Search found 569 matches
- August 23rd, 2019, 10:54 pm
- Forum: Scenario & Campaign Development
- Topic: Chaoz Battle of the Wizards (new Scenario)
- Replies: 34
- Views: 9064
Re: Chaoz Battle of the Wizards (new Scenario)
Minor update 2.3 where a variable name was changed to avoid conflict with a system variable.
- August 23rd, 2019, 10:54 pm
- Forum: Multiplayer Development
- Topic: Conquest, Conquest+, Conquest+ Space Updates
- Replies: 136
- Views: 40136
Re: Conquest, Conquest+, Conquest+ Space Updates
Minor update on all conquest mods (apart from conquest original gameplay) where a variable name was changed to avoid conflict with a system variable.
- August 23rd, 2019, 3:33 pm
- Forum: Multiplayer Development
- Topic: Conquest, Conquest+, Conquest+ Space Updates
- Replies: 136
- Views: 40136
Re: Conquest, Conquest+, Conquest+ Space Updates
Conquest+ Space 3.11.8 updated - all ranged weapons can now be positioned when firing, allowing choice of firing direction, projectile moves set back to max when positioning adjacent to unit, uses work done on other mods like Chaoz, Lazersquad to refine the behaviour, user is prompted with message a...
- August 23rd, 2019, 3:26 pm
- Forum: Scenario & Campaign Development
- Topic: Chaoz Battle of the Wizards (new Scenario)
- Replies: 34
- Views: 9064
Re: Chaoz Battle of the Wizards (new Scenario)
Chaoz 2.2 minor update
removed some redundant WML from new projectile macro, shortened some recruit menu text.
removed some redundant WML from new projectile macro, shortened some recruit menu text.
- August 23rd, 2019, 3:26 pm
- Forum: Scenario & Campaign Development
- Topic: Lazersquad new scenario (squad multiplayer scenario)
- Replies: 38
- Views: 11872
Re: Lazersquad new scenario (squad multiplayer scenario)
Lazersquad 2.5 minor update
removed some redundant WML from new projectile macro, shortened some recruit menu text.
removed some redundant WML from new projectile macro, shortened some recruit menu text.
- August 23rd, 2019, 3:25 pm
- Forum: Multiplayer Development
- Topic: WesCraft - new mini multiplayer mod
- Replies: 46
- Views: 23511
Re: WesCraft - new mini multiplayer mod
Wescraft 2.6 minor update
removed some redundant WML from new projectile macro, shortened some recruit menu text.
removed some redundant WML from new projectile macro, shortened some recruit menu text.
- August 23rd, 2019, 3:20 pm
- Forum: WML Workshop
- Topic: Store unit problem
- Replies: 10
- Views: 1865
Re: Store unit problem
Thanks Bettlenaught and Octalot, I have gone for the [while] loop removing foreach, I will get around to using wmlindend for all WML/mods shortly.
- August 23rd, 2019, 11:58 am
- Forum: WML Workshop
- Topic: Store unit problem
- Replies: 10
- Views: 1865
Re: Store unit problem
OkI have realised that foreach is redundant, because I am doing a [while] condition which loops through each matching unit and then removes the trait, the removal of kill seems necessary, it seems impossible to remove the unit and rebuild the projectile units, I don't know why this happens, but coul...
- August 23rd, 2019, 11:09 am
- Forum: WML Workshop
- Topic: Store unit problem
- Replies: 10
- Views: 1865
Re: Store unit problem
Yep the units are updated as expected using [while] the stats and everything look fine, the trait is removed as expected e.g. in the example below the firing unit moved, resulting in the trait (containing the id of the firing unit) being removed, but shots (units) fired/spawned before moving again h...
- August 23rd, 2019, 10:51 am
- Forum: WML Workshop
- Topic: Store unit problem
- Replies: 10
- Views: 1865
Re: Store unit problem
Well I messed around with this, removing the surrounding [while] and tried to get this working with this_item, I have searched across the wiki and can't find any examples of this, so I have been using trial and error, at the moment nothing is happening and units just get removed from the map... I ca...
- August 22nd, 2019, 10:58 pm
- Forum: Multiplayer Development
- Topic: WesCraft - new mini multiplayer mod
- Replies: 46
- Views: 23511
Re: WesCraft - new mini multiplayer mod
WesCraft 2.5 update - Further improvement to projectile re-positioning and related WML, so you can move a 'fired' projectile (ranged action) to a preferred starting hex adjacent to the firing unit, restoring moves before you actually move it to attack. In this revision, if you 'fire' projectiles and...
- August 22nd, 2019, 10:57 pm
- Forum: Scenario & Campaign Development
- Topic: Lazersquad new scenario (squad multiplayer scenario)
- Replies: 38
- Views: 11872
Re: Lazersquad new scenario (squad multiplayer scenario)
Lazersquad 2.4 update - Further improvement to projectile re-positioning and related WML, so you can move a 'fired' projectile (ranged action) to a preferred starting hex adjacent to the firing unit, restoring moves before you actually move it to attack. In this revision, if you 'fire' projectiles a...
- August 22nd, 2019, 10:57 pm
- Forum: Scenario & Campaign Development
- Topic: Chaoz Battle of the Wizards (new Scenario)
- Replies: 34
- Views: 9064
Re: Chaoz Battle of the Wizards (new Scenario)
Chaoz battle of the wizards 2.1 update - Further improvement to projectile re-positioning and related WML, so you can move a 'fired' projectile (ranged action) to a preferred starting hex adjacent to the firing unit, restoring moves before you actually move it to attack. In this revision, if you 'fi...
- August 22nd, 2019, 10:20 pm
- Forum: WML Workshop
- Topic: Store unit problem
- Replies: 10
- Views: 1865
Re: Store unit problem
The below seems to work, as long as kill unit is turned off.. otherwise the last unit spawned is removed off map and not re-built, I wonder if this is because I don't use standard types but use type of fog clearer with original unit settings... I had to add a while loop otherwise not all units with ...
- August 22nd, 2019, 1:58 pm
- Forum: WML Workshop
- Topic: Store unit problem
- Replies: 10
- Views: 1865
Re: Store unit problem
Thanks octalot