Search found 114 matches
- February 17th, 2021, 4:00 pm
- Forum: WML Workshop
- Topic: Pillage
- Replies: 4
- Views: 724
Re: Pillage
Another example in scenario 2 of The South Guard. I've copied and commented the relevant event here for reference. [event] name=capture # Activates when a unit captures a village. first_time_only=no # Continues happening after the first time. [filter] # This will activate only when the capturing uni...
- February 16th, 2021, 10:46 pm
- Forum: Art Workshop
- Topic: 3D Printing Wesnoth figures?
- Replies: 4
- Views: 1716
Re: 3D Printing Wesnoth figures?
I doubt there are very many, if any, 3D models of mainline units. If you look through the art threads, you will see people posting sketchy / unshaded WIP images and animations; it can be fun to follow them all the way through. There are also people who just post whatever their latest product is with...
- February 11th, 2021, 11:51 pm
- Forum: WML Workshop
- Topic: reference of last unit created
- Replies: 5
- Views: 1088
Re: reference of last unit created
I haven't tested this but you could try using [animate_unit] to play a "recruited" animation.
https://wiki.wesnoth.org/InterfaceActio ... te_unit.5D
https://wiki.wesnoth.org/AnimationWML#recruited
https://wiki.wesnoth.org/InterfaceActio ... te_unit.5D
https://wiki.wesnoth.org/AnimationWML#recruited
- February 11th, 2021, 11:36 pm
- Forum: WML Workshop
- Topic: Journey Map Pin Error
- Replies: 12
- Views: 5726
Re: Journey Map Pin Error
Map journey? Is that the thing where there is a map in the "story" section that shows where the heroes are going? If so, you could try reading through the mainline campaigns to see how they do it nowadays. -- Looking at your error message, I suspect your problem might be that you have nega...
- February 11th, 2021, 11:23 pm
- Forum: WML Workshop
- Topic: can't recruit costum unit
- Replies: 6
- Views: 4167
Re: can't recruit costum unit
oh, and another thing, the unit database seems rather dated, is there going to be an update soon? Not quite sure what about it you feel is dated. - The units in the database: you might be using an older version of the database (for example, from 1.10?) rather than for the most recent versions. http...
- November 23rd, 2020, 2:43 pm
- Forum: Scenario & Campaign Development
- Topic: Inky's Quest - The Cuttlefish Campaign
- Replies: 309
- Views: 108283
Re: Inky's Quest - The Cuttlefish Campaign
My pixelart skills are even worse than my coding skills, so for custom units in this campaign I had to rely on "frankensteining" existing sprites (in Master Sea Head's case I just enlarged and cropped the cuttlefish sprite). So unless someone volunteers to make a better sprite for me, it'...
- November 21st, 2020, 6:09 pm
- Forum: Writers’ Forum
- Topic: Knalgan Outlaws' Masks versus Dwarven Taboo
- Replies: 6
- Views: 2158
Re: Knalgan Outlaws' Masks versus Dwarven Taboo
You're right; it does seem a little inconsistent. I don't necessarily have a good answer for you. It might, as you suggest, be that they don't really care what their allies of convenience do. They might (rightly or wrongly) assume that all of the outlaws are criminals, but choose to tolerate it prov...
- November 21st, 2020, 5:28 pm
- Forum: WML Workshop
- Topic: Using [harm_unit] within a cut-scene
- Replies: 29
- Views: 1830
Re: Using [harm_unit] within a cut-scene
That's automatically bundled into his animation. You could probably also use [play_sound], if memory serves.
- November 19th, 2020, 9:15 am
- Forum: WML Workshop
- Topic: AI Leader Message Upon Being Attacked?
- Replies: 3
- Views: 445
Re: AI Leader Message Upon Being Attacked?
To answer a question you didn't ask (but might, perhaps, have been wondering about), it's also possible to make the AI leader respond differently to different units... [event] name=attack [filter] id=Brutus [/filter] [filter_second] id=Caesar [/filter_second] [message] speaker=Caesar message= _ &quo...
- November 16th, 2020, 5:06 pm
- Forum: Art Workshop
- Topic: Project Solestium
- Replies: 10
- Views: 3503
Re: Project Solestium
Ah, I forgot you're trying to represent a whole world, or perhaps I underestimated the amount of detail you had put into your world. That is a lot of stuff to include.
Well, good luck.
Well, good luck.
- November 16th, 2020, 9:20 am
- Forum: Art Workshop
- Topic: Project Solestium
- Replies: 10
- Views: 3503
Re: Project Solestium
Looks neat! (I'm a bit disappointed that it's not Project Solstheim, although that would probably have copyright problems.) --- For art: there is a chance that you can find or modify other units to suit your needs. There have already been some attempts at factions of elves of various sorts. https://...
- November 14th, 2020, 7:40 am
- Forum: Art Workshop
- Topic: Art for the Return of the Darks
- Replies: 64
- Views: 14583
Re: Art for the Return of the Darks
I see his sword changed position a little bit. It looks good - a bit like he's deliberately holding it flat in front of his shield, but that might just be my imagination. I like the brighter color, because it makes it easier to see the slightly curved end of the sword. Speaking of color changes, wha...
- November 13th, 2020, 8:08 pm
- Forum: WML Workshop
- Topic: Struggling to Get My Campaign to Load
- Replies: 5
- Views: 572
Re: Struggling to Get My Campaign to Load
Use an [event] with name=moveto . Inside of that, filter by side (the side of the unit that just moved to a hex) and x and y (the coordinates of the hex). Then tell it to [endlevel] with result=defeat . (Immediate edit because I cannot seem to think these things through): The above would be how you ...
- November 13th, 2020, 9:18 am
- Forum: WML Workshop
- Topic: How to make one attack cause multiple types of damage
- Replies: 8
- Views: 864
Re: How to make one attack cause multiple types of damage
The AI can't see the bonus damage, yeah. I thought the attack_weight= and defense_weight= keys inside an attack ought to be able to help, but it looks like actually, it just checks whether they are positive numbers or not. (Reference: https://wiki.wesnoth.org/UnitTypeWML#Attacks) A hacky workaround ...
- November 12th, 2020, 10:17 pm
- Forum: WML Workshop
- Topic: Changing the direction a unit is facing
- Replies: 15
- Views: 1534
Re: Changing the direction a unit is facing
Well, it changes whatever "var" is to the value of "value". So when you write facing and sw, it changes facing to sw. It's a very open-ended macro! (Hey, does the modify_unit macro actually work? If so, then the fact that it works but regular facing=sw doesn't work would probably...