Hrm..learnign the ropes, help me out a bit
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Re: Hrm..learnign the ropes, help me out a bit
Not removing them will probably make it show up twice.
Re: Hrm..learnign the ropes, help me out a bit
K, time for a stupid question - how to setup player color in the scenario?
I seem to recall some magneta->red command or something like that, but I can't track it down.
I seem to recall some magneta->red command or something like that, but I can't track it down.
Light travels much faster than sound, that's why some people seem bright until you hear them speak.
>>> MY LITTLE LAB! <<<
>>> MY LITTLE LAB! <<<
Re: Hrm..learnign the ropes, help me out a bit
Could it possibly be defined where it would make some sense, like in the side definition?TrashMan wrote:K, time for a stupid question - how to setup player color in the scenario?
I seem to recall some magneta->red command or something like that, but I can't track it down.
Re: Hrm..learnign the ropes, help me out a bit
Yeah, but all the scenario I checked so far (from other people) use the standard color, so I don't know how the command goes
Light travels much faster than sound, that's why some people seem bright until you hear them speak.
>>> MY LITTLE LAB! <<<
>>> MY LITTLE LAB! <<<
Re: Hrm..learnign the ropes, help me out a bit
Thank you. Somehow I missed that.
Light travels much faster than sound, that's why some people seem bright until you hear them speak.
>>> MY LITTLE LAB! <<<
>>> MY LITTLE LAB! <<<
Re: Hrm..learnign the ropes, help me out a bit
Hrm...I've been constantly getting a strange error on my 4th scenario that I finally managed ot track down to a piece of code.
The error goes as:
"Unexpected characters after variable name (expected, or =), value'
I got no clue exactly what I should be looking for within the code. This is hte code:
The error goes as:
"Unexpected characters after variable name (expected, or =), value'
I got no clue exactly what I should be looking for within the code. This is hte code:
Code: Select all
# witness discussion, change of plans
[event]
name=sighted
[filter]
role=Camp Guard
[/filter]
[removeitem]
x=4
y=51
[/removeitem]
[gold]
side=2
amount=100
[/gold]
CLEAR_FOG 1 15 42 6
[message]
speaker=Loghain
message=_"So you're sure they're all dealt with?"
[/message]
[message]
speaker=Hendak
message=_"Just like you said, they walked right into our trap. The cursed fog is making it difficult to track down all the stragglers. They are no threat."
[/message]
[message]
speaker=Loghain
message=_"That will be for me to decide. I dont' want anyone near this camp!"
[/message]
[message]
speaker=Hendak
message=_"I've posted patrols along the road, don't worry Loghain."
[/message]
[message]
speaker=Loghain
message=_"I do worry. And don't call me by my name. Do you have any idea what can happen if-... wait. What's that?"
[/message]
[message]
speaker=Hendak
message=_"Intruders!"
[/message]
[message]
speaker=Loghain
message=_"You incompetent fool!"
[/message]
[sound]
name=dagger-swish.wav
[/sound]
[delay]
time=50
[/delay]
[sound]
name=human-hit-2.ogg
[/sound]
[message]
speaker=Hendak
message=_"Aaaack!.."
[/message]
[kill]
side=2
id=Hendak
[/kill]
[message]
speaker=Loghain
message=_"Wake up you fools! Move it! Get me their heads or I'll have yours!"
[/message]
[message]
speaker=follower
message=_"Looks like this route is out of the question!"
[/message]
[message]
speaker=Ellderon
message=_"To the north!!"
[/message]
{PLACE_IMAGE items/gohere.png 16 1}
[objectives]
side=1
[objective]
description= _ "Escape the valley to the east...erm...noth!"
condition=win
[/objective]
[objective]
description= _ "Death of Ellderon"
condition=lose
[/objective]
[objective]
description= _ "Turns run out"
condition=lose
[/objective]
[/objectives]
[/event]
Light travels much faster than sound, that's why some people seem bright until you hear them speak.
>>> MY LITTLE LAB! <<<
>>> MY LITTLE LAB! <<<
Re: Hrm..learnign the ropes, help me out a bit
How about that "CLEAR_FOG 1 15 42 6"?
Re: Hrm..learnign the ropes, help me out a bit
So that's the culprit..what's wrong with it?
IIRC, I copied that from some other scenario
IIRC, I copied that from some other scenario
Light travels much faster than sound, that's why some people seem bright until you hear them speak.
>>> MY LITTLE LAB! <<<
>>> MY LITTLE LAB! <<<
Re: Hrm..learnign the ropes, help me out a bit
I really want to know hte proper code for removing the fog...
While I'm looking it up in the wiki, here's anohter question I couldn't find hte answer for
The other of [or] or [and] in the filter
Basicely, will this work? I need both units to reach a specific area. Technicely, I need 3 units to reach the area..If this is correct, for hte 3rd unit, do Iadd another id inthe add tags or do I add a new add tag?
While I'm looking it up in the wiki, here's anohter question I couldn't find hte answer for
The other of [or] or [and] in the filter
Basicely, will this work? I need both units to reach a specific area. Technicely, I need 3 units to reach the area..If this is correct, for hte 3rd unit, do Iadd another id inthe add tags or do I add a new add tag?
Code: Select all
[event]
name=moveto
[filter]
id=Ellderon
[and]
id=Ithilien
[/and]
x=15-17
y=1-2
[/filter]
[endlevel]
result=victory
bonus=yes
[/endlevel]
[/event]
Light travels much faster than sound, that's why some people seem bright until you hear them speak.
>>> MY LITTLE LAB! <<<
>>> MY LITTLE LAB! <<<
Re: Hrm..learnign the ropes, help me out a bit
This event will trigger if a unit satisfies *all* of the following conditions:
-It just moved to a hex with coordinates (15-17,1-2)
-its id is Ellderon
-its id is Ithilien
Obviously that never happens, what you need to do is write an event that triggers if *any* of the three units moves into the area, then [if] with [have_unit] to see if the others are in that area too.
To make this work correctly, you'll need first_time_only=no (obviously) and if the action isn't [endlevel], you'll also need to set a variable to stop the [then] from triggering more than once.
-It just moved to a hex with coordinates (15-17,1-2)
-its id is Ellderon
-its id is Ithilien
Obviously that never happens, what you need to do is write an event that triggers if *any* of the three units moves into the area, then [if] with [have_unit] to see if the others are in that area too.
To make this work correctly, you'll need first_time_only=no (obviously) and if the action isn't [endlevel], you'll also need to set a variable to stop the [then] from triggering more than once.
Re: Hrm..learnign the ropes, help me out a bit
Hrm...so it has to be done via variables..
How about if I check for each unit individually and increase a counter for each one that enters. Once all 3 enter (variable equals 3) then the mission ends? F'course, the unit could exit again....Hrm... I'll just leave it at one unit for simplicity sake..
checking for multiple units is a chore...Hey, methinks ToaM has a mission like that..I can check it's code to see
thanks AI..Oh, b.t.w. - is there a code to remove the fog over a specific area?
How about if I check for each unit individually and increase a counter for each one that enters. Once all 3 enter (variable equals 3) then the mission ends? F'course, the unit could exit again....Hrm... I'll just leave it at one unit for simplicity sake..
checking for multiple units is a chore...Hey, methinks ToaM has a mission like that..I can check it's code to see
thanks AI..Oh, b.t.w. - is there a code to remove the fog over a specific area?
Light travels much faster than sound, that's why some people seem bright until you hear them speak.
>>> MY LITTLE LAB! <<<
>>> MY LITTLE LAB! <<<
Re: Hrm..learnign the ropes, help me out a bit
Create a moveto event which triggers when whichever one of those 3 units enters the area, and then just use an [if] to check whether all the 3 units are in the area right now.TrashMan wrote:Technicely, I need 3 units to reach the area..If this is correct, for hte 3rd unit, do Iadd another id inthe add tags or do I add a new add tag?
Re: Hrm..learnign the ropes, help me out a bit
Ok, I'm downright irritated ATM.
I made a working campaign (in progress) but I can't upload it via the add-on server.
I checked my file structure and my .pbl file thrice.
WTF???
I released a test version of the campaign in the Scenario and Campaign forum (Coming of the Storm), so can anyone take a look and tell me what the hell is wrong?
I made a working campaign (in progress) but I can't upload it via the add-on server.
I checked my file structure and my .pbl file thrice.
WTF???
I released a test version of the campaign in the Scenario and Campaign forum (Coming of the Storm), so can anyone take a look and tell me what the hell is wrong?
Light travels much faster than sound, that's why some people seem bright until you hear them speak.
>>> MY LITTLE LAB! <<<
>>> MY LITTLE LAB! <<<
Re: Hrm..learnign the ropes, help me out a bit
Remove the passphrase from the PBL, attach it here ((g)zipped if needed), tell us its exact location.