Search found 1431 matches
- December 31st, 2023, 11:34 pm
- Forum: Lua Labs
- Topic: GUI: getting started with tree_view
- Replies: 6
- Views: 2389
Re: GUI: getting started with tree_view
P.S. For the life of me, I can't seem to get the text for the monster labels to center within the column (or align with the top of the image, or move at all really). Can't be that hard? You have to tell the code which part it has to grow (with horizontal_grow=true) because there is more space than ...
- December 31st, 2023, 12:18 am
- Forum: Lua Labs
- Topic: GUI: getting started with tree_view
- Replies: 6
- Views: 2389
Re: GUI: getting started with tree_view
Just like a lixbox a treeview is a dynamic container that is usually filled in preshow. Unlike a listbox, a treeview is a heterogenous container, meaning that it can contain different "types" of rows/nodes, so while for listbox you can implicity add rows by accessing them ( dialog.lisbox_i...
- December 28th, 2023, 12:37 am
- Forum: WML Workshop
- Topic: No Recall List on Scenario Two
- Replies: 2
- Views: 703
Re: No Recall List on Scenario Two
It dpends a bit on which wesnoth version you are using but i think you need to put an
id=
or save_id=
in your [side]s
- December 27th, 2023, 11:24 pm
- Forum: Lua Labs
- Topic: [solved] GUI: Embedded listboxes
- Replies: 13
- Views: 1353
Re: GUI: Embedded listboxes (maybe?)
In lua a.b is always the same as a["b"] so the following codes are equivalent: a.b.c = 5 a["b"].c = 5 local var = "b" a[var].c = 5 local var = "b" a[var]["c"] = 5 local var = "b" local b = a[var] b["c"] = 5
- December 21st, 2023, 11:40 pm
- Forum: Scenario & Campaign Development
- Topic: A Scenario with robots
- Replies: 61
- Views: 33436
Re: A Scenario with robots
Uploaded a new version 1.3.5 with most of the suggested changes, i hope i didn't introduce any new bugs. Interesting about the props and wheels. I was trying to build an all flying unit which needed no wheels. The bottom was to be the spear with that fire enhancer which only bends down from the top....
- December 21st, 2023, 7:12 pm
- Forum: Scenario & Campaign Development
- Topic: A Scenario with robots
- Replies: 61
- Views: 33436
Re: A Scenario with robots
I had to adjust faction names, adding number of dots to specify sorting order. https://github.com/wesnoth/wesnoth/issues/3177 https://github.com/wesnoth/wesnoth/issues/7753 thx :) , that's also what i ended up doing. (actual i think it woudl be better if the robot faction was the default and the ra...
- December 21st, 2023, 7:11 pm
- Forum: Scenario & Campaign Development
- Topic: A Scenario with robots
- Replies: 61
- Views: 33436
Re: A Scenario with robots
I tried it out with a edited era file. I put in {ERA_DEFAULT} {multiplayer/factions/dunefolk-default.cfg} in place of the list and with no mirror turned on it worked out great. I picked the robots and the ai got the other 7 (on 8p map). On a 9p or more map it might randomly give the ai the robots t...
- December 21st, 2023, 12:38 am
- Forum: Scenario & Campaign Development
- Topic: A Scenario with robots
- Replies: 61
- Views: 33436
Re: A Scenario with robots
Also some ideas for improvements. 1) Would be nice to be able to check the config of a robot when not in a castle so you know whether its suitable for sending back for an upgrade. I can add that, shouldn't be too hard. 2) The era in multiplayer could be improved by using the default_era macro plus ...
- December 20th, 2023, 9:14 pm
- Forum: Scenario & Campaign Development
- Topic: A Scenario with robots
- Replies: 61
- Views: 33436
Re: A Scenario with robots
It is listed already, for some reason i assumes that the api was already in 1.16.
- December 20th, 2023, 8:47 pm
- Forum: Scenario & Campaign Development
- Topic: A Scenario with robots
- Replies: 61
- Views: 33436
Re: A Scenario with robots
Sorry, found more problems. Can play on it seems but the errors popping up everytime the trapper unit moves are annoying. No need to be sorry, it's me who made these bugs not you. Its seems like the wesnoth api changed between 1.16 and 1.17, i probably should have tested more on 1.16 ... Anyways, u...
- December 19th, 2023, 7:22 pm
- Forum: Multiplayer Development
- Topic: 1.12+ mod: pick your recruits, no preparation turn.
- Replies: 11
- Views: 9017
Re: 1.12+ mod: pick your recruits, no preparation turn.
This addon is now updated to be compatible with wesnoth 1.16 and uploaded to the 1.16 addon server.
- December 18th, 2023, 8:21 pm
- Forum: Scenario & Campaign Development
- Topic: A Scenario with robots
- Replies: 61
- Views: 33436
Re: A Scenario with robots
Okay thx for the report, fixed and pushed a new version 1.3.3 to the addon server
- December 18th, 2023, 4:29 pm
- Forum: WML Workshop
- Topic: project #1: help this game
- Replies: 8
- Views: 2317
Re: dagger blood: first wesnoth project
I agree thats its not n easy code, especially for someone that has little experience with programming, Ill still try to answer your questions i put this code into an app specific to code stuff. app colors the code/text The color are different on each editor, so we cannot tell you how your particular...
- December 18th, 2023, 3:01 am
- Forum: Scenario & Campaign Development
- Topic: A Scenario with robots
- Replies: 61
- Views: 33436
Re: A Scenario with robots
thx for the report, i uploaded a fixed version to the addon server.
- December 18th, 2023, 2:48 am
- Forum: Scenario & Campaign Development
- Topic: A Scenario with robots
- Replies: 61
- Views: 33436
Re: A Scenario with robots
hmm is this wesnoth 1.16 or 1.17 ?