More keys & tags for [teleport] ability tag (RESOLVED)
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More keys & tags for [teleport] ability tag (RESOLVED)
Adding [filter_start_terrain] & [filter_destination_terrain] location filters would help in creating really interesting abilities. For example, we could have unit with ability to teleport between forest chunks (using "ancient forest path magic"). Also, this would simplify using "teleporters" of "caves" in some scenarios, since game engine will recognise extra "teleporter" terrain chunks as endpoints for teleportation for units who can go through cave or teleporter. Or, with additional [filter_adjanced_unit], we can get mobile teleporter units
For now, teleportation has a little use in mp games (I have not seen silver mage in mp games, ever). May be it's time to use teleportation possibilities?
Edit: typo
Edit2: "closing" topic

For now, teleportation has a little use in mp games (I have not seen silver mage in mp games, ever). May be it's time to use teleportation possibilities?
Edit: typo
Edit2: "closing" topic
Last edited by iinscrutable on August 31st, 2009, 11:26 am, edited 2 times in total.
Re: More keys & tags for [teleport] ability tag
One reason you probably don't see many silver mages in mp is that the silver mage is a lvl 3 unit. If your opponent gets a lvl 3 mage, it seems like you're doing something horribly wrong.
Also, something like this has been suggested before. (Sorry. Too tired to link it.) I seem to recall generally positive feelings but no coding volunteers. (I'd certainly love to see more flexibility in teleport.)
Also, something like this has been suggested before. (Sorry. Too tired to link it.) I seem to recall generally positive feelings but no coding volunteers. (I'd certainly love to see more flexibility in teleport.)
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Re: More keys & tags for [teleport] ability tag
Alas, I am not experienced in C programming, and my network connection does not allow me to work with wesnoth code repository. Otherwise, I would be glad to implement it.melinath wrote:Also, something like this has been suggested before. (Sorry. Too tired to link it.) I seem to recall generally positive feelings but no coding volunteers. (I'd certainly love to see more flexibility in teleport.)
Re: More keys & tags for [teleport] ability tag
Yeah, it's a good idea and there's already a feature request for it.
Re: More keys & tags for [teleport] ability tag (RESOLVED)
I wonder what happens if you try to teleport to an occupied hex? (This is not an issue with the silver mage, as if you do not have vision of a village and it is occupied you do not control the village)
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Re: More keys & tags for [teleport] ability tag (RESOLVED)
It teleports north of the unit. If that hex is occupied, it goes in a circle clockwise. If all those hexs surrounding the main one are taken, it teleports them around the bigger hex, surrounding the small one, and makes a circle around like the small one.Orin wrote:I wonder what happens if you try to teleport to an occupied hex?
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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.
The best way to learn is to follow. In order to learn WML, you have to follow other's work, and check their codes.