How could a scenario check on its multiplayer id?

The place to post your WML questions and answers.

Moderator: Forum Moderators

Forum rules
  • Please use [code] BBCode tags in your posts for embedding WML snippets.
  • To keep your code readable so that others can easily help you, make sure to indent it following our conventions.
Post Reply
User avatar
nickanc
Posts: 24
Joined: August 28th, 2012, 12:58 pm
Location: Orocia

How could a scenario check on its multiplayer id?

Post by nickanc »

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

Code: Select all

[multiplayer]
	id=Orocia_Random_Ageless_Mod
to

Code: Select all

[multiplayer]
	id=Orocia_Random_Ageless_default_Mod
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?
User avatar
Ravana
Forum Moderator
Posts: 2997
Joined: January 29th, 2012, 12:49 am
Location: Estonia
Contact:

Re: How could a scenario check on its multiplayer id?

Post by Ravana »

Spoiler:
Known 1.12 bug, possible with 1.13.7.
User avatar
nickanc
Posts: 24
Joined: August 28th, 2012, 12:58 pm
Location: Orocia

Re: How could a scenario check on its multiplayer id?

Post by nickanc »

Ravana wrote:
Spoiler:
Known 1.12 bug, possible with 1.13.7.
I suspected there were something with the ids of the options but I was unsure. I'll try with 1.13.7, thank you.
Post Reply