Search found 43 matches

by Spannerbag
November 2nd, 2019, 7:32 pm
Forum: Scenario & Campaign Development
Topic: Publishing a 120MB campaign
Replies: 6
Views: 202

Re: Publishing a 120MB campaign *RESOLVED*

Correct. If your add-on is at data/add-ons/AfterEIMusic1 , then you would have AfterEIMusic1 as the dependency. Many thanks, I tried that anyway and it worked (unusual for me for things to work first time :doh: ). Heh, I've got my life back! Many thanks again for getting me over the line :D Cheers,...
by Spannerbag
November 2nd, 2019, 6:54 pm
Forum: Scenario & Campaign Development
Topic: Publishing a 120MB campaign
Replies: 6
Views: 202

Re: Publishing a 120MB campaign

Hi again, I would say to create two music pack add-ons, named say My Music Pack 1 and My Music Pack 2.... Many thanks for your time (and patience!). I've split the music into add-ons (AfterEIMusic1 and AfterEIMusic2) and this works :D I've also (hopefully) created correct _server.pbl and _main.cf g ...
by Spannerbag
November 2nd, 2019, 6:05 pm
Forum: Scenario & Campaign Development
Topic: Publishing a 120MB campaign
Replies: 6
Views: 202

Re: Publishing a 120MB campaign

Hi Pentarctagon, Thanks for the swift reply! Just in general, it's good practice to separate things that take up a lot of disk space but are unlikely to frequently change into one or more separate dependencies. Otherwise people would need to redownload the entire campaign even for just fixing a typo...
by Spannerbag
November 2nd, 2019, 5:39 pm
Forum: Scenario & Campaign Development
Topic: Publishing a 120MB campaign
Replies: 6
Views: 202

Publishing a 120MB campaign

Hiya, I've finally finished my campaign and I am trying to publish it, but the upload fails. This is my very first campaign and I'm completely new to uploading add-ons. The add-on looks fine in the upload "preview": the icon (a data uri) works OK and everything else seems present and correct. The sy...
by Spannerbag
October 6th, 2019, 7:34 pm
Forum: WML Workshop
Topic: Submerge ability not working as expected
Replies: 8
Views: 437

Re: Submerge ability not working as expected

Hi all, Just a quick update: I eventually decided to go back to creating the hidden units at the start of the scenario (with status=guardian ) rather than creating them later. Creating them mid-scenario meant that the player would have no warning that the waterborne nasties were there. Now, it is ne...
by Spannerbag
September 29th, 2019, 8:35 pm
Forum: WML Workshop
Topic: Submerge ability not working as expected
Replies: 8
Views: 437

Re: Submerge ability not working as expected

Hi beetlenaut, The hide_unit tag doesn't change the game or the unit or its effects at all. It just stops the unit from being shown to the player. It has no relation to ambush abilities. That's what I was (or rather wasn't) seeing: the units behaved as expected, they simply weren't visible, i.e. as ...
by Spannerbag
September 25th, 2019, 10:50 pm
Forum: WML Workshop
Topic: Submerge ability not working as expected
Replies: 8
Views: 437

Re: Submerge ability not working as expected *** FIXED, dunno why ***

Hi again, Well, this is odd. I decided to go for consistency so, after creating all the side=9 units I unhid them all: # Create guardian serpents # [unhide_unit] seems to fix units not unhiding if created via controller death? [event] name=spawn_serpents [unit] side=9 ... units created here ... [/un...
by Spannerbag
September 25th, 2019, 3:13 pm
Forum: WML Workshop
Topic: Submerge ability not working as expected
Replies: 8
Views: 437

Submerge ability not working as expected

Hi everyone, I'm stuck... again ... I've hit a bit of interface weirdness and would like to check I'm not doing something stupid. In my scenario there are several water villages owned by an enemy side. Originally these were guarded by hidden (ABILITY_SUBMERGE) units in deep water, but this (I guess)...
by Spannerbag
September 24th, 2019, 10:06 pm
Forum: WML Workshop
Topic: AI behaviour query
Replies: 6
Views: 839

Re: AI behaviour query

Hi Spannerbag, just a couple more quick things: ... One quick test would be to remove all [avoid] tags. If that changes the behavior, you know it's the avoids, if not, it's somewhere else. That won't tell you what to do about it, but it will narrow down the potential causes of the problem. IIRC I d...
by Spannerbag
September 24th, 2019, 9:22 pm
Forum: WML Workshop
Topic: AI behaviour query
Replies: 6
Views: 839

Re: AI behaviour query

Would the fast ai also honour [modify_ai] ? The avoids are deleted and (some) re-instated during the scenario. If you're using [modify_ai] to delete or add [avoid] rules, then any AI algorithms that honour [avoid] rules should automatically use the currently-active ones. Thanks for the clarificatio...
by Spannerbag
September 23rd, 2019, 10:08 pm
Forum: WML Workshop
Topic: AI behaviour query
Replies: 6
Views: 839

Re: AI behaviour query

Hi mattsc, Thanks as ever for taking the trouble to reply, much appreciated! This does not sound like "standard" AI behavior... 1. Do you maybe have first_time_only=no in the event that sets moves to zero? I assume not because the units move initially, but mentioning it anyway. Yep, your assumption ...
by Spannerbag
September 23rd, 2019, 1:51 am
Forum: WML Workshop
Topic: AI behaviour query
Replies: 6
Views: 839

AI behaviour query

Hi, Apologies if this isn't the right forum to post an ai-related query... I'm slowly creeping towards finishing my campaign, but I have a query regarding some frustrating ai behaviour whilst testing/balancing the last playable scenario. This scenario spawns random enemy units. At this stage of test...
by Spannerbag
August 28th, 2019, 1:46 pm
Forum: WML Workshop
Topic: [avoid] puzzlement
Replies: 10
Views: 449

Re: [avoid] puzzlement - update 2

[insert_tag] name="avoid" variable="avoid_clause" [/insert_tag] This is equivalent to an [avoid] tag containing whatever is in the avoid_clause container variable. Do note that the variable will be substituted immediately, so you'll still need to replace the avoid aspect whenever it changes. That's...
by Spannerbag
August 27th, 2019, 10:47 pm
Forum: WML Workshop
Topic: [avoid] puzzlement
Replies: 10
Views: 449

[avoid] puzzlement - update 2

Hi again, I think I'm trying to do something that can't be done without a humungous [switch] and/or [if] construct :( What I've done is to create a variable for each side (called $avoid_clause ) but it seems that it isn't possible to "parameterise" [avoid] . I've tried both [avoid] $avoid_clause [/a...
by Spannerbag
August 27th, 2019, 6:06 pm
Forum: WML Workshop
Topic: [avoid] puzzlement
Replies: 10
Views: 449

Re: [avoid] puzzlement

I believe that what Celtic_Minstrel says is true, just that it is the last, not the first, facet which is active. As in, whatever facet is added last overwrites all previous ones. The exception to this, and the reason why multiple facets are possible, is when facets only apply at a certain times of...