Modularize Teleport, no changes to current gameplay

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fabi
Inactive Developer
Posts: 1260
Joined: March 21st, 2004, 2:42 pm
Location: Germany

Re: Modularize Teleport, no changes to current gameplay

Post by fabi »

Gambit wrote:So will people who haven't compiled it this way still be able to play multiplayer games with [tunnel] in them? Will they be able to host addons with [tunnel] in them?
No and no. The both code paths are not compatible.
It will lead to out of sync errors at least if both versions meet on the mp server.
The EXPERIMENTAL flag is for development/testing purposes only.
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pauxlo
Posts: 1047
Joined: September 19th, 2006, 8:54 pm

Re: Modularize Teleport, no changes to current gameplay

Post by pauxlo »

(A little thread necromancy ...)

I just added the description for the tunnel tag to DirectActionsWML and AbilitiesWML. Can someone who knows the code proofread my descriptions?
Anonymissimus
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Location: Germany

Re: Modularize Teleport, no changes to current gameplay

Post by Anonymissimus »

pauxlo wrote:(A little thread necromancy ...)

I just added the description for the tunnel tag to DirectActionsWML and AbilitiesWML. Can someone who knows the code proofread my descriptions?
Has anyone tested the tag ?
Searching current trunk's files and wml-tags.lua I find nothing (usually I do), and afaik this tag is/was only experimental.
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml startersPlan Your Advancements: mp mod
The Earth's Gut: sp campaignSettlers of Wesnoth: mp scenarioWesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
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