Search found 539 matches
- August 22nd, 2019, 11:13 am
- Forum: WML Workshop
- Topic: Store unit problem
- Replies: 10
- Views: 1066
Store unit problem
Hi I am trying to remove a trait from filtered units in an event, the only snag is my [store] or [unstore] wml seems to be wrong, I am trying to save the matching units into a variable (remtrait) then use this to [unstore] ie save the matching units with the trait removed... I get an error in consol...
- August 20th, 2019, 11:55 pm
- Forum: Scenario & Campaign Development
- Topic: Chaoz Battle of the Wizards (new Scenario)
- Replies: 31
- Views: 6488
Re: Chaoz Battle of the Wizards (new Scenario)
Chaoz battle of the wizards updated to 2.0 - Multiple firing/ ranged spells on same turn is restored (so can fire/cast fireball etc. multiple times, costing 1 mv each time). Re-positioning projectiles improved - if you move the unit firing the projectile before re-positioning, you are then unable to...
- August 20th, 2019, 11:54 pm
- Forum: Scenario & Campaign Development
- Topic: Lazersquad new scenario (squad multiplayer scenario)
- Replies: 35
- Views: 8786
Re: Lazersquad new scenario (squad multiplayer scenario)
Lazersquad updated to 2.3 - Multiple firing/ ranged spells on same turn is restored (so can fire/cast fireball etc. multiple times, costing 1 mv each time). Re-positioning projectiles improved - if you move the unit firing the projectile before re-positioning, you are then unable to reposition the p...
- August 20th, 2019, 11:53 pm
- Forum: Multiplayer Development
- Topic: WesCraft - new mini multiplayer mod
- Replies: 43
- Views: 11573
Re: WesCraft - new mini multiplayer mod
Wescraft updated to 2.4 - Multiple firing/ ranged spells on same turn is restored (so can fire/cast fireball etc. multiple times, costing 1 mv each time). Re-positioning projectiles improved - if you move the unit firing the projectile before re-positioning, you are then unable to reposition the pro...
- August 20th, 2019, 10:07 pm
- Forum: WML Workshop
- Topic: prevent event if second unit lacks a weapon_special
- Replies: 6
- Views: 747
Re: prevent event if second unit lacks a weapon_special
Ok got this working to filter on weapon special by just adding - [has_attack] special=notmovedproj [/has_attack] ...to Ravena's revised version inside the filter_adjacent (I figured no need for another filter as was filtering on adjacent unit anyway) the working WML is: #if spawning unit has weapon ...
- August 20th, 2019, 11:38 am
- Forum: WML Workshop
- Topic: prevent event if second unit lacks a weapon_special
- Replies: 6
- Views: 747
Re: prevent event if second unit lacks a weapon_special
Thanks Ravana I guess thats got rid of some unecessary stuff.. Will test later, I am going to try filter_second at the same level - ie not nested - as filter, and try [filter_second] side=$side_number id=$tempspawnid has_weapon=notmovedproj [/filter_second] Although I wonder if the id needs to be in...
- August 20th, 2019, 6:24 am
- Forum: WML Workshop
- Topic: prevent event if second unit lacks a weapon_special
- Replies: 6
- Views: 747
Re: prevent event if second unit lacks a weapon_special
Hm this is a bit offside but I wonder if has_weapon in SUF has really been deprecated in 114 vs the newer has_attack I'll give this a try later...
- August 20th, 2019, 2:01 am
- Forum: WML Workshop
- Topic: prevent event if second unit lacks a weapon_special
- Replies: 6
- Views: 747
Re: prevent event if second unit lacks a weapon_special
thanks Ravana, this seem to be the proper attribute in SUF, however I still can't get this to work, I can however definitely filter on the required unit with a variable, this is working elsewhere in the macro, I'm just not sure if the [has_attack] should be id= special= or name=, the documentation s...
- August 20th, 2019, 12:05 am
- Forum: WML Workshop
- Topic: prevent event if second unit lacks a weapon_special
- Replies: 6
- Views: 747
prevent event if second unit lacks a weapon_special
hi I have some WML where an event needs to happen, but only if a secondary unit doesn't have a weapon special (notmovedproj) Everything else expected is working, but the event still triggers even though I have added this filter - #Stop restore moves if the spawning unit doesn't have weapon special n...
- August 19th, 2019, 4:09 pm
- Forum: WML Workshop
- Topic: Saving unit coordinates/location to a variable
- Replies: 2
- Views: 437
Saving unit coordinates/location to a variable
Hi Im having some issues trying to save a unit's current coords in a single variable so this can be filtered later allowing me to do an event when another unit is adjacent to that former coord, any ideas of the besy way to populate this in a variable macro please?
- August 19th, 2019, 12:53 am
- Forum: Multiplayer Development
- Topic: WesCraft - new mini multiplayer mod
- Replies: 43
- Views: 11573
Re: WesCraft - new mini multiplayer mod
Wescraft 2.3 updated - ranged weapons updated to allow positioning the 'projectile' (ranged spells), including positioning of bowman arrow/fireball. If you change the starting tile of a projectile, the movement is restored. Many small updates related to the above (such as removal of vision from proj...
- August 18th, 2019, 11:26 pm
- Forum: Scenario & Campaign Development
- Topic: Lazersquad new scenario (squad multiplayer scenario)
- Replies: 35
- Views: 8786
Re: Lazersquad new scenario (squad multiplayer scenario)
Lazersquad 2.2 - Ranged weapons such as pistol, lazer, rpg, grenade etc. now allow positioning when discharged, if you initially move the projectile to another chosen starting hex the projectile moves are restored. Many small updates related to the above (such as removal of vision from projeciles so...
- August 18th, 2019, 11:23 pm
- Forum: Scenario & Campaign Development
- Topic: Chaoz Battle of the Wizards (new Scenario)
- Replies: 31
- Views: 6488
Re: Chaoz Battle of the Wizards (new Scenario)
Chaoz updated to 1.9.8 - ranged weapons updated to allow positioning the 'projectile' (ranged spells), including positioning of bowman/dragon arrow/fireball. If you change the starting tile of a projectile, the movement is restored. Many small updates related to the above (such as removal of vision ...
- August 18th, 2019, 4:46 pm
- Forum: WML Workshop
- Topic: Set unit moves to maxmoves?
- Replies: 2
- Views: 478
Re: Set unit moves to maxmoves?
thx gave me some idea to use this moves=$unit.max_moves #define RESTORE_MV_PROJECTILE_ADJ #if player moved new projectile to a location adjacent to unit which spawned it on an option menu, restore all mv points [event] name=moveto first_time_only=no [modify_unit] [filter] role=projectile side=$side_...
- August 18th, 2019, 2:52 pm
- Forum: WML Workshop
- Topic: Set unit moves to maxmoves?
- Replies: 2
- Views: 478
Set unit moves to maxmoves?
Hi I have an effect which sets units current available moves but seem to have to specify this literally eg moves=5 is there some wml which would set to max availavble moves?