[kill] not working
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[kill] not working
Code: Select all
[event]
name=moveto
first_time_only=no
[filter]
type=Peasant Child
x=1
y=30
[/filter]
[kill]
x,y=1,30
animate=no
fire_event=no
[/kill]
{VARIABLE_OP children add -1}
[if]
[variable]
name=children
equals=0
[/variable]
[then]
{CHILD_SAFE}
[/then]
[else]
[/else]
[/if]
[/event]
I also tried x=1 then y= 30 instead of x,y=1,30 and tried putting them in [filter] tags.
'We've strayed into a zone with a high magical index... Don't ask me how. Once upon a time a really powerful magic field must have been generated here, and we're feeling the after-effects.'
'Precisely,' said a passing bush.
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'Precisely,' said a passing bush.
--Terry Pratchett
Tale of a Mage(finished)Art for Tale of a Mage
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Re: [kill] not working
Whats variable Children?SkeleRanger wrote:In 1.4 the unit would disappear. In 1.5 the unit does not disappear. It's annoying. I think I will go nuts if I can't figure out why this isn't working. Help please...Code: Select all
[event] name=moveto first_time_only=no [filter] type=Peasant Child x=1 y=30 [/filter] [kill] x,y=1,30 animate=no fire_event=no [/kill] {VARIABLE_OP children add -1} [if] [variable] name=children equals=0 [/variable] [then] {CHILD_SAFE} [/then] [else] [/else] [/if] [/event]
I also tried x=1 then y= 30 instead of x,y=1,30 and tried putting them in [filter] tags.
3P MP Scenario - Great Dwarves Escape
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The best way to learn is to follow. In order to learn WML, you have to follow other's work, and check their codes.
Re: [kill] not working
A variable in which he stores the number of children that reached the escape point.
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- Posts: 151
- Joined: August 12th, 2008, 11:10 pm
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Re: [kill] not working
Well, technically its the number of children that still need to reach the escape point , but yeah what TrashMan said. When all the children escape trigger the victory/beat_the_crud_out_of_Slinian message. I'm pretty sure this still works but it makes no sense if the kid's still there.
'We've strayed into a zone with a high magical index... Don't ask me how. Once upon a time a really powerful magic field must have been generated here, and we're feeling the after-effects.'
'Precisely,' said a passing bush.
Art for Tale of a Mage
'Precisely,' said a passing bush.
--Terry Pratchett
Tale of a Mage(finished)Art for Tale of a Mage
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Re: [kill] not working
you've changed the generated unit type to "Peasant ChildNA", but not the type filtered on
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
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- Posts: 151
- Joined: August 12th, 2008, 11:10 pm
- Location: The Isle of Alduin
Re: [kill] not working
I feel really stupid now. Thanks for your help.Anonymissimus wrote:you've changed the generated unit type to "Peasant ChildNA", but not the type filtered on
'We've strayed into a zone with a high magical index... Don't ask me how. Once upon a time a really powerful magic field must have been generated here, and we're feeling the after-effects.'
'Precisely,' said a passing bush.
Art for Tale of a Mage
'Precisely,' said a passing bush.
--Terry Pratchett
Tale of a Mage(finished)Art for Tale of a Mage