Search found 398 matches
- August 5th, 2026, 5:07 pm
- Forum: WML Workshop
- Topic: Teleporting the AI...
- Replies: 18
- Views: 148
Re: Teleporting the AI...
Alternatively, you might want to use a completely different method of choosing random locations. For example, using [random_placement] might give you more control over exactly what terrains get selected as possible destinations.
That sounds even better: Since it uses StandardLocationFilter I can ...
- August 5th, 2026, 3:30 pm
- Forum: WML Workshop
- Topic: Teleporting the AI...
- Replies: 18
- Views: 148
Re: Teleporting the AI...
[event]
name=recruit
first_time_only=no
[filter]
side=2
[/filter]
[modify_unit]
[filter]
id=$unit.id
[/filter]
[set_variable]
name=already_teleported
value=no
[/set_variable]
[/modify_unit]
[/event]
[event]
name=side 2 turn refresh
first_time_only=no
[store_unit]
variable ...
- August 5th, 2026, 2:37 pm
- Forum: WML Workshop
- Topic: Teleporting the AI...
- Replies: 18
- Views: 148
Re: Teleporting the AI...
Tunnel means tiles behave similarly as adjacent to each other.
OK, that was the information I was missing, thanks.
If you want this kind of mechanic just move them after recruitment. No need for tunnels.
And how would I do that?... :?:
I'm trying indeed to find a way to (automatically) move ...
- August 5th, 2026, 2:12 pm
- Forum: WML Workshop
- Topic: Teleporting the AI...
- Replies: 18
- Views: 148
Re: Teleporting the AI...
So, in the case of several tunnels with one entry and several exits, you can chose which exit to use?
:hmm: Hmm, that doesn't help. I don't want them to arrive all at the arrival point nearest to the player, I want them to arrive randomly all over the place , so they all attack from different ...
:hmm: Hmm, that doesn't help. I don't want them to arrive all at the arrival point nearest to the player, I want them to arrive randomly all over the place , so they all attack from different ...
- August 5th, 2026, 1:47 pm
- Forum: WML Workshop
- Topic: Teleporting the AI...
- Replies: 18
- Views: 148
Re: Teleporting the AI...
Yes, but if they do? That's what I'm asking for.
- August 5th, 2026, 1:06 pm
- Forum: WML Workshop
- Topic: Teleporting the AI...
- Replies: 18
- Views: 148
Re: Teleporting the AI...
Great, thanks.
Now pondering how to make the AI use different tunnels at random.
In the example Ravana gave me, it seems like there are three tunnels with the same departure hex. :hmm:
What happens in this case when one unit steps on that departure hex? The unit arrives at one of the destinations ...
Now pondering how to make the AI use different tunnels at random.
In the example Ravana gave me, it seems like there are three tunnels with the same departure hex. :hmm:
What happens in this case when one unit steps on that departure hex? The unit arrives at one of the destinations ...
- August 4th, 2026, 3:33 pm
- Forum: WML Workshop
- Topic: Teleporting the AI...
- Replies: 18
- Views: 148
Re: Teleporting the AI...
Perfect! Thanks! 
- August 4th, 2026, 3:03 pm
- Forum: WML Workshop
- Topic: Teleporting the AI...
- Replies: 18
- Views: 148
Re: Teleporting the AI...
Okay, thanks, that makes sense.
And how do I use it? Is there somewhere any code example I can look at?
The ReferenceWML is very light on examples...
And how do I use it? Is there somewhere any code example I can look at?
The ReferenceWML is very light on examples...
- August 4th, 2026, 2:43 pm
- Forum: WML Workshop
- Topic: Teleporting the AI...
- Replies: 18
- Views: 148
Teleporting the AI...
I have noticed the standard [teleport] doesn't work for the AI: They can land right on a teleporter tile and nothing happens.
But an even bigger problem is they don't know how to use them (that they have to step on them to go somewhere), even if those teleporters worked...
Now it happens I have a ...
But an even bigger problem is they don't know how to use them (that they have to step on them to go somewhere), even if those teleporters worked...
Now it happens I have a ...
- August 4th, 2026, 1:41 pm
- Forum: WML Workshop
- Topic: WML question(s)
- Replies: 24
- Views: 183
Re: WML question(s)
Yes, of course, thanks.
- August 4th, 2026, 5:57 am
- Forum: WML Workshop
- Topic: WML question(s)
- Replies: 24
- Views: 183
Re: WML question(s)
OK, that was the information I was looking for: I can create my own "units.cfg" or add that information into my "abilities.cfg", and Wesnoth will still read it. Thanks.
- August 3rd, 2026, 5:13 pm
- Forum: WML Workshop
- Topic: Custom campaign selection picture not read
- Replies: 2
- Views: 24
Re: Custom campaign selection picture not read
Yay! Thanks, it works!gnombat wrote: August 3rd, 2026, 5:07 pmCode: Select all
image="data/add-ons/TheCorruption/images/portraits/Sonia.png"
(it's the pic of the main heroine)
- August 3rd, 2026, 5:08 pm
- Forum: WML Workshop
- Topic: WML question(s)
- Replies: 24
- Views: 183
Re: WML question(s)
Yes thanks, but where do I put that?
I won't edit the stock "units.cfg", do I?
I won't edit the stock "units.cfg", do I?
- August 3rd, 2026, 5:01 pm
- Forum: WML Workshop
- Topic: Custom campaign selection picture not read
- Replies: 2
- Views: 24
Custom campaign selection picture not read
I want to put a picture under the little campaign selection text, the one you see when you scroll through all installed campaigns in the game.
Unfortunately apparently the binary path has not yet been read when _main.cfg is parsed, because the game doesn't show my picture. :(
In other words, my ...
Unfortunately apparently the binary path has not yet been read when _main.cfg is parsed, because the game doesn't show my picture. :(
In other words, my ...
- August 3rd, 2026, 4:44 pm
- Forum: WML Workshop
- Topic: WML question(s)
- Replies: 24
- Views: 183
Re: WML question(s)
Yes, but if I want to define a new race for a dozen custom units, where do put the new race definition? (Like that one:)
[race]
id=helldweller
male_name= _ "race^HellDweller"
female_name= _ "race+female^HellDweller"
plural_name= _ "race^HellDwellers"
description= _ "Hell dwellers live in hell ...
[race]
id=helldweller
male_name= _ "race^HellDweller"
female_name= _ "race+female^HellDweller"
plural_name= _ "race^HellDwellers"
description= _ "Hell dwellers live in hell ...