Search found 677 matches

by WhiteWolf
November 25th, 2020, 4:43 pm
Forum: WML Workshop
Topic: ghype's Problems: [ability] adding mp
Replies: 85
Views: 14415

Re: ghype's Problem: [side] + custom unit

From what I have seen in Discord discussions, the [+units] thing was a workaround for a bug that has been fixed for quite some time now. However, UMC authors, such as you and I, still end up using [+units] since it's sort of a convention by now. I must have missed that then, but I don't understand....
by WhiteWolf
November 25th, 2020, 2:08 pm
Forum: WML Workshop
Topic: ghype's Problems: [ability] adding mp
Replies: 85
Views: 14415

Re: ghype's Problem: [side] + custom unit

One thing that comes to mind: that should definitely be [+units], not [units]. Campaigns should expand the core units tag, not overwrite it.
by WhiteWolf
November 23rd, 2020, 11:27 pm
Forum: WML Workshop
Topic: ghype's Problems: [ability] adding mp
Replies: 85
Views: 14415

Re: ghype's Problem: [remove_shroud]

I'm pretty sure there's a typo there :) (raduis=3 -> radius=3)
by WhiteWolf
November 22nd, 2020, 11:15 pm
Forum: WML Workshop
Topic: Using [harm_unit] within a cut-scene
Replies: 29
Views: 596

Re: Using [harm_unit] within a cut-scene

it might not be limited to [harm_unit] - it seems like there's something weird about [animate_unit] as well. But the code with [animate_unit] that did the same thing seems to have worked. [animate_unit] flag=attack [filter] x,y=5,4 [/filter] [primary_attack] name=pincers [/primary_attack] [secondar...
by WhiteWolf
November 22nd, 2020, 7:41 pm
Forum: WML Workshop
Topic: Using [harm_unit] within a cut-scene
Replies: 29
Views: 596

Re: Using [harm_unit] within a cut-scene

EDIT2: So if the wiki is right it sounds like [primary_attack] decides the defense animation and [secondary_attack] decides the attack animation, but both select a weapon on the attacker. So, for example, you could make an Elvish Sylph use a melee defense animation against a ranged attack. I think ...
by WhiteWolf
November 21st, 2020, 4:11 pm
Forum: WML Workshop
Topic: Using the ^ character in strings
Replies: 5
Views: 140

Re: Using the ^ character in strings

There's this simple workaround that seems to work fine in 1.14 too:

Code: Select all

{VARIABLE helper "^"}
[message]
    speaker=my_unit
    message= _ "Hello $helper|World"
[/message]
by WhiteWolf
November 21st, 2020, 3:33 pm
Forum: WML Workshop
Topic: Using [harm_unit] within a cut-scene
Replies: 29
Views: 596

Re: Using [harm_unit] within a cut-scene

Well, just in case, here's what it would look like though. I tested it, and this works correctly for me now. That said, I've had my issues with it back in the day (and this is a mainline campaign, not even an add-on), and I don't know what caused it, I don't know if it's fixed or was just specific t...
by WhiteWolf
November 21st, 2020, 2:48 pm
Forum: WML Workshop
Topic: Using [harm_unit] within a cut-scene
Replies: 29
Views: 596

Re: Using [harm_unit] within a cut-scene

Well, I finally made a real ingame test instead of guessing around, and yeah, I can't get the defender to get animated either :hmm: Since according to the wiki, the animation key accepts special values like only attacker or only defender, from that I deduce that the simple yes setting should indeed ...
by WhiteWolf
November 21st, 2020, 1:13 pm
Forum: WML Workshop
Topic: Using [harm_unit] within a cut-scene
Replies: 29
Views: 596

Re: Using [harm_unit] within a cut-scene

Did you leave secondary_attack empty in the end? If left to empty, then set that one to pincers too, that should solve the defend animation IIRC.
by WhiteWolf
November 19th, 2020, 5:29 pm
Forum: WML Workshop
Topic: Using [harm_unit] within a cut-scene
Replies: 29
Views: 596

Re: Using [harm_unit] within a cut-scene

Because unless it's a custom scorpion, it's "pincers" and not "pincer" ;) Mind the plural. (EDIT - off topic mention: Why do I no longer get the "someone was faster by a minute and already made a post, do you want to reformulate your post before submitting?" message any...
by WhiteWolf
November 19th, 2020, 5:07 pm
Forum: WML Workshop
Topic: Using [harm_unit] within a cut-scene
Replies: 29
Views: 596

Re: Using [harm_unit] within a cut-scene

Before I do that, one more thing I noticed: both attack filters should be pincers. Primary attack sets the weapon against which the harmed unit will defend, and secondary attack sets the weapon that the harming unit will use to attack. See if it works after setting both to pincers?
by WhiteWolf
November 19th, 2020, 3:03 pm
Forum: WML Workshop
Topic: Using [harm_unit] within a cut-scene
Replies: 29
Views: 596

Re: Using [harm_unit] within a cut-scene

I think you need to be more specific in your filters. You see, just writing type="Giant Scorpion" will match the first scorpion the game finds on the map! It's highly likely that if you have several, then it will find one that is not the one adjacent to the orc, and if the attacker is not ...
by WhiteWolf
November 18th, 2020, 10:06 pm
Forum: WML Workshop
Topic: AI Leader Message Upon Being Attacked?
Replies: 3
Views: 103

Re: AI Leader Message Upon Being Attacked?

I'd use a subfilter to filter the adjacent unit: [event] name=enter_hex [filter] side=1 [filter_adjacent] id=aileader [/filter_adjacent] [/filter] ... message stuff By default, all events fire only once. So this will only trigger the first time a side 1 unit enters the hex next to aileader. Note tha...
by WhiteWolf
November 18th, 2020, 9:24 am
Forum: WML Workshop
Topic: Lifting fog around units with custom status
Replies: 3
Views: 96

Re: Lifting fog around units with custom status

Are you sure you don't want delayed_variable_substitution=yes ? By setting it to no, $possessionvar.side is evaluated at the creation of the event (trigger of partent event), but unless I'm wrong, here you want it to be evaluated when the event is actually triggered. That would mean setting it to yes.
by WhiteWolf
November 17th, 2020, 8:38 pm
Forum: WML Workshop
Topic: Coding Unit Movement = 0
Replies: 5
Views: 142

Re: Coding Unit Movement = 0

The unit storing and the for loop seems kinda redundant to me. You could just copy the contents of the [store_unit]'s filter to the [object]'s filter and then get rid of the [store_unit] and the enclosing for loop. You then just filter there for the specific type of unit you want to freeze. Other th...