Different WML questions for my campaign!
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Different WML questions for my campaign!
Hello guys,
for my campaign (see link in the description) I am in desperate need of some information concerning recall.
For the beginning it would be sufficient to know how I can delete a certain unit from the recall list but make the game store the unit. I want it to appear later on in the scenario.
for my campaign (see link in the description) I am in desperate need of some information concerning recall.
For the beginning it would be sufficient to know how I can delete a certain unit from the recall list but make the game store the unit. I want it to appear later on in the scenario.
Last edited by Turgon on June 7th, 2012, 12:09 pm, edited 1 time in total.
Looking for feedback for my dramatic campaign "A story of three villages", a late-age men vs. undead story going to include vampires and werewolves: http://forums.wesnoth.org/viewtopic.php?f=8&t=36193
Re: I need help with recall-WMLs
You should be able just to do something like this if I'm not mistaken:
And later then just unstore the unit (but be sure to specify its coordinates then, so that it won't end up on the recall list again).
Code: Select all
[store_unit]
[filter]
id=id-of-your-unit
[/filter]
kill=yes
variable=stored_unit_from_recall_list
[/store_unit]
UMC Story Images — Story images for your campaign!
Re: I need help with recall-WMLs
I tried this, but it didn't work properly.
Here's what I did to remove the unit: I used the [store_unit] order inside of my [side] tag.
Then I had the unstore-element in an [event]-Tag:
It didn't work out, though. Gunther was still in the recall list, but otherwisely acted normal regarding dialogue lines and so on, once I recruited him...
Here's what I did to remove the unit: I used the [store_unit] order inside of my [side] tag.
Code: Select all
[side]
type="Fencer"
id="Tyrell"
canrecruit=yes
name=_ "Tyrell"
side=1
controller=human
{GOLD 300 250 200}
income=2
team_name="good guys"
user_team_name=_ "good guys"
fog=no
shroud=no
recruit="Fencer, Footpad, Spearman, Bowman, Mage, Cavalryman"
{NAMED_LOYAL_UNIT 1 "" 35 19 "Torell" (_ "Torell")} # wmllint: recognize Torell
[store_unit]
[filter]
id=Gunther
[/filter]
kill=yes
variable=stored_Gunther
[/store_unit]
[/side]
Code: Select all
[event]
name=turn 16
[message]
race=human
message=_ "Ain't there something?"
[/message]
[message]
race=human
message=_ "I can hear trumpets and warhorns."
[/message]
[message]
race=human
message=_ "And I can hear trampling horses to the north."
[/message]
[unstore_unit]
variable= stored_Gunther
find_vacant=yes
x=34
y=1
[/unstore_unit]
...
...
...
[/event]
Looking for feedback for my dramatic campaign "A story of three villages", a late-age men vs. undead story going to include vampires and werewolves: http://forums.wesnoth.org/viewtopic.php?f=8&t=36193
Re: I need help with recall-WMLs
That won't work, of course.
You could place the
[wiki=SideWML][side][/wiki]
does not allow ActionWML to be placed inside it.You could place the
[store_unit]
in a prestart
event, though, that should work.UMC Story Images — Story images for your campaign!
Re: I need help with recall-WMLs
Okay, now it works. Still I have some stupid problems. If you can help me with any of it, I'll be grateful.
1. I have some lines of text which are to be said by different soldiers, but one single soldier says all of them. What can I do to split them up?
2. One of my events comes with new objectives. But instead of displaying the new objectives, the game only shows the old objectives from the beginning...
3. Some of my attack-events don't fire at all:
4. The next scenario won't start. After fulfilling the victory conditions, the campaign ends and is won. That's not what I want (at least at this place in the campaign ).
That's the head of the sixth scenario:
and this is the head of the seventh scenario which doesn't want to start:
If anyone can help, please post!
1. I have some lines of text which are to be said by different soldiers, but one single soldier says all of them. What can I do to split them up?
Code: Select all
[message]
side=1
message=_ "Ain't there something?"
[/message]
[message]
side=2
message=_ "I can hear trumpets and warhorns."
[/message]
[message]
side=1
message=_ "And I can hear trampling horses to the north."
[/message]
Code: Select all
[event]
name=turn 16
...
...
...
...
[objectives]
side=1
[objective]
condition=win
description=_ "Defeat the vengeful necromancer Philip"
[/objective]
[objective]
condition=lose
description=_ "Death of Tyrell"
[/objective]
[objective]
condition=lose
description=_ "Death of Torell, Roddy, Gunther or Lord Paramount Galdwin"
[/objective]
[objective]
description=_ "Time runs out"
condition=lose
[/objective]
[gold_carryover]
bonus=no
carryover_percentage=0
[/gold_carryover]
[/objectives]
[/event]
Code: Select all
[event]
name=attack
[filter]
id=Lord Paramount Galdwin
[/filter]
[message]
id=Lord Paramount Galdwin
message=_ "Ah, that makes me feel young again. Like in the days when I was in my first fight against the undead. I was 16 then... All this time I haven't been feeling so well."
[/message]
[/event]
Code: Select all
[event]
name=attack
[filter]
side=4
[/filter]
[filter_second]
side=1
[/filter_second]
[message]
speaker=unit
message=_ "Soon the vampires will rule. You can't stop us."
[/message]
[message]
speaker=second_unit
message=_ "We will prevail. Retreat, nasty vampire!"
[/message]
[/event]
Code: Select all
[event]
name=attack
[filter]
side=1
[/filter]
[filter_second]
side=4
[/filter_second]
[message]
speaker=unit
message=_ "Onwards! The gods are with us!"
[/message]
[message]
speaker=second_unit
message=_ "Stand and fight, comrades, the town will be sacked this very night!"
[/message]
[/event]
That's the head of the sixth scenario:
Code: Select all
id="6_Defence_of_Hangkaff"
name=_ "Defence of Hangkaff"
map_data="{~add-ons/the_story_of_three_villages/maps/Defence_of_Hangkaff.map}"
turns=30
next_scenario=7_Duel_of_Fates
Code: Select all
id="7_Duel_of_Fates"
name=_ "Duel of Fates"
map_data="{~add-ons/the_story_of_three_villages/maps/Duel_of_Fates.map}"
turns=15
next_scenario=null
Looking for feedback for my dramatic campaign "A story of three villages", a late-age men vs. undead story going to include vampires and werewolves: http://forums.wesnoth.org/viewtopic.php?f=8&t=36193
Re: I need help with recall-WMLs
Interesting, all of these problems just disappeared and now everything works fine except for one thing. The force-chance-to-hit command just doesn't work. I put this here just beneath the [side]-tag:
Can anyone help, please?
Code: Select all
{FORCE_CHANCE_TO_HIT side=1 id="Philip" 0
([variable]
name=turn_number
less_than=16
[/variable] )}
Looking for feedback for my dramatic campaign "A story of three villages", a late-age men vs. undead story going to include vampires and werewolves: http://forums.wesnoth.org/viewtopic.php?f=8&t=36193
Re: I need help with recall-WMLs
I am guessing that your problems disappeared after you quit and restarted Wesnoth. If you edit .cfg files while Wesnoth is open, then Wesnoth will not reload your .cfg files until you quit and restart Wesnoth. (I have also heard that without quitting Wesnoth, you can just press F5 at the title screen.) Also, you must play your scenario from the beginning. If you load a save file from the middle of a scenario, then Wesnoth loads the scenario from the save file, not from your .cfg files.Turgon wrote:Interesting, all of these problems just disappeared and now everything works fine except for one thing.
About FORCE_CHANCE_TO_HIT, it expands to [event] tags, so you must put FORCE_CHANCE_TO_HIT in a place that allows [event] tags. You must not put [event] inside [side], as [event] is not a subtag of [side].
--Kernigh http://www.wesnoth.org/wiki/User:Kernigh
Re: Different WML questions for my campaign!
Well, I used to have the FORCE_CHANCE_TO_HIT under the side-tag, but outside of it - basically in open space. Now it put it into the prestart-event and everything works fine, thanks Now I will upload the new version! Try and comment...
Looking for feedback for my dramatic campaign "A story of three villages", a late-age men vs. undead story going to include vampires and werewolves: http://forums.wesnoth.org/viewtopic.php?f=8&t=36193