Search found 331 matches
- 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...
- 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,...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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?
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?
- 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
- 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...
- 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. ...
- 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 "...
- 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...
- 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...