Search found 331 matches

by Helmet
December 2nd, 2020, 7:19 pm
Forum: WML Workshop
Topic: impassable overlay removing Plank Bridge
Replies: 15
Views: 431

Re: impassable overlay removing Plank Bridge

Looked into it too, but all solutions have some quirks … Made a symbol image which you could use though. I added it. It looks good, thanks. Another option is to block the terrain by putting a petrified unit onto the hex, or teleporting units which step onto it. Clever! That's one of the fun thing a...
by Helmet
December 2nd, 2020, 5:41 pm
Forum: WML Workshop
Topic: impassable overlay removing Plank Bridge
Replies: 15
Views: 431

Re: impassable overlay removing Plank Bridge

I think you have to include a default_base=Qxu inside the [terrain_type][/terrain_type] Thank you! As it turns out, that was the part I couldn't figure out -- and it wasn't in the code examples I was referencing. The custom terrain works now. The bridge is impassable. I had to make a custom sprite,...
by Helmet
December 2nd, 2020, 4:52 pm
Forum: WML Workshop
Topic: impassable overlay removing Plank Bridge
Replies: 15
Views: 431

Re: impassable overlay removing Plank Bridge

The workaround is making your own new terrain type with impassable and the bridge. I tried to make the custom terrain. The code almost works. In the map editor, I see the plank bridge as my cursor, and I can add it to my map, but it leaves gaps. The Regular Chasm is not under my plank bridge. How d...
by Helmet
December 2nd, 2020, 4:01 pm
Forum: WML Workshop
Topic: impassable overlay removing Plank Bridge
Replies: 15
Views: 431

Re: impassable overlay removing Plank Bridge

Does [whichever WML tag is making these units arrive] have a check_passability attribute? I checked the Wiki, and I think the answer is no. Unless I missed it. It's nothing fancy. On turn 3, a unit appears on the plank bridge and says something, then continues into the cave. [event] name=turn 3 [un...
by Helmet
December 2nd, 2020, 3:27 pm
Forum: WML Workshop
Topic: impassable overlay removing Plank Bridge
Replies: 15
Views: 431

Re: impassable overlay removing Plank Bridge

This is normal. The plank bridge itself is an overlay. You can even place bridges over grassland/chasm/lava (not sure why anyone would do woodenbridge over lava though). The workaround is making your own new terrain type with impassable and the bridge. Oh, okay. Thanks for the info. That hex is the...
by Helmet
December 2nd, 2020, 3:11 pm
Forum: Ideas
Topic: #ifdef NORMAL, HARD
Replies: 19
Views: 708

Re: #ifdef NORMAL, HARD

If you don't have nightmare, you can simplify this even further: #ifdef EASY type=Naga Warrior #else type=Naga Sicarius #endif I've done that often enough, but I don't like it. My code sometimes becomes hard for me to parse, and changing things after playtesting becomes more difficult. Look at this...
by Helmet
December 2nd, 2020, 2:44 pm
Forum: WML Workshop
Topic: impassable overlay removing Plank Bridge
Replies: 15
Views: 431

impassable overlay removing Plank Bridge

In the map editor, I made a Regular Chasm on hex (1,5) and placed a Plank Bridge in the same hex. I wanted to make the Plank Bridge impassable, so I applied an Impassable Overlay. My problem is this: When I placed the overlay, the bridge vanished, leaving nothing but the chasm. When I played the sce...
by Helmet
December 1st, 2020, 11:25 pm
Forum: WML Workshop
Topic: ghype's Problems:
Replies: 108
Views: 17518

Re: ghype's Problems: {DROP_GOLD_ON_KILL}

Interesting. I probably would've tried to make the slain unit do all the work, not the killing unit. I probably would've used name=die for the slain unit and filtered based on how the unit died. If it died by, say, a side=1 unit, or a certain type of unit, or a certain weapon or whatever, it would d...
by Helmet
December 1st, 2020, 6:45 pm
Forum: Art Contributions
Topic: Standing and idle animations?
Replies: 1143
Views: 361939

Re: Standing and idle animations?

I like the shield turning. At a glance, everything looks okay. But if I study it...

Maybe the clothes just above his boots should move up/down less?

What if the guy's head moved, but the shoulder armor did not?
by Helmet
December 1st, 2020, 2:37 pm
Forum: Writers’ Forum
Topic: The Mists of Time: Reimagining Irdya as Earth's Mythical Past
Replies: 4
Views: 364

Re: The Mists of Time: Reimagining Irdya as Earth's Mythical Past

gnombat wrote: December 1st, 2020, 1:53 pm ...Irdya is actually our Earth's future. ^_^
Oh no. That means...we are the liches!
by Helmet
December 1st, 2020, 2:14 pm
Forum: Ideas
Topic: #ifdef NORMAL, HARD
Replies: 19
Views: 708

Re: #ifdef NORMAL, HARD

Specifically, the preprocessor is a feature found in the C (and C++) programming language. The Wesnoth preprocessor is very similar in design and syntax to the C/C++ preprocessor. Presumably it was made that way so that C/C++ programmers would find it very familiar and easy to use. Of course, for p...
by Helmet
December 1st, 2020, 11:36 am
Forum: Writers’ Forum
Topic: The Mists of Time: Reimagining Irdya as Earth's Mythical Past
Replies: 4
Views: 364

Re: The Mists of Time: Reimagining Irdya as Earth's Mythical Past

The Old European cultures which managed to survive the several waves of Indo-European invasions, such as the Etruscans, the Minoans and the Basques, could then be understood as remnants of Wesnothian civilization. Okay, but where are the liches ? Haha, just kidding. Interesting thought experiment. ...
by Helmet
December 1st, 2020, 11:28 am
Forum: Ideas
Topic: #ifdef NORMAL, HARD
Replies: 19
Views: 708

Re: #ifdef NORMAL, HARD

I didn't completely understand what you meant by that, so I've read through the original posts too again, and I must ask: did you perhaps miss the tiny extra "n" in Lord-Knightmare's suggestion? GASP! #ifdef X is an abbreviation for "if [X] is defined" #ifndef X stands for "...
by Helmet
November 30th, 2020, 11:43 pm
Forum: Ideas
Topic: #ifdef NORMAL, HARD
Replies: 19
Views: 708

Re: #ifdef NORMAL, HARD

Preprocessor works even with invalid WML, it is general purpose text inclusion, it does not know anything about WML. Preprocessor is comfort feature mostly. All WML can be in _main.cfg removing need for inclusions, and difficulty handling can be done with in game choices and variables. I guess hist...
by Helmet
November 30th, 2020, 8:12 pm
Forum: Ideas
Topic: #ifdef NORMAL, HARD
Replies: 19
Views: 708

Re: #ifdef NORMAL, HARD

Oops. It's looking like it's my fault the Ravana's code didn't work as expected. I had another #ifdef EASY and #else (which allowed NORMAL and HARD to happen, not EASY) that I forgot about. See? Those things cause me a headache. EDIT: It's working now. Thank you Ravana and WhiteWolf. I like using di...