Search found 1124 matches

by gfgtdf
Yesterday, 10:13 pm
Forum: WML Workshop
Topic: Rotate Area WML not working on 1.14.x
Replies: 13
Views: 154

Re: Rotate Area WML not working on 1.14.x

ok what i said lat time viewtopic.php?f=8&t=43290&start=15#p591503 still holds.

Furthermore it seems like tagnames do no longer allow underscrores as first caracter (__RA_stored_units in your lua code)
by gfgtdf
Yesterday, 9:53 pm
Forum: WML Workshop
Topic: Rotate Area WML not working on 1.14.x
Replies: 13
Views: 154

Re: Rotate Area WML not working on 1.14.x

which wesnoth version are you using for testing ?
by gfgtdf
Yesterday, 6:49 pm
Forum: WML Workshop
Topic: Rotate Area WML not working on 1.14.x
Replies: 13
Views: 154

Re: Rotate Area WML not working on 1.14.x

But it is, the second sentence in https://wiki.wesnoth.org/LuaWML says that. if the scenariowml page does not mention it then, it's just missing there.
by gfgtdf
Yesterday, 12:02 pm
Forum: WML Workshop
Topic: Rotate Area WML not working on 1.14.x
Replies: 13
Views: 154

Re: Rotate Area WML not working on 1.14.x

[scenario][lua] is documented at the luawml wiki page and it is actually reccomened _not_ to use preload events to load Lua because some things like defining custom effects, only work properly from [Lua] in scenario and not when loading Lua in preload. For the actual issue, I think you asked this al...
by gfgtdf
January 15th, 2019, 10:54 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 307
Views: 65753

Re: World Conquest II

WC2 Version 0.7 is basically where most of the Lua transition happens iirc. It gave the 'new' invest and wocopefia dialogs and a performance improvement overall. When wesnoth 1.15/1.16 comes out I'll probably move the rest of the code (the map generation) to Lua which will remove the waiting time at...
by gfgtdf
January 14th, 2019, 4:33 pm
Forum: Lua Labs
Topic: Synchronization with LUA?
Replies: 8
Views: 155

Re: Synchronization with LUA?

for syncing a specifc variable there is also the [sync_variable] tag. But without knowing where your oos comes from, it will be very hard fixing it. Those tags do not magicially fix any oos error. You have to look the OOS message (like for example 'unfound source of movement' which means that the un...
by gfgtdf
January 14th, 2019, 5:02 am
Forum: Lua Labs
Topic: Synchronization with LUA?
Replies: 8
Views: 155

Re: Synchronization with LUA?

Not sure what exactly do pi are trying to do, usually wml code menu items (unless they have synced=no) are automatically synced. Other that that it really depends on what you want trying to do, yes Lua has fundings functions for syncing thing (in particular wesnoth.sync_choice and custom actions) bu...
by gfgtdf
January 8th, 2019, 8:07 pm
Forum: WML Workshop
Topic: Overriding unit advancements
Replies: 16
Views: 324

Re: Overriding unit advancements

It's possible to do the samewith luas 'if'. but it requires some knowledge about the lua programming language. (variabe scope, how to add element to tables etc)
by gfgtdf
January 7th, 2019, 3:54 pm
Forum: WML Workshop
Topic: Overriding unit advancements
Replies: 16
Views: 324

Re: Overriding unit advancements

You coudl just also add the osd_fix_advancements object in a prestart event to cover these aswell. like adding on_event("prestart", function() for i, u in ipairs(wesnoth.get_units({})) do if not u.variables.has_osd_fix_advancements then u.variables.has_osd_fix_advancements = true u:add_modification(...
by gfgtdf
January 7th, 2019, 4:30 am
Forum: WML Workshop
Topic: Overriding unit advancements
Replies: 16
Views: 324

Re: Overriding unit advancements

If you use lua you can modify the units stats directly by settign arributes instead of [midify_unit]. modify_unit also has the disadvantage that the effect will be lost when the unit is rebuild, for example when remove_object is called, this again can be fiuxed with a custom lua effect, then you als...
by gfgtdf
January 6th, 2019, 5:23 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 307
Views: 65753

Re: World Conquest II

Uploaded version 0.7.10.3 which just contains two fixes:
  • Fix wrong colors of villages when you changed your team color
  • Fix possible lua erro in mapgeneration of scenario6.
by gfgtdf
January 5th, 2019, 3:14 pm
Forum: Users’ Forum
Topic: map editor help or tutorial
Replies: 7
Views: 201

Re: map editor help or tutorial

If someone knows how the editor works and feels really motivated he could also try to fix the editor topics on the wesnoths ingame help (which are currently disabled because they are very incomplete) and make a a pull request on github https://github.com/wesnoth/wesnoth/blob/master/data/core/editor/...
by gfgtdf
January 4th, 2019, 12:54 am
Forum: WML Workshop
Topic: How to end sound file playing (voice tag)
Replies: 2
Views: 73

Re: How to end sound file playing (voice tag)

But if I press the "skip" button while the sound file is playing, it continues to play even while the scenario is running. This is a bad behavior because then the voice over is playing while you are moving your units. sounds like a bug to be consider filing a bugerport at https://github.com/wesnoth...
by gfgtdf
January 3rd, 2019, 6:59 pm
Forum: WML Workshop
Topic: Unitmarkers [SP/MP modification for 1.14]
Replies: 43
Views: 15470

Re: Unitmarkers [SP/MP modification for 1.14]

I just updated the unitmarker part of the addon world conquest II to 1.15 which does basicially the same thing as this addon, maybe it'll help you: https://github.com/gfgtdf/World_Conquest_II/blob/c4bac0add8dc60b9f76e1f3aad80a15ae002791d/lua/unitmarker.lua . (it currently only supports 2 images, but...