Search found 2219 matches
- Yesterday, 12:59 pm
- Forum: WML Workshop
- Topic: [solved] where I can use [lua] and it's return value, what I can do in modify_unit
- Replies: 12
- Views: 367
Re: [solved] where I can use [lua] and it's return value, what I can do in modify_unit
So it looks like you can't do this either, which is unfortunate as I have multiple objects I'd like to insert. Why would you need to? You can dump multiple objects into [modify_unit anyway, so just put the [insert_tag] directly in there (like in your second example, but with name=object ). That mak...
- April 21st, 2024, 3:31 pm
- Forum: WML Workshop
- Topic: [solved] where I can use [lua] and it's return value, what I can do in modify_unit
- Replies: 12
- Views: 367
Re: where I can use [lua] and it's return value, what I can do in modify_unit
It seems quite logical to me. If a [lua] block returns a valid WML tag, I would expect that to have the same result as if I had typed in said tag at that location. Clearly, I'm wrong, but it's what I would expect. I'm not sure how viable that interpretation is. It would be equivalent to allowing [l...
- April 21st, 2024, 2:36 pm
- Forum: WML Workshop
- Topic: [solved] where I can use [lua] and it's return value, what I can do in modify_unit
- Replies: 12
- Views: 367
Re: where I can use [lua] and it's return value, what I can do in modify_unit
I've noticed that it seems I can't do much inside [modify_unit]. For example, I have tried an failed to print/save the value of $this_unit in various ways, but whatever I try seems to be silently ignored. I don't think there's any way to debug the value of $this_unit in [modify_unit] . You could us...
- April 20th, 2024, 2:20 pm
- Forum: WML Workshop
- Topic: [closed] Merge unit animaions
- Replies: 19
- Views: 553
Re: [closed] Merge unit animaions
That's at least mentioned here. Maybe that's too easy to miss…?
- April 20th, 2024, 2:03 pm
- Forum: Lua Labs
- Topic: How to display two dialogs on each other
- Replies: 5
- Views: 200
Re: How to display two dialogs on each other
This is very easy. The first dialog (ie, the one in the background) must call the second dialog in either the pre_show or a callback function (depending on how your logic works). That example you posted is about placing things on top of things within a single dialog, so it's not relevant to the ques...
- April 20th, 2024, 1:58 pm
- Forum: WML Workshop
- Topic: [closed] Merge unit animaions
- Replies: 19
- Views: 553
Re: Merge unit animaions
What's weird is that there's nowhere a word about your frame tags in the documentation. …what are you talking about? In the frames section , it clearly says this: Animation frames are defined using either the [frame] tag or a prefixed version of it, like [xxx_frame] . The xxx can be any sequence of...
- April 20th, 2024, 4:48 am
- Forum: Lua Labs
- Topic: [closed] Custom dialog placement
- Replies: 18
- Views: 463
Re: Custom dialog placement
When I type 'gamemap_x_offset' into the Lua console returns an error. Of course it would, as that's a WFL variable, not a Lua variable. There is a WFL console, but that variable wouldn't be found there either, as the WFL console uses the AI context of the current side whereas that variable is part ...
- April 20th, 2024, 4:44 am
- Forum: WML Workshop
- Topic: [closed] Merge unit animaions
- Replies: 19
- Views: 553
Re: Merge unit animaions
Well, it's possible in a unit animation. Maybe you could also try putting several items on the same hex, each with a different halo.
- April 19th, 2024, 5:49 pm
- Forum: WML Workshop
- Topic: [closed] Merge unit animaions
- Replies: 19
- Views: 553
Re: Merge unit animaions
It's pretty likely that that's not possible (short of image editing).
- April 19th, 2024, 1:54 pm
- Forum: WML Workshop
- Topic: [closed] Merge unit animaions
- Replies: 19
- Views: 553
Re: Merge unit animaions
BLIT works on images, not animations. So no.
- April 19th, 2024, 1:41 pm
- Forum: WML Workshop
- Topic: [closed] Merge unit animaions
- Replies: 19
- Views: 553
Re: Merge unit animaions
Since the default defend animation is pretty formulaic, you might be able to get away with just substituting $this_unit appropriately into the definition of the DEFENSE_ANIM macro (which requires you to use [modify_unit] to add the animation), and otherwise do just as I described above. However, it ...
- April 19th, 2024, 3:56 am
- Forum: WML Workshop
- Topic: [closed] Merge unit animaions
- Replies: 19
- Views: 553
Re: Merge unit animaions
The [animation] tag doesn't support "apply_to." …what are you talking about? Yes it does. The [animation] tag is rarely actually used for animations though, so you won't see it very often. None of the animation tags that are generally used support apply_to – only [animation] specifically....
- April 19th, 2024, 3:52 am
- Forum: WML Workshop
- Topic: [anitmation] conditionals
- Replies: 5
- Views: 203
Re: [anitmation] conditionals
Thank you. If you could get that info onto the wiki, I think it would help a lot. Or maybe it's there and I skimmed the page looking for what I wanted instead of reading from start to finish. I added more info clarifying that the content of [if] is the same as the content of the toplevel animation,...
- April 19th, 2024, 1:17 am
- Forum: WML Workshop
- Topic: [solved] result of conditional with invalid qualifier
- Replies: 4
- Views: 195
Re: result of conditional with invalid qualifier
I agree, a variable condition with no valid condition should raise an error, not simply return always true.
- April 19th, 2024, 1:14 am
- Forum: WML Workshop
- Topic: [anitmation] conditionals
- Replies: 5
- Views: 203
Re: [anitmation] conditionals
1) The only thing I see for the animation-if is hits=yes|no. I can't find a list of conditionals. Is there a list? My understanding is that the content of the [if] and [else] subtags are essentially just an animation – that is to say, anything that can be put at the top level of the animation can a...