Search found 25 matches

by Spannerbag
July 11th, 2019, 9:06 am
Forum: WML Workshop
Topic: x2,y2 issue
Replies: 4
Views: 202

Re: x2,y2 issue

The shroud doesn't automatically update when creating units or moving them via WML units Thanks for taking the time and trouble to reply, much appreciated. Apologies for the tardy reply, been busy... To repeat my reply to EarthCake: I actually managed to get it sorted by chopping away code until it...
by Spannerbag
July 11th, 2019, 8:55 am
Forum: WML Workshop
Topic: x2,y2 issue
Replies: 4
Views: 202

Re: x2,y2 issue

Note that [allow_undo] command doesn't work if you uncovered shroud or fog before... Thanks for taking the time and trouble to reply, much appreciated. Apologies for the tardy reply, been busy... I actually managed to get it sorted by chopping away code until it worked. The scenario logic is quite ...
by Spannerbag
July 7th, 2019, 1:35 pm
Forum: WML Workshop
Topic: x2,y2 issue
Replies: 4
Views: 202

x2,y2 issue

Hi, I'm seeing the following problem: a moveto event with [allow_undo] [/allow_undo] isn't undoing. Please bear with me while I explain what (I think) is going on. I use macros to implement most of the logic so I know the code works in most circumstances. Every so often an event will fire that spawn...
by Spannerbag
June 14th, 2019, 9:11 pm
Forum: WML Workshop
Topic: object duration query
Replies: 9
Views: 500

Re: object duration query

Re: my previous post asking for help with custom terrain, there's no need to respond: managed to it working.
Cheerio!
by Spannerbag
June 13th, 2019, 10:27 pm
Forum: WML Workshop
Topic: object duration query
Replies: 9
Views: 500

Re: object duration query

Hmm. It's a duration=turn effect so you're basically relying again on the "effects are not automatically reverted" behavior that we started with. I'd try [modify_unit] [status] unpoisonable= [/status] [/modify_unit] , but note the warning in the last paragraph of https://wiki.wesnoth.org/DirectActi...
by Spannerbag
June 6th, 2019, 11:15 pm
Forum: WML Workshop
Topic: object duration query
Replies: 9
Views: 500

Re: object duration query : undo status

Hi josteph, After a bit of experimentation I found a way to reset the status using: [object] take_only_once=no duration=turn [filter] {FILTER} [/filter] [effect] apply_to=status remove=unpoisonable [/effect] [/object] :inspect shows the relevant [status] entry has been removed :) Thanks for your hel...
by Spannerbag
June 6th, 2019, 10:24 pm
Forum: WML Workshop
Topic: object duration query
Replies: 9
Views: 500

Re: object duration query

So it seems that the [object] is correctly and successfully being removed but its [effect] is persisting? Yeah. First things first, to get it working as you want, set some flag on the units involved (a custom status on the unit, or a variable listing unit id's) and use that to manually remove unpoi...
by Spannerbag
June 6th, 2019, 9:05 pm
Forum: WML Workshop
Topic: object duration query
Replies: 9
Views: 500

Re: object duration query

Hi josteph, Thanks for taking the trouble to reply, much appreciated. Can you look at the unit's WML in the "Final" scenario and check whether it has the [object]? You can open the savefile directly or use :debug and :inspect in-game. I'd like to see whether the object is still there, or whether it ...
by Spannerbag
June 6th, 2019, 1:29 pm
Forum: WML Workshop
Topic: object duration query
Replies: 9
Views: 500

object duration query

Hi, Could anyone help/clarify what I'm doing wrong with [object] please? I'm writing/testing the last scenario of my campaign which involves the player recalling units last used several scenarios earlier (this all works). Let's call this scenario Final . Some of these recallable units were granted t...
by Spannerbag
December 9th, 2018, 4:01 pm
Forum: WML Workshop
Topic: scroll_to_unit behaviour seems to have changed
Replies: 1
Views: 714

Re: scroll_to_unit behaviour seems to have changed *fix found*

Hi all, I noticed that [scroll_to] documentation says StandardLocationFilter, do not use a [filter_location] sub-tag. So I deleted the filters and voila! It worked as before :D Might be worth updating https://wiki.wesnoth.org/InterfaceActionsWML#.5Bscroll_to_unit.5D to match wording in https://wiki....
by Spannerbag
December 9th, 2018, 2:57 pm
Forum: WML Workshop
Topic: scroll_to_unit behaviour seems to have changed
Replies: 1
Views: 714

scroll_to_unit behaviour seems to have changed

Hi, I'm developing a campaign and notice that [scroll_to_unit] seems to have started to behave differently. Prior to 1.14.4 [scroll_to_unit] accepted a [filter] and worked fine. Now it either does nothing apparently or scrolls to a seemingly random place on screen. I have seen this behaviour on 1.14...
by Spannerbag
August 11th, 2018, 9:22 am
Forum: Technical Support
Topic: fast_ai issue (not sure where to post this)
Replies: 10
Views: 1432

Re: fast_ai issue (not sure where to post this)

I just fixed the Fast Micro AI for chance-to-hit weapon specials without ids. So you could simply wait until 1.14.5 is out and it will work without you having to change your specials. Or you could change that file in your copy of Wesnoth locally and continue working on it right now (of course, that...
by Spannerbag
August 10th, 2018, 1:34 pm
Forum: Technical Support
Topic: fast_ai issue (not sure where to post this)
Replies: 10
Views: 1432

Re: fast_ai issue (not sure where to post this) *Resolved*

the erro message ai/micro_ais/ca_fast_attack_utils.lua:145 table index is nil is quite clear as line 145 of tht file is a[sp[2].id] = true which means sp[2].id is nil. meaning you have a cahnce_to_hit weapon special without an id= attriute, ofc the should also be fixed in the ai file (check for sp[...
by Spannerbag
August 9th, 2018, 10:48 pm
Forum: Technical Support
Topic: fast_ai issue (not sure where to post this)
Replies: 10
Views: 1432

Re: fast_ai issue (not sure where to post this)

Hi Spannerbag, Thanks for the detailed report. This is definitely something that should not happen and everything points to a bug in the Fast MAI code. Based on where in the code it occurs, it looks like you might have a weapon special that the AI does not deal with correctly, but that's just a gue...
by Spannerbag
August 9th, 2018, 1:29 pm
Forum: Technical Support
Topic: fast_ai issue (not sure where to post this)
Replies: 10
Views: 1432

fast_ai issue (not sure where to post this)

Hi all, I'm developing my own campaign and had a working scenario but decided as it involves numerous units to try out fast_ai. My PC is minimum spec (Windows 7 sp1) but runs the game OK and the fast_ai test scenario also works fine, so the issue is definitely with my code :doh: The sides using the ...