Modify unit macro, what are leaders called?
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Modify unit macro, what are leaders called?
In my scenario I want to disable recruiting for side 1 at turn 2.
Is it possible to do it using the MODIFY_UNIT macro?
in the code below what do I need to change "leader" to?
I've tried canrecruit=1 (to try to specify all units on side 1 that can recruit), but it doesn't work.
Also I read on the wiki that if a side has no unit that can recruit to game is automatically lost? is this true?
What the scenario I'm making involves is recruiting a party & then adventuring (no more recruiting). I can't delete the keep because the player could just hyjack a computers keep...
Is there something I will need to do to stop it being game over?
Is it possible to do it using the MODIFY_UNIT macro?
in the code below what do I need to change "leader" to?
I've tried canrecruit=1 (to try to specify all units on side 1 that can recruit), but it doesn't work.
Code: Select all
[event]
name=turn 2
[filter]
side=1
[/filter]
{MODIFY_UNIT "leader" canrecruit no}
[/event]
What the scenario I'm making involves is recruiting a party & then adventuring (no more recruiting). I can't delete the keep because the player could just hyjack a computers keep...
Is there something I will need to do to stop it being game over?
- beetlenaut
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Re: Modify unit macro, what are leaders called?
It may be possible to use MODIFY_UNIT, but if it worked, it would have some strange consequences. Just use [set_recruit] instead, with a blank list of available units.roadkill wrote:Is it possible to do it using the MODIFY_UNIT macro?
Usually, but not necessarily. You can put "victory_when_enemies_defeated=no" in the [scenario] tag, or no_leader=yes in the [side] tag.roadkill wrote:Also I read on the wiki that if a side has no unit that can recruit to game is automatically lost? is this true?
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: Modify unit macro, what are leaders called?
Awesome idea, yep its working.beetlenaut wrote:It may be possible to use MODIFY_UNIT, but if it worked, it would have some strange consequences. Just use [set_recruit] instead, with a blank list of available units.