Search found 183 matches
- November 5th, 2019, 10:35 am
- Forum: Art Workshop
- Topic: portraits of female trolls
- Replies: 26
- Views: 5451
Re: portraits of female trolls
didn't you want a garrigue background? thats what I was rendering and I rather not have to erase it and do another kind of environment when its close to completion. You are right, sorry, I just expressed myself wrongly. Garrigue is in fact mountain vegetation, that's why it's vegetation growing on ...
- November 5th, 2019, 10:19 am
- Forum: Lua Labs
- Topic: path finder usage & functioning
- Replies: 9
- Views: 1932
path finder usage & functioning
[I post here because it was with Lua that I stepped on these problems, but they are more general in fact.] The way the path finder presently works is pretty weird in my view. I take it for granted that the one we access via wesnoth.findpath is the same as the one in the player interface; in any case...
- November 5th, 2019, 8:19 am
- Forum: Art Workshop
- Topic: portraits of female trolls
- Replies: 26
- Views: 5451
Re: portraits of female trolls
Just an update to see if you really wanna remove the fur cloak. Yes, I do. We see better the "trollic bust" (I like the say you do it), and the knife is better visible. But it's not only me... I won't fight for that. I understand that you are exploring around, but just for the record, I a...
- November 4th, 2019, 1:57 am
- Forum: Art Workshop
- Topic: portraits of female trolls
- Replies: 26
- Views: 5451
Re: portraits of female trolls
I like your drawings very much. Would just remove the fur because it makes the knife less visible. I like the greeny grey. And the somewhat facety body.BraverPleinair wrote: ↑November 3rd, 2019, 9:28 pm Lol, my stuffs not that good to be that useful anyways, heres an update. been slow day for me
- November 3rd, 2019, 5:43 pm
- Forum: WML Workshop
- Topic: purpose of [move_unit_fake]
- Replies: 11
- Views: 1925
Re: purpose of [move_unit_fake]
Many thanks if you will implement this, it's a long-standing feature request. 1266 Great! Yet another mission for me ;-). This one is fun, however! EDIT: just saw your last note. I can implement it in Lua as a new tag, not improve the present [move_units_fake] unless it is in Lua, which is improbab...
- November 3rd, 2019, 5:39 pm
- Forum: Writers’ Forum
- Topic: a funny dialect: request for comments
- Replies: 4
- Views: 1922
a funny dialect: request for comments
Hello, I am presently revamping a short campaign originally written by Elven. My native language is not english (french), Elven's neither (slovakian I guess). I have written a new prelude piece of story, plus a few lines of a new initial scenario (to be completed). An interesting point, also for you...
- November 3rd, 2019, 5:02 pm
- Forum: Scenario & Campaign Development
- Topic: saving a map as image
- Replies: 2
- Views: 669
Re: saving a map as image
Wow great! Thank you Pentarctagon.Pentarctagon wrote: ↑October 31st, 2019, 1:31 pm In Wesnoth's preferences you can assign a hotkey to the map screenshot functionality.
- November 3rd, 2019, 4:40 pm
- Forum: WML Workshop
- Topic: Inserting predefined leader and units into side def
- Replies: 11
- Views: 1226
Re: Inserting predefined leader and units into side def
Great! An abvious case of "feature hijacking" however...Celtic_Minstrel wrote: ↑November 3rd, 2019, 4:18 pm A better way to do this is with a time area. [removed code, see above]
A minor downside of that is that the time area might need to duplicate the schedule…

- November 3rd, 2019, 4:34 pm
- Forum: WML Workshop
- Topic: purpose of [move_unit_fake]
- Replies: 11
- Views: 1925
Re: purpose of [move_unit_fake]
Isn't this exactly what [move_units_fake] (note the plural) does? (Except for the fact that it's fake movement and not real movement.) Though I've never used it myself, so I could be wrong… Well, I also thought initially. But then I thought at all those scenarios where units move one after the othe...
- November 3rd, 2019, 4:31 pm
- Forum: Lua Labs
- Topic: Lua error: cannot find ai.move_full (but finds & calls other func in 'ai')
- Replies: 8
- Views: 3527
Re: Lua error: cannot find ai.move_full (but finds & calls other func in 'ai')
I believe the purpose of the separate evaluation and execution is so that the AI engine can determine which actions are available, then select one of them based on their priorities. So… the evaluation function determines an action's priority (which if I recall correctly is zero when the action is u...
- November 3rd, 2019, 3:54 pm
- Forum: WML Workshop
- Topic: Inserting predefined leader and units into side def
- Replies: 11
- Views: 1226
Re: Inserting predefined leader and units into side def
[fire_event] does what I think you are asking for. It is easier way to reuse actionWML than [insert_tag]. Yes, thank you Ravana. I start to use much more custom events for all kinds of structured programming needs: I realised that since all things interesting anyway happen in an event, we can code ...
- November 3rd, 2019, 3:47 pm
- Forum: WML Workshop
- Topic: [preload] [prestart] [start] events
- Replies: 8
- Views: 1200
Re: [preload] [prestart] [start] events
The main place for these docs would be the wiki's EventWML page. For the first message in this thread, I think (but I'm not sure) that the definition of sides takes place before the [story] . Thank you Octalot. This last info is relevant for another task, namely defining player troops for a "t...
- November 3rd, 2019, 3:40 pm
- Forum: WML Workshop
- Topic: purpose of [move_unit_fake]
- Replies: 11
- Views: 1925
Re: purpose of [move_unit_fake]
[move_unit_fake] exists since time immemorial for the purpose of implementing cutscenes, when the proper [move_unit] didn’t exist and there wasn’t any other way to move a unit on the map without the player (or an AI) performing the action. There isn’t much else to say about it. Thank you very much....
- November 3rd, 2019, 3:33 pm
- Forum: Website
- Topic: be notified about posts in one's own threads
- Replies: 4
- Views: 2091
Re: be notified about posts in one's own threads
It's part of the group of tickboxes on the post-new-topic and post-reply pages (not the quick-reply page). "Options", "Notify me when a reply is posted". All right, found them. A very, very weird point is that (by me) this box is by default prechecked for a reply, but unchecked ...
- November 3rd, 2019, 3:27 pm
- Forum: Lua Labs
- Topic: Lua error: cannot find ai.move_full (but finds & calls other func in 'ai')
- Replies: 8
- Views: 3527
Re: Lua error: cannot find ai.move_full (but finds & calls other func in 'ai')
First, sorry for reacting so late (!), I had not seen your answer: the forum engine just does not notify of replies, even to our own theads, unless we are explicitely quoted (I know about subscribing). I'm guessing you're running into the fact that the gamestate-changing functions are removed from t...