Setting the unit type of (AI) leader
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Setting the unit type of (AI) leader
I've got a problem and didn't find some sort of solution here in this forum or anywhere else:
The problem occurs while making multiplayer maps. (A campaign I didn't start yet - I just need to gather experience )
When I try to set the unit type of a leader - for example, of an AI leader -, then ... well... just nothing happens. The AI gets any sort of random leader (and it's funny to see an elvish shyde making orcish noises ... )
I'm using Wesnoth 1.8.5 and the RPG Creation Toolkit.
My code so far: ([side]-fragment)
(I tried a lot, so this is only the latest version... )
I hope someone can help me out of this ...
Where is my (I guess dumb) problem?
Crend
The problem occurs while making multiplayer maps. (A campaign I didn't start yet - I just need to gather experience )
When I try to set the unit type of a leader - for example, of an AI leader -, then ... well... just nothing happens. The AI gets any sort of random leader (and it's funny to see an elvish shyde making orcish noises ... )
I'm using Wesnoth 1.8.5 and the RPG Creation Toolkit.
My code so far: ([side]-fragment)
Code: Select all
[...]
[side]
side=4
canrecruit=yes
type="Orcish Warlord"
id=Krsh-Oltu
description= _ "Krsh-Oltu"
recruit=Goblin Spearman, Young Ogre, Orcish Archer, Orcish Assassin, Orcish Grunt, Orcish Leader, Wolf Rider
controller=ai
team_name=baddies
user_team_name= _ "Undead"
fog=no
hidden=yes
allow_player=no
team_lock=yes
income=0
gold=100
[/side]
[...]
I hope someone can help me out of this ...
Where is my (I guess dumb) problem?
Crend
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Re: Setting the unit type of (AI) leader
see Multiplayer Part of SideWML in the Wiki:
faction: this lock this side to this faction.
faction_from_recruit: if true then this side will be locked to the faction that matches the recruits better.
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How to isolate problematic WML code ~~ WML error messages and their reasons
How to isolate problematic WML code ~~ WML error messages and their reasons
Re: Setting the unit type of (AI) leader
This doesn't work either.
I tried both and nothing worked - there are always random leaders.
Crend
I tried both and nothing worked - there are always random leaders.
Crend
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Re: Setting the unit type of (AI) leader
First of all, you cannot have spaces between your recruit lists. (you have Unit1, Unit2) put (Unit1,Unit2)
Secondly- I don't know if this will work, as I have no experience with multiplayer maps, but perhaps take the quote marks of the type="Orcish Warlord"
I never use quote marks and it works fine, perhaps this is the problem?
Also use "name" instead of "description" (you have description=Krsh-Oltu)
You might want to change the id-name to make it easier to spell and remember. A mispelled ID can wreak havoc on your scenario.
Secondly- I don't know if this will work, as I have no experience with multiplayer maps, but perhaps take the quote marks of the type="Orcish Warlord"
I never use quote marks and it works fine, perhaps this is the problem?
Also use "name" instead of "description" (you have description=Krsh-Oltu)
You might want to change the id-name to make it easier to spell and remember. A mispelled ID can wreak havoc on your scenario.
Re: Setting the unit type of (AI) leader
Until now, this way also worked fine ...bigkahuna wrote:First of all, you cannot have spaces between your recruit lists. (you have Unit1, Unit2) put (Unit1,Unit2)
I tried this, but nothing changed ...bigkahuna wrote:Secondly- I don't know if this will work, as I have no experience with multiplayer maps, but perhaps take the quote marks of the type="Orcish Warlord"
I never use quote marks and it works fine, perhaps this is the problem?
Both ways didn't work ...bigkahuna wrote:Also use "name" instead of "description" (you have description=Krsh-Oltu)
Ok, now I'll try to do everything as you said.
Maybe it works when all these things are combined...
Thanks for your good ideas
Crend
EDIT:
I tested it.
No change.
The player isn't named as he should be and is generated randomly...
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Re: Setting the unit type of (AI) leader
Sorry
Like I said I have no experience with multiplayer maps, I assumed that the syntax would be the same. A bit confusing, I think they should synch the WML with this.
Like I said I have no experience with multiplayer maps, I assumed that the syntax would be the same. A bit confusing, I think they should synch the WML with this.
Re: Setting the unit type of (AI) leader
The funny thing is that multiplayer maps of other authors (for example, the built-in ones) are working fine...
I also tried to just copy the [side]-rules from there - but I couldn't manage to have there a Orcish Warlord or anything else specified.
Is here anyone who has experience with those maps?
Crend
I also tried to just copy the [side]-rules from there - but I couldn't manage to have there a Orcish Warlord or anything else specified.
Is here anyone who has experience with those maps?
Crend
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Re: Setting the unit type of (AI) leader
Are you checking the "use map settings" box when setting up the game? Because you should be.
And the WML is the same whether you're in single-player or multi-player. The only difference is that there are a few unsynchronized things you shouldn't use. Please don't make strange speculation bigkahuna. The quotation marks are fine, and so're the spaces in the recruit list.
And the WML is the same whether you're in single-player or multi-player. The only difference is that there are a few unsynchronized things you shouldn't use. Please don't make strange speculation bigkahuna. The quotation marks are fine, and so're the spaces in the recruit list.
Re: Setting the unit type of (AI) leader
I cannot believe ...
Thank you ... this shouldn't be true
Crend
Thank you ... this shouldn't be true
Crend
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Re: Setting the unit type of (AI) leader
Sorry. Incorrect assumption.Gambit wrote:Please don't make strange speculation bigkahuna.