels that way, so the FOREACH... should work, something else was wrong I suppose. Gah :doh: Note to self: read code written by myself at least thrice to notice all glaringly obvious mistakes. Sorry abo...
- October 23rd, 2012, 6:04 pm
- Forum: WML Workshop
- Topic: Removing Random Level Generation Labels
- Replies: 19
- Views: 8978
Re: Removing Random Level Generation Labels
I tried that too, but it only removes the random name parts. You have still things like "
's Forest
" or "ham
" left.- October 23rd, 2012, 4:13 pm
- Forum: WML Workshop
- Topic: Removing Random Level Generation Labels
- Replies: 19
- Views: 8978
Re: Removing Random Level Generation Labels
Tried it, nope.Pentarctagon wrote:Would it allow you to do a FOREACH loop on all the map hexes and set the label to an empty string?
Is there any specific reason for those labels to be immutable? IMO it would make much more sense if they weren't.
- October 22nd, 2012, 8:29 pm
- Forum: WML Workshop
- Topic: Heindals WML Questions
- Replies: 41
- Views: 10758
Re: Heindals WML Questions
I'm assuming that it should beCode: Select all
[set_variable] name=texty value=$firer.y [/set_variable]
testy
, not texty
.- October 5th, 2012, 2:56 pm
- Forum: WML Workshop
- Topic: Campaign issues
- Replies: 1
- Views: 672
Re: Campaign issues
I wasn't able to reproduce that. I only got an error about
Of_The_Uprising/units
not existing. Once I removed the include from the _main.cfg everything worked fine.- October 3rd, 2012, 10:18 pm
- Forum: Art Workshop
- Topic: Female variant for the Rogue Mage line
- Replies: 14
- Views: 5861
Re: Female variant for the Rogue Mage line
Is it intentional that the female sprites still have parts of the beard?
- September 8th, 2012, 8:30 pm
- Forum: WML Workshop
- Topic: Wml-ish questions relating to display.
- Replies: 18
- Views: 2815
Re: Wml-ish questions relating to display.
When in the save/load map dialog, double-clicking the double period (..) brings you to the parent directory and double-clicking a folder brings you to that folder, allowing you to navigate around and save/load maps wherever you want.
- August 25th, 2012, 1:58 pm
- Forum: WML Workshop
- Topic: ChaosRider’s WML questions
- Replies: 459
- Views: 69964
Re: I want to change something :P
Code: Select all
[event]
name=recruit
first_time_only=no
[filter]
type=Tentacle of the Deep
[/filter]
[object]
[filter]
id=$unit.id
[/filter]
...