--- Log opened Sun Aug 07 00:00:48 2016 20160807 00:01:15< DeFender1031> Glen_, death animations for any particular unit tend to be stored alongside the rest of the images for that unit. It's pretty obvious how things are stored if you poke around the images directory a little. 20160807 00:05:57-!- Bonobo [~Bonobo@2001:44b8:254:3200:915e:16cf:c8e:a962] has joined #wesnoth 20160807 00:07:13< celmin> Glen_: undead 20160807 00:07:42< celmin> DeFender1031: He's asking about WC/soulless variants I think 20160807 00:08:50< DeFender1031> celmin, he asked about core, so I foolishly assumed that the question was about core. 20160807 00:11:15-!- wario [~wario_@unaffiliated/wario] has quit [Quit: Leaving] 20160807 00:12:19< celmin> Walking Corpses are core. 20160807 00:12:50< celmin> Though, I could be wrong. Maybe he really was talking about death animations. 20160807 00:13:03-!- Bonobo [~Bonobo@2001:44b8:254:3200:915e:16cf:c8e:a962] has quit [Ping timeout: 264 seconds] 20160807 00:13:09< celmin> Some death animations do have what could be called a "corpse" as the final frame. 20160807 00:13:38< hay207__> yes, the corpse mod 20160807 00:13:59-!- Bonobo [~Bonobo@2001:44b8:254:3200:a826:eb87:1478:9a0a] has joined #wesnoth 20160807 00:14:06< celmin> Not sure what you think he's talking about a mod... 20160807 00:14:08< celmin> ^why 20160807 00:14:23< DeFender1031> celmin, that's what I thought at first, but then he said spearman, and there's isn't a specific undead spearman corpse as far as i know 20160807 00:14:32< celmin> True. 20160807 00:15:02< hay207__> Guys, i want to share in development of ANL addon 20160807 00:15:13< DeFender1031> celmin, also, I just realized that when you said "WC" you meant "walking corpse". I got confused because hay207__ referred to an add-on with the initials "WC" earlier. 20160807 00:15:21< celmin> hay207__: That's not an addon. 20160807 00:15:39< celmin> …there's an addon with initials WC? 20160807 00:16:01< DeFender1031> world conquest? 20160807 00:16:08< DeFender1031> that's what hay207__ mentioned earlier 20160807 00:16:13< DeFender1031> maybe that's not an add on? 20160807 00:16:17< DeFender1031> whatever. 20160807 00:16:22< celmin> Probably is? I dunno. 20160807 00:16:39< DeFender1031> apparently my confusion has not diminished :P 20160807 00:17:08< hay207__> forget it guys, he found the images 20160807 00:17:09< hay207__> :p 20160807 00:17:22< DeFender1031> the point is, it's unclear what Glen_ was asking about, so until there's clarification, all we can say is "look in the images directory" 20160807 00:17:26< DeFender1031> oh. 20160807 00:17:35< DeFender1031> hay207__, how do you know?> 20160807 00:18:48< hay207__> How i share in development of ANL line? 20160807 00:19:04< hay207__> i chatted with him in lobby 20160807 00:19:24< celmin> Well, first you can learn WML. 20160807 00:19:30< hay207__> i read the code and understood most of it 20160807 00:19:53< celmin> Then, talk about it in #wesnoth-dev maybe, and get a github account and submit a pull request. 20160807 00:20:07-!- cyphase [~cyphase@unaffiliated/cyphase] has quit [Quit: cyphase.com] 20160807 00:20:20< DeFender1031> it's somewhat frustrating to try to make sense of a conversation when half of it is occurring elsewhere... 20160807 00:20:44-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth 20160807 00:20:57< hay207__> Ok celmin, thanks 20160807 00:25:42-!- RatArmy [~RatArmy@133.15.175.65] has joined #wesnoth 20160807 00:29:37-!- cyphase [~cyphase@unaffiliated/cyphase] has joined #wesnoth 20160807 00:44:34< hay207__> If the addon on server was different than that on developer's pc, and the developer hosted his addon, can this cause oos errors ? 20160807 00:53:12< hay207__> I 'm trying to learn lua, 20160807 00:53:43< hay207__> to help in Arcane defense map, with eohs era 20160807 00:54:06 * celmin blinkblinks. 20160807 00:54:19< celmin> The addons server has nothing to do with OOS errors...? 20160807 00:54:58< hay207__> i mean same addon, but different versions 20160807 00:55:19< celmin> Well, having two different versions of an addon could certainly cause OOS errors. 20160807 00:55:29< hay207__> Ok 20160807 01:00:34-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160807 01:07:22< hay207__> How to prepare my computer for a working environment for addon development ? 20160807 01:32:29-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20160807 01:36:24< hay207__> Who's the original author of ANL ? 20160807 01:37:00< Glen_> Bob the Mighty I believe 20160807 01:39:05< celmin> [Aug 06@9:07:22pm] hay207__: How to prepare my computer for a working environment for addon development ? 20160807 01:39:08< celmin> Install Wesnoth. 20160807 01:39:43< hay207__> Ok 20160807 01:42:35< celmin> I mean, you also need a text editor, but I'm pretty sure every platform comes with one of those. 20160807 01:42:55< celmin> If you want to contribute to mainline you also need git. 20160807 01:43:55< hay207__> Should i have a separate directory for addon dev / i use directly the addon folder? 20160807 01:44:37-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth 20160807 01:45:20< celmin> Huh? 20160807 01:45:37< celmin> How do you intend to test your addons if they're not in the addon folder? 20160807 01:48:04< hay207__> right 20160807 01:49:09< hay207__> i thought i create a separate userdata dir 20160807 01:49:30< hay207__> Something like that 20160807 01:49:32< celmin> Why? 20160807 01:50:13< celmin> You shouldn't really have a "userdata" dir anyway, I think. 20160807 01:50:42< celmin> Though I can't remember how it works on non-Mac platforms, but I know that on Windows the "userdata" dir was moved, and I think it's not called that anymore. 20160807 01:52:20-!- Glen_ [62f073a8@gateway/web/freenode/ip.98.240.115.168] has quit [Ping timeout: 250 seconds] 20160807 02:06:24< hay207__> I got this error in console: 20160807 02:06:27< hay207__> error config: Illegal tile in map: (Xoss) 'Xoss' 20160807 02:06:43< hay207__> error config: illegal map: Illegal tile in map: (Xoss) 'Xoss' 20160807 02:06:45< hay207__> The map cannot be loaded. 20160807 02:07:01< celmin> Well, that's pretty self-explanatory, 20160807 02:07:39< hay207__> i know, but which map, contains this illegal tile? 20160807 02:08:09< celmin> Who knows! 20160807 02:08:43< celmin> You could try using search programs or whatever. (eg, grep if on Linux.) 20160807 02:09:01< hay207__> Good idea 20160807 02:13:40-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160807 02:24:30-!- RatArmy [~RatArmy@133.15.175.65] has quit [Ping timeout: 276 seconds] 20160807 02:25:31-!- RatArmy [~RatArmy@133.15.175.65] has joined #wesnoth 20160807 02:27:21-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The minstrel departs, to spread the music to the masses!] 20160807 02:54:43-!- ArneBab [~quassel@55d4087c.access.ecotel.net] has joined #wesnoth 20160807 02:58:33-!- ArneBab_ [~quassel@55d44df0.access.ecotel.net] has quit [Ping timeout: 240 seconds] 20160807 03:09:55-!- hay207 [~hay207@41.34.47.179] has joined #wesnoth 20160807 03:11:50-!- hay207__ [~hay207@41.34.1.11] has quit [Ping timeout: 258 seconds] 20160807 03:19:20-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20160807 04:07:09-!- hk238 [~kvirc@t224.ip7.netikka.fi] has joined #wesnoth 20160807 04:27:53-!- iatyr [~iatyr@47-35-152-54.dhcp.ftbg.wi.charter.com] has quit [Quit: Leaving] 20160807 04:46:10-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth 20160807 04:57:03-!- RatArmy [~RatArmy@133.15.175.65] has quit [Ping timeout: 240 seconds] 20160807 05:23:12-!- Kwandulin [~Miranda@p200300760F314EF94DC723E6FFAA59EE.dip0.t-ipconnect.de] has joined #wesnoth 20160807 05:36:34-!- Kwandulin [~Miranda@p200300760F314EF94DC723E6FFAA59EE.dip0.t-ipconnect.de] has quit [Ping timeout: 250 seconds] 20160807 06:14:39-!- RatArmy [~RatArmy@om126212084061.11.openmobile.ne.jp] has joined #wesnoth 20160807 07:16:02-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160807 07:47:00-!- salluc69 [~salluc69@95.236.195.163] has quit [Quit: Sto andando via] 20160807 07:53:47-!- Kwandulin [~Miranda@p200300760F314EF9EDA54CBA46403194.dip0.t-ipconnect.de] has joined #wesnoth 20160807 08:04:59-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth 20160807 08:16:08-!- RatArmy [~RatArmy@om126212084061.11.openmobile.ne.jp] has quit [Quit: Konversation terminated!] 20160807 08:16:27-!- RatArmy [~RatArmy@om126212084061.11.openmobile.ne.jp] has joined #wesnoth 20160807 08:18:08-!- Kwandulin [~Miranda@p200300760F314EF9EDA54CBA46403194.dip0.t-ipconnect.de] has quit [Ping timeout: 258 seconds] 20160807 08:40:01-!- Jetrel [~Jetrel@c-73-228-139-39.hsd1.mn.comcast.net] has quit [Quit: "The highest possible stage in moral culture is when we recognize that we ought to control our thoughts." - Charles Darwin] 20160807 08:45:22-!- Jetrel [~Jetrel@c-73-228-139-39.hsd1.mn.comcast.net] has joined #wesnoth 20160807 08:46:06-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth 20160807 09:11:40-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Read error: Connection reset by peer] 20160807 09:12:02-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth 20160807 09:30:27-!- wario [~wario_@unaffiliated/wario] has joined #wesnoth 20160807 09:43:56-!- Kwandulin [~Miranda@p200300760F314EF9E582CAA817E46557.dip0.t-ipconnect.de] has joined #wesnoth 20160807 09:44:26-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Ping timeout: 250 seconds] 20160807 09:50:30-!- RatArmy [~RatArmy@om126212084061.11.openmobile.ne.jp] has quit [Read error: Connection reset by peer] 20160807 09:51:49-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth 20160807 09:55:10-!- Kwandulin [~Miranda@p200300760F314EF9E582CAA817E46557.dip0.t-ipconnect.de] has quit [Ping timeout: 258 seconds] 20160807 09:56:08-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Ping timeout: 250 seconds] 20160807 10:00:45-!- lipkab [~the_new_l@apn-185-10-124-230.vodafone.hu] has joined #wesnoth 20160807 10:33:08-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth 20160807 10:34:50-!- lipkab [~the_new_l@apn-185-10-124-230.vodafone.hu] has quit [Ping timeout: 244 seconds] 20160807 10:36:14< hay207> Good morning 20160807 10:37:39< hay207> If the pathway for AI is modified/changed during gameplay, then i better use [modify_ai] tag than [ai] ? 20160807 10:42:04-!- salluc69 [~salluc69@95.236.195.163] has joined #wesnoth 20160807 10:51:33-!- hay207 [~hay207@41.34.47.179] has quit [Ping timeout: 240 seconds] 20160807 10:51:47-!- hay207 [~hay207@41.34.52.87] has joined #wesnoth 20160807 11:01:43-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Ping timeout: 244 seconds] 20160807 11:27:57-!- cyphase [~cyphase@unaffiliated/cyphase] has quit [Quit: cyphase.com] 20160807 11:28:40-!- cyphase [~cyphase@unaffiliated/cyphase] has joined #wesnoth 20160807 11:30:37-!- Appleman1234 [~Appleman1@KD036012021004.au-net.ne.jp] has quit [Ping timeout: 265 seconds] 20160807 11:33:58-!- ggeneral [~ggeneral@nat58.opti.net.ua] has joined #wesnoth 20160807 11:37:30-!- ggeneral [~ggeneral@nat58.opti.net.ua] has left #wesnoth [] 20160807 11:47:00-!- Appleman1234 [~Appleman1@KD036012021004.au-net.ne.jp] has joined #wesnoth 20160807 12:26:13-!- lipkab [~the_new_l@apn-185-10-124-230.vodafone.hu] has joined #wesnoth 20160807 12:53:50-!- Kwandulin [~Miranda@p200300760F314EFA15E52414013C70BF.dip0.t-ipconnect.de] has joined #wesnoth 20160807 12:54:19-!- lipkab [~the_new_l@apn-185-10-124-230.vodafone.hu] has quit [Ping timeout: 260 seconds] 20160807 13:42:43-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth 20160807 13:51:18-!- Kwandulin [~Miranda@p200300760F314EFA15E52414013C70BF.dip0.t-ipconnect.de] has quit [Ping timeout: 258 seconds] 20160807 14:13:55-!- Kwandulin [~Miranda@p200300760F314EFA15E52414013C70BF.dip0.t-ipconnect.de] has joined #wesnoth 20160807 14:49:08-!- Kwandulin [~Miranda@p200300760F314EFA15E52414013C70BF.dip0.t-ipconnect.de] has quit [Ping timeout: 258 seconds] 20160807 14:55:47-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth 20160807 15:13:33-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: mattsc] 20160807 15:14:15-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth 20160807 15:14:41-!- Kwandulin [~Miranda@p200300760F314EFA2803BB1BDF4E80DA.dip0.t-ipconnect.de] has joined #wesnoth 20160807 15:41:38< hay207> Hi, i want to priorize AI certain goal, how to do so? 20160807 15:44:38< hay207> i 'm using target location, in goal 20160807 15:50:51< celticminstrel> That's the basic way of prioritizing a goal. 20160807 15:53:28< hay207> Ok, i want to understand AI definitions, 20160807 15:53:47< hay207> what's a candidate action 20160807 15:54:01< celticminstrel> It's something the AI can choose to do during their turn. 20160807 15:55:07< hay207> what is main loop stage ? 20160807 15:55:42< celticminstrel> Okay... 20160807 15:56:06< celticminstrel> When the AI is performing its turn, it goes through its configuration one stage at a time and executes each one in the order given. 20160807 15:56:20< celticminstrel> Each stage is executed only once before moving on to the next. 20160807 15:56:54< celticminstrel> The main_loop stage is the default stage. 20160807 15:57:19< celticminstrel> Its name is "candidate action evaluation loop" (or something like that), which is a pretty good description of what it does. 20160807 15:57:43< celticminstrel> It loops through all its candidate actions, finds the ones it can do, and executes the best one. 20160807 15:57:51< celticminstrel> It continues doing that until it can't do any more. 20160807 15:58:51< hay207> Ok, so there's main loop, what's the other options of stage ? 20160807 15:59:30< celticminstrel> You mean the other types of stage? 20160807 15:59:37< hay207> yes 20160807 15:59:44< celticminstrel> "main loop" is the default stage ID, not the stage type, by the way. 20160807 16:00:04< celticminstrel> There aren't very many other types of stage. There's side_formulas and unit_formulas, and Lua stages. 20160807 16:00:23< hay207> Ok 20160807 16:00:34< celticminstrel> This is described on some wiki page somewhere, possible Wesnoth AI Framework 20160807 16:01:46< hay207> So, in my case, as i said, i want to priorize a goto target, should i change candidate action to move-to-target ? 20160807 16:02:03< hay207> i read partially these pages 20160807 16:03:35< celticminstrel> I'm not quite sure what you're asking. 20160807 16:03:42< hay207> Because target location could somehow move units in wrong direction / don't move them at all 20160807 16:04:32< hay207> ok, i 'll read more about candidate action then come back 20160807 16:05:21< celticminstrel> The reason for that is that "move to targets" is a lower priority CA, so other CAs will usually be executed first. 20160807 16:06:10< celticminstrel> You could increase the priority of the "move to targets" CA with [modify_ai], use goto_x,goto_y (which affects the highest-priority "goto" CA instead), or use a Goto MicroAI. 20160807 16:07:36< hay207> well goto_x,goto_y can't be used in [side] tag 20160807 16:07:49< hay207> or i use [modify_side]? 20160807 16:07:53< celticminstrel> I'm not actually sure if the first option works. 20160807 16:08:22< celticminstrel> The goto CA is best if you want specific units to go there, rather than the entire army. 20160807 16:09:02< hay207> i want whole side (waves) to go there 20160807 16:09:13< hay207> Ai spawns in waves 20160807 16:11:11< celticminstrel> Well, you could make a recruit event that uses [modify_unit] to add goto_x,goto_y to all units of that side, though I'm not sure if that'll be quite the desired effect, as they won't attempt to attack anyone until they've reached the destination. 20160807 16:15:09< hay207> Ok, 20160807 16:15:57< hay207> i m building towers to defend against waves of ai -> which got no [attack] 20160807 16:16:14< celticminstrel> Ah, if they can't attack anyway, then goto_x,goto_y might work. 20160807 16:17:09< hay207> Ok, how to make a recruit event , explain more please 20160807 16:17:26< hay207> or paste a wiki page 20160807 16:17:37< celticminstrel> EventWML 20160807 16:17:50< celticminstrel> Note that this assumes there is an enemy leader doing the recruiting. 20160807 16:18:15< celticminstrel> If you're placing the units yourself, just add goto_x,goto_y to the [unit] definition. 20160807 16:18:43< hay207> no, there isnot, they are waves spawning at certain hexes 20160807 16:19:13-!- Kwandulin [~Miranda@p200300760F314EFA2803BB1BDF4E80DA.dip0.t-ipconnect.de] has quit [Ping timeout: 258 seconds] 20160807 16:19:44< hay207> i try goto then, but i want to apply goto to a whole side, 20160807 16:19:55< hay207> not to each unit 20160807 16:20:07< celticminstrel> What's the difference? 20160807 16:20:21< hay207> -easier to code 20160807 16:20:25< hay207> :) 20160807 16:20:29< zookeeper> there is no difference. 20160807 16:20:41< celticminstrel> I kind of doubt it's easier to code. 20160807 16:21:19< celticminstrel> If you have a ton of [unit] definitions and don't want to add goto_x,goto_y to every single one... 20160807 16:21:45< celticminstrel> Then you can do something like [modify_unit][filter]side=2[/filter]goto_x,goto_y=22,22 20160807 16:21:50< hay207> i have ton of [unit_types] 20160807 16:22:02< celticminstrel> [unit_type]s are pretty irrelevant here. 20160807 16:22:41< hay207> ok, sorry 20160807 16:23:43< hay207> brb 20160807 16:26:35< mattsc> It’s also irrelevant, since goto_x/y is a unit attribute, not a side attribute. It has to be applied to a unit (or several at a time as in celticminstrel example). 20160807 16:29:08< mattsc> it’s irrelevant that you want to apply it to the side, I mean. It does not work that way. 20160807 16:29:31< celticminstrel> If you do put it in [side] it'll only apply to the leader. 20160807 16:29:40< celticminstrel> ...which you said doesn't exist anyway. 20160807 16:29:40< mattsc> exactly 20160807 16:30:11< mattsc> bbl 20160807 16:30:13-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20160807 16:32:15< hay207> Ok, i try modify_unit tag, shall i comment goal tag in [ai] then? 20160807 16:32:51< hay207> target location, is used under goal 20160807 16:33:40< celticminstrel> The [goal] tag is only relevant to the "move to targets" CA. 20160807 16:33:59< celticminstrel> Actually, thinking about it, if you don't need the units to do anything other than move, you could just set up an AI with only that CA. 20160807 16:34:18< celticminstrel> If they're not supposed to retreat, grab villages, attack, etc. 20160807 16:35:05< hay207> no, all they do, is to move to a target hex 20160807 16:36:15< hay207> no villages, no retreat 20160807 16:36:54< celticminstrel> So, you could try keeping the [goal] tag and add a [stage] tag. 20160807 16:37:11< celticminstrel> It should contain name=testing_ai_default::candidate_action_evaluation_loop and {AI_CA_MOVE_TO_TARGETS}. 20160807 16:37:16< celticminstrel> Oh. 20160807 16:37:42< celticminstrel> I think it should actually be name=ai_default_rca::candidate_action_evaluation_loop 20160807 16:38:36< hay207> i try first goto trick, to see if it works 20160807 16:39:31< celticminstrel> The goto trick means that every unit must stand on that exact hex. 20160807 16:39:45< celticminstrel> With target_location you can specify a target area. 20160807 16:40:04< celticminstrel> Also, with goto, once they reach that hex they'll revert to regular behaviour. 20160807 16:40:20< celticminstrel> ie, attacking, retreating, grabbing villages, etc. 20160807 16:41:13< hay207> they die once they reach that hex 20160807 16:42:00< celticminstrel> Well then, the goto trick could certainly work. 20160807 16:42:11< hay207> Ok 20160807 16:42:45< celticminstrel> You would need the [modify_unit] at the end of any event that spawns units. 20160807 16:46:24-!- Bonobo [~Bonobo@2001:44b8:254:3200:a826:eb87:1478:9a0a] has quit [Quit: Leaving] 20160807 16:52:11< hay207> And how to apply it to all waves, not just the first wav4 20160807 16:52:53< hay207> each wave has a different type 20160807 16:54:17< DeFender1031> make sure the code is present in each wave's event? 20160807 16:55:55< hay207> Ok, let's move to another problem in goto trick 20160807 16:56:33< hay207> it makes AI waves dumb , with poor pathfinding ability 20160807 16:57:41< DeFender1031> no it doesn't 20160807 16:58:09< DeFender1031> goto sets an attribute on units that says "take the most direct route you can to get to this place and don't stop until you get there" 20160807 16:59:13< DeFender1031> if you're seeing units taking longer paths than you expect, it may be that your map is set up in such a way that what looks like the fastest way to you is not actually the fastest way 20160807 16:59:55< DeFender1031> but I can guarantee you that goto does not lead to "poor pathfinding ability" 20160807 17:01:04< hay207> Well, the direct route is blocked, and units must take the long way, instead ai units just "accumulate" on the walls of the blocked path, 20160807 17:01:13< hay207> accumulate :) 20160807 17:01:44< DeFender1031> oh, another possibility for what you're seeing is that with goto the unit will seek the shortest CURRENTLY AVAILABLE path. If a certain path is completely blocked by enemies (or enemy ZOCs), then it won't go that way. 20160807 17:02:43< hay207> And i block the path by placing units on it 20160807 17:02:58< hay207> wanted to clarify that point 20160807 17:03:34< DeFender1031> well then there's your problem. If you want them to move in the shortest path even if blocked, then AI modifications using [goal] is your best option. If you continue to insist on either not using it or not reading the documentation people have sent you on how to do so, there's no way anyone here can help you. 20160807 17:04:09-!- lipkab [~the_new_l@host-91-147-210-58.biatv.hu] has joined #wesnoth 20160807 17:05:01< celticminstrel> So move-to-targets allow for the possibility that blocking units will have moved? 20160807 17:05:06< celticminstrel> ^allows 20160807 17:05:56< DeFender1031> celticminstrel, that i don't know. I only got my AI crash course last night. But there's certainly some way to do it using AI, even if you need to add a custom CA 20160807 17:06:23< celticminstrel> I doubt hay207 could manage a custom CA... 20160807 17:07:46< DeFender1031> indeed. the way i see the problem here is that hay207 wants things to be easier than they are, with instant gratification. Learning this stuff takes work, practice, study, and a lot of trial and error. Trying to jump right into super complicated things without understanding the basics is probably not the best approach. That said, I'm trying my best to help anyway. 20160807 17:12:12-!- hk238 [~kvirc@t224.ip7.netikka.fi] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160807 17:12:48< DeFender1031> hay207, as an example, I started teaching myself WML sometime around december. It's now august, eight months later, and I'm only now getting into the complicated stuff like AI. And that's with an extensive background in coding where I already know how things like macros work and have some intuitive understanding of the possibilities for how things work under the hood. This stuff is not the sort of thing that you spend two days 20160807 17:12:49< DeFender1031> on and have it all figured out. 20160807 17:13:00-!- iatyr [~iatyr@47-35-152-54.dhcp.ftbg.wi.charter.com] has joined #wesnoth 20160807 17:19:25-!- TC02 [~quassel@venus.arosser.com] has joined #wesnoth 20160807 17:35:23-!- hk238 [~kvirc@t224.ip7.netikka.fi] has joined #wesnoth 20160807 17:37:29< hay207> ok, we postpone ai :) 20160807 17:37:45< hay207> back to basic questions, 20160807 17:38:32< hay207> when i placed [modify_unit] in my code, it interfered with a macro 20160807 17:38:46< DeFender1031> no it didn't. 20160807 17:39:48< hay207> the macro code 's 20160807 17:39:50< hay207> http://pastebin.com/xvgstf3y 20160807 17:40:18< hay207> it just places a unit of a certain type on a certain hex 20160807 17:40:18< DeFender1031> okay, and? 20160807 17:40:22< DeFender1031> yes it does. 20160807 17:41:25< celticminstrel> You have a sequence of {TARGET} followed by the [modify_unit]. 20160807 17:41:40< celticminstrel> That's how it should be done. 20160807 17:43:48< hay207> {TARGET Wave1 x y} ? you mean 20160807 17:44:05< hay207> i don't understand 20160807 17:44:53< hay207> {TARGET Wave2 x y} 20160807 17:46:16< DeFender1031> let's go back to extreme basics. hay207, do you know what a macro is? 20160807 17:46:26< hay207> yes 20160807 17:46:38< DeFender1031> what is a macro? 20160807 17:47:13< hay207> $type is substited with type for ex 20160807 17:47:42< DeFender1031> no, that's not what a macro is. that syntax is variable substitution 20160807 17:48:19< hay207> (type) -> type 20160807 17:48:43< DeFender1031> closer. it's curly braces, but that's what it DOES, not what it IS. 20160807 17:49:01< DeFender1031> hay207, i suggest you read https://wiki.wesnoth.org/WML_for_Complete_Beginners 20160807 17:49:43< DeFender1031> many of the questions you're asking would be solved by understanding the basics described in that tutorial. 20160807 17:50:15< DeFender1031> (be aware that some of the later chapters are incomplete, but the earlier chapters already have a lot of crucial information that you seem to be lacking) 20160807 17:51:47< hay207> i have seen many macros usage, as (skirmisher} {nightstalk} 20160807 17:52:19< DeFender1031> yes, but you clearly don't understand HOW they work, WHEN they work, and WHAT they do. 20160807 17:53:38< DeFender1031> I'm trying to help you by pointing you to documentation which will clear up many of the misconceptions you seem to have, and which will do so better and more eloquently than I could by trying to describe it to you over chat. 20160807 17:54:39< celticminstrel> Those are also not macros that exist. 20160807 17:56:10< DeFender1031> hay207, People here are only going to put as much effort into helping you as you put into trying to figure it out on your own. If you're too impatient to actually read the documentation and try to understand it, you are not going to find people very willing to help you. Again, I am telling you this as dispassionately and respectfully as I can, because it's something you need to be aware of. 20160807 17:56:50< DeFender1031> celticminstrel, it's clear {ABILITY_(whatever)} is what's being referred to. 20160807 17:57:06< DeFender1031> celticminstrel, but, as usual, you like pointing out other peoples' errors ;) 20160807 17:58:12< DeFender1031> celticminstrel, though, in this case, and maybe some of the others in which i've ribbed you about, it's probably a good thing. It's frustrating when people don't state clearly what they're talking about and you have to figure it out from context. 20160807 18:03:26< hay207> I read almost all the wesnoth wiki including the beginner guide, but like you said, that's not best way to learn, 20160807 18:03:27< hay207> best way is to read code, and do trials and errors 20160807 18:03:52< DeFender1031> I never said that. 20160807 18:04:17< DeFender1031> In fact, reading the documentation IS the best way to learn. 20160807 18:04:34< DeFender1031> or at least, part of it. 20160807 18:04:39< DeFender1031> but an IMPORTANT part. 20160807 18:06:25< DeFender1031> Anyway, what I'm saying is that you clearly did not read and UNDERSTAND the links people here, including myself, have sent you. 20160807 18:06:47< DeFender1031> I find it hard to believe that you read and understood almost all of the wiki 20160807 18:08:31< hay207> Actually i read it more than once 20160807 18:08:35< hay207> :P 20160807 18:11:00< hay207> the definitions / words used to explain code, takes time to learn 20160807 18:12:33< DeFender1031> Yes they do, which is why I'm urging patience and more effort, including REREADING multiple times until you understand. 20160807 18:13:32< hay207> Well definitions alone , away from practice will give you nothing 20160807 18:14:13< DeFender1031> so that's why i'm suggesting asking SPECIFIC questions about the BASICS before trying to modify wildly complex things. 20160807 18:14:36< DeFender1031> For example, if there's a term that the documentation is using frequently that you don't understand, ask what that term means. 20160807 18:15:10< hay207> And if i ask, you will say read the wiki 20160807 18:15:13< hay207> :) 20160807 18:15:14< DeFender1031> You'll get a lot farther than way than by jumping right into code and then showing up here with a vague complaint of "it doesn't work for some reason" 20160807 18:15:29< celticminstrel> You can't know what we'll say unless you ask. 20160807 18:15:51< celticminstrel> If it's a simple question with a simple answer, such as defining a term, I generally won't respond with "read the wiki". 20160807 18:19:55< DeFender1031> hay207, celticminstrel is right. The times i've directed you to the wiki were times where you asked vague questions like "this tag is interfering with some macro". If you ask questions more like "what is macro substitution and how does it work?" you'll get a very different answer. 20160807 18:21:41< DeFender1031> and hay207, a bit of free help, i'll answer that question for you, because it's the question you should have been asking. Macros are a fancy way of saying "a fancy search and replace". It's a predefined set of WML that gets replaced into the code before it ever runs. Tags can't interfere with macros, because the tags aren't even looked at until after the macro replacement has been done. 20160807 18:23:46< hay207> DeFender1031: i think you are asking the impossible, first you say do the addon yourself, then you say learn terms used, i m not a CS graduate though 20160807 18:23:54< hay207> no offense 20160807 18:26:35< DeFender1031> hay207, all i'm saying is be patient, take your time, work your way gradually into more complex things, and when seeking help, try to ask specific questions about specific topics rather than open-ended ones that could mean anything. I don't think that's impossible. I'm sorry if I haven't clearly articulated what I'm trying to say. 20160807 18:28:23< DeFender1031> and by "patient" and "gradually", i mean, be prepared for it to take months to learn this stuff. I'm aware that it's not simple. 20160807 18:28:34< celticminstrel> You don't need to be a CS graduate to have a basic understanding of terms and coding. 20160807 18:28:51 * celticminstrel happens to be a CS graduate now, though wasn't back when making my campaign. 20160807 18:29:27-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has joined #wesnoth 20160807 18:29:28< celticminstrel> Anyway, understanding terms is extremely important. 20160807 18:29:46< celticminstrel> It's a lot harder to help someone who doesn't even understand what we're talking about. 20160807 18:33:43< DeFender1031> hay207, yes, i said that if you want a certain modification, you should make it yourself. I don't know how that is contradicted by also telling you to learn the basics and terminology. Those things are part of the same process. The only way to learn how to work with something is to start with the basics and terminology, and work your way up. I understand that you want to be able to play the modification you want right now, but 20160807 18:33:45< DeFender1031> there is no instant gratification in the real world. If you're serious about learning something like this, you need to expect it to take months. That's simply a fact of life. 20160807 18:40:53-!- hk238 [~kvirc@t224.ip7.netikka.fi] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160807 18:46:35-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth 20160807 18:50:26-!- Kwandulin [~Miranda@p200300760F314EFAED353012C0489B1D.dip0.t-ipconnect.de] has joined #wesnoth 20160807 18:51:08-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has quit [Quit: ChipmunkV] 20160807 19:07:46-!- Kwandulin [~Miranda@p200300760F314EFAED353012C0489B1D.dip0.t-ipconnect.de] has quit [Ping timeout: 250 seconds] 20160807 19:48:03-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has joined #wesnoth 20160807 19:53:44-!- ancestral [~ancestral@209.181.254.220] has joined #wesnoth 20160807 20:23:25-!- ancestral [~ancestral@209.181.254.220] has quit [Quit: i go nstuf kthxbai] 20160807 20:44:50-!- oldlaptop [~quassel@50.36.241.195] has quit [Ping timeout: 250 seconds] 20160807 20:46:57-!- oldlaptop [~quassel@50.36.241.195] has joined #wesnoth 20160807 21:29:15-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has quit [Quit: ChipmunkV] 20160807 21:43:58-!- Appleman1234 [~Appleman1@KD036012021004.au-net.ne.jp] has quit [Ping timeout: 265 seconds] 20160807 21:58:01-!- lipkab [~the_new_l@host-91-147-210-58.biatv.hu] has quit [Quit: Leaving] 20160807 22:41:26-!- Appleman1234 [~Appleman1@KD036012021048.au-net.ne.jp] has joined #wesnoth 20160807 22:57:09< hay207> " You have a sequence of {TARGET} followed by the [modify_unit]." <-- what this means? 20160807 22:58:19< celticminstrel> Exactly what it says. 20160807 23:00:24< hay207> which is .. 20160807 23:03:03< celticminstrel> That in order to make sure all units have goto_x,goto_y set, you need to include a [modify_unit] after every list of {TARGET} calls. 20160807 23:03:23< celticminstrel> Or, one for each wave, you could say. 20160807 23:04:06< hay207> Ok 20160807 23:04:44< hay207> btw, i read the guide 20160807 23:06:30< hay207> Can't i just place a unit on map without using macro target 20160807 23:06:50< hay207> Repeating modify_unit seems odd 20160807 23:06:52-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 240 seconds] 20160807 23:07:04< celticminstrel> That question suggests that you still have no clue what you're talking about or what a macro is. 20160807 23:07:22< celticminstrel> Oh, I guess you could add goto_x,goto_y into the definition of {TARGET}. 20160807 23:07:56< hay207> that seems smarter 20160807 23:08:07< celticminstrel> Repeating modify_unit isn't odd though. If you were doing it that way, it would need to be done any time new units appear on the map. 20160807 23:12:17-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has quit [Ping timeout: 260 seconds] 20160807 23:13:45-!- aeth [~Michael@wesnoth/umc-dev/developer/aethaeryn] has joined #wesnoth 20160807 23:33:18-!- hay207 [~hay207@41.34.52.87] has quit [Ping timeout: 276 seconds] 20160807 23:33:46-!- hay207 [~hay207@41.34.13.116] has joined #wesnoth 20160807 23:53:27-!- wario [~wario_@unaffiliated/wario] has quit [Quit: Leaving] 20160807 23:58:44< hay207> I want an event to be triggered only once , and not removed, 20160807 23:59:07< hay207> first_time_only=no ? 20160807 23:59:21< hay207> event=prestart? --- Log closed Mon Aug 08 00:00:05 2016