Search found 641 matches
- December 31st, 2022, 3:08 am
- Forum: Coder’s Corner
- Topic: WML doesn't know what plural means
- Replies: 8
- Views: 5328
WML doesn't know what plural means
Hi. When writing a spoken "message" delivered by a unit, if a unit type that may or may not exist any more is referenced in the message, a coder has to write code to cover the two possible situations: is the unit type there or not there? But a third possibility also needs to be considered:...
- December 30th, 2022, 6:47 pm
- Forum: WML Workshop
- Topic: animated teleport in/out of recall list
- Replies: 21
- Views: 1426
Re: animated teleport in/out of recall list
What will happen if you add hidden=yes and than [unhide_unit] ? As a workaround. Thanks. I tried [hide_unit] yesterday. The unit would unhide for a fraction of a second, then vanish, then reappear via the teleport animation. I wonder how many people would notice that the unit blinked in-and-out? It...
- December 30th, 2022, 6:36 pm
- Forum: Writers’ Forum
- Topic: Dunefolk questions
- Replies: 2
- Views: 4175
Dunefolk questions
I'm working on a campaign and have some questions about the Dunefolk. The unit type of a typical leader of a city-state is a Level 4 Paragon. Right? What is the actual "job title" of the ultimate leader of a city-state? The Paragon description says that a Paragon is a "candidate"...
- December 30th, 2022, 5:16 pm
- Forum: WML Workshop
- Topic: animated teleport in/out of recall list
- Replies: 21
- Views: 1426
Re: animated teleport in/out of recall list
Does it maybe work if you change the tag? If it does, then that suggests a bug in [recall] ; if it still doesn't work it suggests a more general bug. I changed the tag like you said, so the Silver Mage is created directly at the village via the [unit] tag. The Silver Mage appears for maybe 1/100th ...
- December 30th, 2022, 5:01 pm
- Forum: WML Workshop
- Topic: AI recruitment problem
- Replies: 20
- Views: 1272
Re: AI recruitment problem
Every side has a recruit list. An individual leader also has an optional recruit list. Each leader can recruit anything on either the side recruit list or their personal recruit list. Modifying a leader's extra_recruit has no effect on the side recruit list. Modifying the side recruit list has no e...
- December 30th, 2022, 2:32 pm
- Forum: WML Workshop
- Topic: AI recruitment problem
- Replies: 20
- Views: 1272
Re: AI recruitment problem ***Solved***
Good luck!Spannerbag wrote: ↑December 30th, 2022, 2:13 pm One day, if I live long enough, I'll actually finish and publish my two in development campaigns.
Whatever you do, don't take a break from those 2 campaigns and start writing a brand new campaign (yes, I'm speaking from experience)!
- December 30th, 2022, 2:11 pm
- Forum: WML Workshop
- Topic: AI recruitment problem
- Replies: 20
- Views: 1272
Re: AI recruitment problem
It looked fine to me, but generally all code looks fine to me until I find the bug.
- December 30th, 2022, 7:22 am
- Forum: WML Workshop
- Topic: animated teleport in/out of recall list
- Replies: 21
- Views: 1426
Re: animated teleport in/out of recall list
I found a work-around to make the Silver Mage appear in a village with his teleport animation. Instead of creating the Silver Mage into a recall list, I put him in a distant corner of the map, and therefore not visible. With the map focused on the side 1 Leader, I used [lock_view] to prevent scrolli...
- December 30th, 2022, 5:48 am
- Forum: WML Workshop
- Topic: AI recruitment problem
- Replies: 20
- Views: 1272
Re: AI recruitment problem
Um, what? I'm pretty sure this is not true. Okay, I'm wrong a lot when it comes to WML, but there's no way I'm wrong this time, by golly. I remember making a campaign, and every scenario 1 new recruitable unit was added to the recruit list. And the unit was appended to the previous list from the pr...
- December 30th, 2022, 5:38 am
- Forum: WML Workshop
- Topic: animated teleport in/out of recall list
- Replies: 21
- Views: 1426
Re: animated teleport in/out of recall list
It's not too hard to do this with [animate_unit] . Teleporting in would be flag=post_teleport , and teleporting out would be flag=pre_teleport . As I recall, the teleport macros are built for teleporting from one location to another, so they don't really apply in this case. Thanks. I got it halfway...
- December 30th, 2022, 12:17 am
- Forum: WML Workshop
- Topic: AI recruitment problem
- Replies: 20
- Views: 1272
Re: AI recruitment problem
I'm playtesting a scenario but simply cannot get the ai to recruit the way I want... Hi. I've had problems like this. Here are the steps I would go through to locate the problem: Recruit lists persist from the previous scenario. Rule that out. Make sure your team_name and user_team name are correct...
- December 29th, 2022, 8:58 pm
- Forum: WML Workshop
- Topic: animated teleport in/out of recall list
- Replies: 21
- Views: 1426
animated teleport in/out of recall list
Hi. I created a Silver Mage on the recall list. I'd like him to appear in a village (32,4) and display the fancy teleport animation when he arrives. And when he's done delivering his message, I'd like him to teleport away with the fancy teleport animation. Evidently I'm not using the teleport macros...
- December 27th, 2022, 5:34 pm
- Forum: WML Workshop
- Topic: walkable lava
- Replies: 7
- Views: 1228
Re: walkable lava
Everybody, let's all put walkable lava tiles on a map! The Drake Clasher is too heavy to fly, so he can't cross lava like the other Drakes. Let's write some WML so the Drake Clasher can traverse lava! I suggest we make his cautious footsteps represented by movement cost=3. We need to do multiple thi...
- December 27th, 2022, 12:39 am
- Forum: WML Workshop
- Topic: walkable lava
- Replies: 7
- Views: 1228
walkable lava
You can make lava have its own movement cost in your addon. You need to make a custom "lava archetype" terrain, which will show up in the help but never be used on a map, and a custom version of the lava terrain that is an alias of the lava archetype instead of the unwalkable archetype. T...
- December 26th, 2022, 11:21 pm
- Forum: WML Workshop
- Topic: ellipse=no
- Replies: 27
- Views: 1317
Re: ellipse=no
The correct way to add an ability in unit WML is to... Thanks for the explanation. I have a tendency to think that if something works, then it must be fine, but recently most of my mistakes have been writing code that seems to work, but actually causes weird problems that are difficult for me to de...