Search found 2232 matches

by Celtic_Minstrel
Today, 12:41 pm
Forum: Lua Labs
Topic: [closed] How to dialog:close() when >space< is typed into the text_box
Replies: 2
Views: 57

Re: How to dialog:close() when >space< is typed into the text_box

I'm pretty sure you posted the method you tried in the previous thread. Why is it not in this post?
by Celtic_Minstrel
Today, 12:41 pm
Forum: Lua Labs
Topic: [solved] two [grid] tags
Replies: 47
Views: 712

Re: two [grid] tags

Thanks! Oh dumb me, this works "dialog.test_text:focus()" Yes – either that or "gui.widget.focus(dialog.test_text)". I use dialog:set_canvas(1, { } ) To hide the label background...Any idea how to hide text_box background? Just to clarify, that doesn't hide it. It deletes it. Th...
by Celtic_Minstrel
Today, 1:23 am
Forum: Lua Labs
Topic: [solved] two [grid] tags
Replies: 47
Views: 712

Re: two [grid] tags

Pretty much. Just be aware that that also includes deprecated things (which is mostly value_compat and callback).
by Celtic_Minstrel
Yesterday, 11:36 pm
Forum: Lua Labs
Topic: [solved] two [grid] tags
Replies: 47
Views: 712

Re: two [grid] tags

If you mean in documentation, that would be LuaAPI/types/widget. If you mean in the source code, the relevant file is lua_widget_attributes.cpp.
by Celtic_Minstrel
Yesterday, 6:00 pm
Forum: Lua Labs
Topic: [solved] two [grid] tags
Replies: 47
Views: 712

Re: two [grid] tags

I was hoping to find corresponding lua files that manipulate the widget so I could determine of its properties (select_layer(s), layer_selected, etc). Those don't exist. All core widgets are handled in C++. I don't know, but I did figure out that dialog.narration.selected_index=2 I'm not 100% sure ...
by Celtic_Minstrel
Yesterday, 1:59 pm
Forum: Lua Labs
Topic: [solved] two [grid] tags
Replies: 47
Views: 712

Re: two [grid] tags

I'm not aware of any examples of it being used outside of mainline. In mainline it's used in the following windows: addon_list mp_create_game addon_manager campaign_dialog campaign_difficulty game_stats game_version mp_create_game preferences server_info story_viewer title_screen It's also used in a...
by Celtic_Minstrel
Yesterday, 4:57 am
Forum: Lua Labs
Topic: [solved] two [grid] tags
Replies: 47
Views: 712

Re: two [grid] tags

The default mode of a stacked widget is to stack its layers on top of one another. A lot of actual uses of it instead use it as a way to swap between different layers, showing only one layer at a time. I'm not sure if there's an example of its intended use in mainline. On the other hand, it's probab...
by Celtic_Minstrel
April 25th, 2024, 11:35 pm
Forum: Lua Labs
Topic: [solved] two [grid] tags
Replies: 47
Views: 712

Re: two [grid] tags

That's what [stacked_widget] is for.
by Celtic_Minstrel
April 25th, 2024, 1:38 pm
Forum: WML Workshop
Topic: sound_source clarification
Replies: 2
Views: 114

Re: sound_source clarification

I think that's correct. You could try resetting the sound source whenever a unit moves. I would expect that to restart the sound from the beginning, but maybe if you're lucky it won't.
by Celtic_Minstrel
April 25th, 2024, 4:08 am
Forum: Lua Labs
Topic: [GUI] dynamic widget definition
Replies: 4
Views: 167

Re: [GUI] dynamic widget definition

Sounds like what you're doing is digging into the spinner's internals (it's a compound widget, which means it's composed of several smaller widges). That's definitely not the way it's supposed to work, but it's good to know that there's at least a workaround for the fact that it's not properly suppo...
by Celtic_Minstrel
April 25th, 2024, 2:14 am
Forum: Lua Labs
Topic: [GUI] dynamic widget definition
Replies: 4
Views: 167

Re: [GUI] dynamic widget definition

Now for the float, I'd like to use a slider, and that slider's minimum and maximum values and step size aren't known when I create the node definition, and it appears they cannot be modified on the fly. My guess is that they are fixed, and I have to define them when I define(/instantiate/initialize...
by Celtic_Minstrel
April 25th, 2024, 12:04 am
Forum: WML Workshop
Topic: negative ai aggression
Replies: 2
Views: 124

Re: negative ai aggression

The quantity (1 - aggression) is used to determine which of two attacks is better. The actual code that does the comparison is this ( harm_weight is the aforementioned aggression-based quantity): // Compare: P(we kill them) - P(they kill us). a = them_a.hp_dist[0] - us_a.hp_dist[0] * harm_weight; b ...
by Celtic_Minstrel
April 24th, 2024, 5:20 pm
Forum: WML Workshop
Topic: [solved] comma = or syntax
Replies: 4
Views: 168

Re: [solved] comma = or syntax

Apart from the case of commas on the left hand side of the =, it's based on the key whether or not a comma has any special meaning. So for example, it won't work with name in most cases.

The same goes for the range syntax – that's specific to certain places and doesn't generally work anywhere.
by Celtic_Minstrel
April 22nd, 2024, 12:59 pm
Forum: WML Workshop
Topic: [solved] where I can use [lua] and it's return value, what I can do in modify_unit
Replies: 12
Views: 424

Re: [solved] where I can use [lua] and it's return value, what I can do in modify_unit

So it looks like you can't do this either, which is unfortunate as I have multiple objects I'd like to insert. Why would you need to? You can dump multiple objects into [modify_unit anyway, so just put the [insert_tag] directly in there (like in your second example, but with name=object ). That mak...
by Celtic_Minstrel
April 21st, 2024, 3:31 pm
Forum: WML Workshop
Topic: [solved] where I can use [lua] and it's return value, what I can do in modify_unit
Replies: 12
Views: 424

Re: where I can use [lua] and it's return value, what I can do in modify_unit

It seems quite logical to me. If a [lua] block returns a valid WML tag, I would expect that to have the same result as if I had typed in said tag at that location. Clearly, I'm wrong, but it's what I would expect. I'm not sure how viable that interpretation is. It would be equivalent to allowing [l...