Search found 686 matches
- April 6th, 2011, 2:15 am
- Forum: Off-Topic
- Topic: Unknown Horizons
- Replies: 20
- Views: 5948
Re: Unknown Horizons
^ Yeah, that got on my nerves too
- April 5th, 2011, 1:19 pm
- Forum: Off-Topic
- Topic: Unknown Horizons
- Replies: 20
- Views: 5948
Re: Unknown Horizons
I found the game very nice The only things that got on my nerves were that some of the interfaces (taxes, for one) were rather hard to find, and there are only a few maps and there is no campaign. Hopefully this will be solved soon, as the game is in constant development.
- March 22nd, 2011, 1:30 am
- Forum: WML Workshop
- Topic: Atomicbomb's WML questions
- Replies: 10
- Views: 2357
Re: Atomicbomb's WML questions
Would the code work If I change all 'i' variable with another variable (i.e 'a')? Yes, but then you'd have to enter it into the [$variable_name] box. "i" is the most commonly used variable. Would it work if x=$list_of_locs[$i].x and y=$list_of_locs[$i].y changed into x=$list_of_locsx[$i] ...
- March 21st, 2011, 11:44 am
- Forum: Scenario & Campaign Development
- Topic: The Story of Wesnoth Forums(1.9.x)
- Replies: 15
- Views: 5188
Re: The Story of Wesnoth Forums(1.9.x)
Make sure to put a trademark after every Gambit-Oriented™ statement/message.
- March 20th, 2011, 11:17 pm
- Forum: Scenario & Campaign Development
- Topic: 1.9 SP Campaign - Sweet Revenge
- Replies: 140
- Views: 38121
Re: 1.9 SP Campaign - Sweet Revenge
Wow. I've neglected this for a long time. After a month of agonizing about not being able to update my campaign, I tried once more in desperation... and it worked... Well, all those errors you mentioned should be fixed! If you update your campaign now, you WILL have to updated to Wesnoth 1.9.4 to pl...
- March 18th, 2011, 3:23 am
- Forum: Off-Topic
- Topic: The History of Wesnoth Forums
- Replies: 123
- Views: 25720
Re: The History of Wesnoth Forums
If you follow the actual history while yet keeping a humorous outlook... You should make Turuk the Forum god/emperor/whatever; Shadowm, Gambit, and the other forum mods are his minions. Over a course of years, Shadowm gathered a following of forum mods in a plot to overthrow Turuk and rule the unive...
- March 10th, 2011, 3:31 am
- Forum: Ideas
- Topic: [engine] F5 reload scenario after clearing cache
- Replies: 32
- Views: 7639
Re: [engine] F5 reload scenario after clearing cache
I agree that a more intuitive and "quick" F5 reload-cache key would be very useful. As someone who's developed a SP campaign, I've also noticed that it is a pain to exit the scenario, go to the main screen, hit F5, and go all the way back. Since F5 is almost always only used for developing...
- March 4th, 2011, 1:18 pm
- Forum: WML Workshop
- Topic: Determining side 3 income by side 1 captured villages
- Replies: 4
- Views: 888
Re: Determining side 3 income by side 1 captured villages
Would this work?
Code: Select all
[event]
name=side turn
first_time_only=no
[store_villages]
owner_side=1
variable=side_1_villages
[/store_villages]
{VARIABLE_OP side_1_villages mult 2}
[modify_side]
side=3
income=$side_1_villages
[/modify_side]
[/event]
- March 3rd, 2011, 3:31 am
- Forum: WML Workshop
- Topic: Problems with a filter (or that's what i think)
- Replies: 4
- Views: 1242
Re: Problems with a filter (or that's what i think)
To explain the above: [event] name=turn 18 [if] [have_unit] id=Hero x=1-44 y=40-42 [/have_unit] [then] [message] speaker=Hero message=_"We do it!" [/message] [endlevel] result=victory [/endlevel] [/then] [/if] [/event]
- March 2nd, 2011, 7:11 pm
- Forum: WML Workshop
- Topic: Speed of move_unit
- Replies: 1
- Views: 447
Re: Speed of move_unit
Well, you can't. [move_unit] is as fast as regularly moving a unit, and completely depends on the player's graphical settings.
- February 27th, 2011, 11:59 pm
- Forum: WML Workshop
- Topic: Need so much help!
- Replies: 19
- Views: 3203
Re: Need so much help!
1. "race" is not an applicable attribute within [side].
2. You got all the unit names wrong; the "id"s are what you are looking for. Go inside the units' .cfg files and look for their "id"s - and make sure to spell them right!
2. You got all the unit names wrong; the "id"s are what you are looking for. Go inside the units' .cfg files and look for their "id"s - and make sure to spell them right!
- February 25th, 2011, 5:16 pm
- Forum: Art Workshop
- Topic: Travelling Tradesmen sprites
- Replies: 30
- Views: 10986
Re: Travelling Tradesmen sprites
I love how the horses start to sag down and pant with the L3 sprites on them
- February 25th, 2011, 1:33 pm
- Forum: WML Workshop
- Topic: Placing leader on map, ending up with defeat
- Replies: 3
- Views: 792
Re: Placing leader on map, ending up with defeat
1. Put variables outside [endlevel].
2. You can't place leaders' positions like that. You have to place it on the world map. What you COULD do is look how Bad Moon Rising does it.
2. You can't place leaders' positions like that. You have to place it on the world map. What you COULD do is look how Bad Moon Rising does it.
- February 24th, 2011, 1:25 pm
- Forum: WML Workshop
- Topic: gold adding event help... PLEASE!!!
- Replies: 18
- Views: 2907
Re: gold adding event help... PLEASE!!!
Right, but he is trying to do specifically side 1. If he does a normal side turn, he'd have to do yet another variable check to see if $side_number equalled 1.
- February 24th, 2011, 2:43 am
- Forum: WML Workshop
- Topic: Storing Locations to add bridges
- Replies: 9
- Views: 1948
Re: Storing Locations to add bridges
Basically just a few missed/misplacesd $'s. Revised code: [store_locations] [not] [filter] [/filter] [/not] [and] x=$x1 y=$y1 radius=1 [/and] variable=bridge_loc [/store_locations] {FOREACH bridge_loc i} [message] message= _ " $bridge_loc[$i].x ; $bridge_loc[$i].y ; $bridge_loc[$i].terrain &quo...