Leader spawn for [side] with no_leader=yes in BFW1.16

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demario
Posts: 136
Joined: July 3rd, 2019, 1:05 pm

Leader spawn for [side] with no_leader=yes in BFW1.16

Post by demario »

According to the wiki when controller="null"
the side doesn't have a leader generated from the contents of the [side] tag.
Does it mean that the leader is spawn for any other value of controller (including "ai")?
It seems this logic should not be applied if no_leader=yes regardless of the value controller. This was how it was done in BFW1.14.

Is the new behavior correct (disregarding no_leader and spawning a leader as soon as controller is not "null")?
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Atreides
Posts: 1243
Joined: March 30th, 2019, 10:38 pm
Location: On the 2nd story of the centre village in Merwuerdigliebe turning the lights on and off

Re: Leader spawn for [side] with no_leader=yes in BFW1.16

Post by Atreides »

demario wrote: December 26th, 2021, 11:01 am According to the wiki when controller="null"
the side doesn't have a leader generated from the contents of the [side] tag.
Does it mean that the leader is spawn for any other value of controller (including "ai")?
It seems this logic should not be applied if no_leader=yes regardless of the value controller. This was how it was done in BFW1.14.

Is the new behavior correct (disregarding no_leader and spawning a leader as soon as controller is not "null")?
This also confuses me. The wiki _seems_ to say that no_leader actually controls whether the contents of the side tag describe a leader unit. Yet I have seen it used in old addons as if it meant what it suggests, that the side has no leader.
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