How could a scenario check on its multiplayer id?
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How could a scenario check on its multiplayer id?
Hello! Probably the question has an easy solution that for some reasons I can't see.
I am currently working on Orocia Random Mod in an attempt to macro the functioning of the map so that adding new maps for that game is easier.
And I am puzzled by the fact that picking the add-on as it is, changing the name of the id under the [multiplayer] tag in the scenario, for instance change to the game goes nuts, it seems not even the options of the scenario are followed. I was not able to understand why, but probably I lack a full background.
So my question is: in general, how could a scenario check on the value of its multiplayer id? Isn't it relevant just to distinguish a scenario from another or is it used elsewhere?
I am currently working on Orocia Random Mod in an attempt to macro the functioning of the map so that adding new maps for that game is easier.
And I am puzzled by the fact that picking the add-on as it is, changing the name of the id under the [multiplayer] tag in the scenario, for instance change
Code: Select all
[multiplayer]
id=Orocia_Random_Ageless_Mod
Code: Select all
[multiplayer]
id=Orocia_Random_Ageless_default_Mod
So my question is: in general, how could a scenario check on the value of its multiplayer id? Isn't it relevant just to distinguish a scenario from another or is it used elsewhere?
Re: How could a scenario check on its multiplayer id?
Spoiler:
Re: How could a scenario check on its multiplayer id?
I suspected there were something with the ids of the options but I was unsure. I'll try with 1.13.7, thank you.Ravana wrote:Known 1.12 bug, possible with 1.13.7.Spoiler: