Search found 15 matches
- December 17th, 2025, 9:57 am
- Forum: Lua Labs
- Topic: [SOLVED] Wesnoth hanging on map generation
- Replies: 4
- Views: 276
Re: Wesnoth hanging on map generation
I think I have found the problem. I made a mistake when setting metatables for my internal objects, apparently creating a reference cycle between my prototypes. That was most likely the source of the issue. It explains why Wesnoth choked when trying to display these objects or call their methods ...
- December 16th, 2025, 6:48 pm
- Forum: Lua Labs
- Topic: [SOLVED] Wesnoth hanging on map generation
- Replies: 4
- Views: 276
Re: Wesnoth hanging on map generation
Thanks for the pointer, that's useful.gnombat wrote: December 16th, 2025, 1:49 pm It would probably be better to usestd_print(message)orwesnoth.log('error', message, false)here - that will log to a file rather than the Lua console.
I didn't realise there was a Discord server for Wesnoth. Thanks!
- December 16th, 2025, 12:57 pm
- Forum: Lua Labs
- Topic: [SOLVED] Wesnoth hanging on map generation
- Replies: 4
- Views: 276
[SOLVED] Wesnoth hanging on map generation
Hello,
I'm developing a random map generator for my campaign. It's currently over 3000 lines of Lua code and probably not a very well-optimized at that. As I try to add a new feature to it. I'm going into the situation, where Wesnoth hangs on map generation. The window stops refreshing. When I call ...
I'm developing a random map generator for my campaign. It's currently over 3000 lines of Lua code and probably not a very well-optimized at that. As I try to add a new feature to it. I'm going into the situation, where Wesnoth hangs on map generation. The window stops refreshing. When I call ...
- September 30th, 2025, 7:01 pm
- Forum: Lua Labs
- Topic: [SOLVED] wesnoth.game_events and undoing moves.
- Replies: 3
- Views: 710
Re: wesnoth.game_events and undoing moves.
I can see now that events don't prevent undos if they were filtered out by their filters. So in my case it's actually sufficient to use wesnoth.game_events.add instead of wesnoth.game_event.add_repeating and provide a filter. That said it would still be very nice to have wesnoth.experimental ...
- September 30th, 2025, 5:06 pm
- Forum: Lua Labs
- Topic: [SOLVED] wesnoth.game_events and undoing moves.
- Replies: 3
- Views: 710
[SOLVED] wesnoth.game_events and undoing moves.
Hello,
the EventWML documentation describes allow_undo and on_undo direct action tags. However, there seems to be no equivalent for them in the LUA API, wesnorth.game_events.add and wesnoth.game_events.add_menu don't mention any option of allowing undo. wesnoth.game_events.add_repeating does have an ...
the EventWML documentation describes allow_undo and on_undo direct action tags. However, there seems to be no equivalent for them in the LUA API, wesnorth.game_events.add and wesnoth.game_events.add_menu don't mention any option of allowing undo. wesnoth.game_events.add_repeating does have an ...
- July 23rd, 2024, 2:22 pm
- Forum: Lua Labs
- Topic: [solved] Updating side variables from LUA script.
- Replies: 2
- Views: 5185
Re: Updating side variables from LUA script.
Thanks for the pointer, I think I've figured it out now.
- July 23rd, 2024, 1:24 pm
- Forum: Lua Labs
- Topic: [solved] Updating side variables from LUA script.
- Replies: 2
- Views: 5185
[solved] Updating side variables from LUA script.
In Wesnoth 1.18.2, in my scenario WML, for some sides I have the following variables section:
[variables]
[tactics]
[tactic]
role=assassin
count=0
weigth=3
[/tactic]
[tactic]
role=hunter
count=0
weight=2
[/tactic]
[tactic] # no particular role
count=0
weight=1
[/tactic]
total ...
[variables]
[tactics]
[tactic]
role=assassin
count=0
weigth=3
[/tactic]
[tactic]
role=hunter
count=0
weight=2
[/tactic]
[tactic] # no particular role
count=0
weight=1
[/tactic]
total ...
- August 17th, 2023, 7:06 am
- Forum: WML Workshop
- Topic: [SOLVED] Side filter does not seem to work
- Replies: 8
- Views: 4308
Re: [SOLVED] Side filter does not seem to work
But
set_extra_recruits will define additional recruits attached to the leader, right? To achieve what I want I'd need to set the side's standard recruit list to be empty and only use extra recruits. Right?- August 14th, 2023, 7:38 am
- Forum: WML Workshop
- Topic: [SOLVED] Side filter does not seem to work
- Replies: 8
- Views: 4308
Re: Side filter does not seem to work
Okay, I debugged the issue and understood it. The problem was actually not in the piece of code that I have shown, buit in another, handling another type of castle, of which there were multiple instances. The reason for error was my misunderstanding of how [or] tag works. I wrote:
[filter]
side ...
[filter]
side ...
- August 14th, 2023, 7:13 am
- Forum: WML Workshop
- Topic: [SOLVED] WML prestart event misbehaviour in on-line games
- Replies: 7
- Views: 4004
Re: WML prestart event misbehaviour in on-line games
I managed to solve it using formula condition instead of controller within filter_side like this:
[event]
name=prestart
[kill]
[filter_side]
side=1,2,3,4
formula="not (is_human or is_network or is_ai)"
[/filter_side]
[/kill]
[/event]
[event]
name=prestart
[kill]
[filter_side]
side=1,2,3,4
formula="not (is_human or is_network or is_ai)"
[/filter_side]
[/kill]
[/event]
- August 14th, 2023, 6:20 am
- Forum: WML Workshop
- Topic: [SOLVED] WML prestart event misbehaviour in on-line games
- Replies: 7
- Views: 4004
Re: WML prestart event misbehaviour in on-line games
I thought to leave it there for the moment, while I'm still developing the scenario. Otherwise, what is the editor/scenarios directory good for if files in there don't load macros by default? In any case, this doesn't seem to work. When I enter any multiplayer game setup, I get Error: Macro/file ...
- August 13th, 2023, 5:55 pm
- Forum: WML Workshop
- Topic: [SOLVED] WML prestart event misbehaviour in on-line games
- Replies: 7
- Views: 4004
Re: WML prestart event misbehaviour in on-line games
Thanks a lot for the explanation and the workaround. I'll try to make it work!
BTW, macros don't seem to work for me for some reason. I verified they're where they're supposed to be in /usr/share/wesnoth, but whenever I try to use one, I get file-not-found error mentioning the macro name. I place ...
BTW, macros don't seem to work for me for some reason. I verified they're where they're supposed to be in /usr/share/wesnoth, but whenever I try to use one, I get file-not-found error mentioning the macro name. I place ...
- August 13th, 2023, 5:29 pm
- Forum: WML Workshop
- Topic: [SOLVED] Side filter does not seem to work
- Replies: 8
- Views: 4308
Re: Side filter does not seem to work
Initially I didn't write side=$unit.side, I added it later thinking maybe it'd solve the problem, but it didn't/ Thanks for explanation, anyway.
Not yet. But I observed that other sides' recruitment lists change in a way consistent with what I described above.Have you verified with :inspect that
- August 13th, 2023, 1:54 pm
- Forum: WML Workshop
- Topic: [SOLVED] Side filter does not seem to work
- Replies: 8
- Views: 4308
[SOLVED] Side filter does not seem to work
In a multiplayer scenario that I'm working on, I want a mechanics inspired by games like Heroes of Might and Magic. Namely, I want the list of units a leader can recruit depend on the type of castle they're currently in. To do it, I'm using moveto and exit_hex events as follows:
# recruiting ...
# recruiting ...
- August 13th, 2023, 1:01 pm
- Forum: WML Workshop
- Topic: [SOLVED] WML prestart event misbehaviour in on-line games
- Replies: 7
- Views: 4004
[SOLVED] WML prestart event misbehaviour in on-line games
I'm building a multiplayer scenario, intended to be played by 1-4 players. Each side has a predefined leader, so if there is less than 4 players I need to remove non-playing leaders in a prestart event. I wrote the following code to accomplish this:
[event]
name=prestart
[kill]
[filter_side ...
[event]
name=prestart
[kill]
[filter_side ...