--- Log opened Sat Aug 13 00:00:31 2016 20160813 00:15:48-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 250 seconds] 20160813 00:21:01-!- can-ned_food [~me@dynamic-acs-24-154-141-184.zoominternet.net] has joined #wesnoth 20160813 00:33:30-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth 20160813 00:38:30-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth 20160813 00:45:29-!- louis94 [~~louis94@91.178.241.1] has quit [Ping timeout: 260 seconds] 20160813 00:58:06-!- Bonobo [~Bonobo@2001:44b8:254:3200:c4dd:7e1c:b7c5:ebc2] has joined #wesnoth 20160813 01:03:27-!- Bonobo [~Bonobo@2001:44b8:254:3200:c4dd:7e1c:b7c5:ebc2] has quit [Ping timeout: 264 seconds] 20160813 01:03:47-!- Bonobo [~Bonobo@2001:44b8:254:3200:59c6:97d3:2da7:c730] has joined #wesnoth 20160813 01:05:58-!- iatyr [~iatyr@47-35-152-54.dhcp.ftbg.wi.charter.com] has quit [Quit: Leaving] 20160813 01:06:40-!- iatyr [~iatyr@47-35-152-54.dhcp.ftbg.wi.charter.com] has joined #wesnoth 20160813 01:13:18-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20160813 01:14:25-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth 20160813 01:28:10-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20160813 01:29:26-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth 20160813 01:31:22-!- noy [~Noy@wesnoth/developer/noy] has quit [Client Quit] 20160813 01:32:00< janebot> wesnoth: Episode 1 of my brand new LP of the entire UMC Dragon Trilogy, starting with Song of Fire. (by /u/XxChronOblivionxX) https://redd.it/4xgyz8 20160813 01:32:18-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth 20160813 01:34:10-!- wario [~wario_@unaffiliated/wario] has quit [Quit: Leaving] 20160813 01:36:41-!- noy [~Noy@wesnoth/developer/noy] has quit [Ping timeout: 244 seconds] 20160813 01:57:43-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has quit [Quit: ChipmunkV] 20160813 02:09:35-!- iatyr_ [~iatyr@47-35-152-54.dhcp.ftbg.wi.charter.com] has joined #wesnoth 20160813 02:09:39-!- iatyr_ [~iatyr@47-35-152-54.dhcp.ftbg.wi.charter.com] has quit [Remote host closed the connection] 20160813 02:22:26< can-ned_food> pardon me if this has been done, but what if you can occupy the tile of a teammate's village and not conquer it, while receiving half healing or not even that? maybe you are prompted to select whether you change ownership of the village or not. 20160813 02:23:00< celmin> The game engine is fundamentally unable to handle multiple units on one hex at the moment. 20160813 02:23:20< celmin> Oh, sorry, I misread. 20160813 02:23:58< celmin> I'm not sure if there's any way to prevent village takeover from teammates, but I agree that it's a good idea. 20160813 02:24:47-!- Blukunfando [~bkf@82.158.13.45.dyn.user.ono.com] has joined #wesnoth 20160813 02:25:24< celmin> I think it would be pointless if you didn't receive the same healing benefits. 20160813 02:36:21< can-ned_food> good point. 20160813 02:36:43-!- iatyr [~iatyr@47-35-152-54.dhcp.ftbg.wi.charter.com] has quit [Quit: Leaving] 20160813 02:38:15< celmin> Both ways have potential for abuse from malicious allies, but if it were changed I think the potential would be worse. 20160813 02:40:31< celmin> What's _GUI_CONTROL_AREA? 20160813 02:40:59< celmin> Buttons? 20160813 02:41:09< celmin> No... 20160813 02:41:13< celmin> …wait, yes? 20160813 02:41:16< celmin> Okay then. 20160813 02:41:39< can-ned_food> are they? i have no idea. 20160813 02:41:52< celmin> Sorry, wrong channel, and I found the answer myself anyway. 20160813 02:48:20-!- ArneBab [~quassel@55d46f9b.access.ecotel.net] has joined #wesnoth 20160813 02:51:32-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160813 02:52:14-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth 20160813 02:52:39-!- ArneBab_ [~quassel@55d47296.access.ecotel.net] has quit [Ping timeout: 260 seconds] 20160813 02:56:48-!- Vadatajs [~Vadatajs@63-152-109-79.cdrr.qwest.net] has quit [Read error: Connection reset by peer] 20160813 04:06:03< Ravana_> can-ned_food: http://files.wesnoth.org/addons/1.12/Ally_Village_Modification.tar.bz2 20160813 04:16:33-!- can-ned_food [~me@dynamic-acs-24-154-141-184.zoominternet.net] has quit [Quit: Konversation terminated!] 20160813 04:35:42-!- hk238 [~kvirc@t224.ip7.netikka.fi] has joined #wesnoth 20160813 04:47:26-!- Kwandulin [~Miranda@p200300760F35BF2A986950BCBE579C6F.dip0.t-ipconnect.de] has joined #wesnoth 20160813 04:56:07-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The minstrel departs, to spread the music to the masses!] 20160813 04:57:44-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth 20160813 05:00:09-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20160813 05:07:13-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth 20160813 05:44:42-!- noy [~Noy@wesnoth/developer/noy] has quit [Read error: Connection reset by peer] 20160813 05:51:15-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth 20160813 05:57:35-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20160813 06:01:52-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20160813 06:03:35-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth 20160813 06:07:57-!- Glen_ [62f073a8@gateway/web/freenode/ip.98.240.115.168] has joined #wesnoth 20160813 06:08:33-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Ping timeout: 276 seconds] 20160813 07:11:00-!- Glen_ [62f073a8@gateway/web/freenode/ip.98.240.115.168] has quit [Quit: Page closed] 20160813 07:11:58< hay207_> Hi 20160813 07:12:49< hay207_> Can someone revise this code 20160813 07:12:54< hay207_> http://pastebin.com/yBZpWqXF 20160813 07:14:45< hay207_> What i m trying is to fire a moveto event when a unit moves from a specified hex to another specified hex 20160813 07:16:25< hay207_> So, i used custom variables inside [filter_condition] 20160813 07:29:01-!- Kwandulin [~Miranda@p200300760F35BF2A986950BCBE579C6F.dip0.t-ipconnect.de] has quit [Ping timeout: 258 seconds] 20160813 07:35:55-!- Kwandulin [~Miranda@p200300760F35BFDD986950BCBE579C6F.dip0.t-ipconnect.de] has joined #wesnoth 20160813 08:01:43-!- cyphase [~cyphase@unaffiliated/cyphase] has quit [Ping timeout: 252 seconds] 20160813 08:06:46-!- cyphase [~cyphase@unaffiliated/cyphase] has joined #wesnoth 20160813 08:11:12-!- Kwandulin [~Miranda@p200300760F35BFDD986950BCBE579C6F.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160813 08:14:16-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth 20160813 08:46:04-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160813 09:11:34-!- Kwandulin [~Miranda@p200300760F35BFDDCC4834CD5EEA6D59.dip0.t-ipconnect.de] has joined #wesnoth 20160813 09:13:20-!- bool_ [~bool_@unaffiliated/bool-/x-1030778] has quit [Quit: ZNC - http://znc.in] 20160813 09:19:44< zookeeper> Kwandulin, had to move things a bit more to account for the margins, and making the west coast visible: https://dl.dropboxusercontent.com/u/63964618/wesnoth/maps/far_south_masks-2.png 20160813 09:19:59< zookeeper> that's good, right? 20160813 09:20:41< Kwandulin> zookeeper: that's indeed looking very nice 20160813 09:21:02-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has joined #wesnoth 20160813 09:25:26< zookeeper> ok, great 20160813 09:25:30< zookeeper> i'll proceed with that then 20160813 09:25:40< zookeeper> note how it doesn't show quite as far into the east 20160813 09:26:05< Kwandulin> most is taking place around the bay in the middle, so that's totally fine 20160813 09:35:45-!- Vadatajs [~Vadatajs@63-152-109-79.cdrr.qwest.net] has joined #wesnoth 20160813 09:44:29-!- Kwandulin_2 [~Miranda@p200300760F35BFDD5011BEAFE8B6B7EA.dip0.t-ipconnect.de] has joined #wesnoth 20160813 09:45:09-!- Kwandulin [~Miranda@p200300760F35BFDDCC4834CD5EEA6D59.dip0.t-ipconnect.de] has quit [Ping timeout: 258 seconds] 20160813 09:46:47< hay207_> Hi zoookeeper 20160813 09:49:19-!- wario [~wario_@unaffiliated/wario] has joined #wesnoth 20160813 09:49:32< zookeeper> Kwandulin_2, off to a good start: https://dl.dropboxusercontent.com/u/63964618/wesnoth/maps/ooa_wip-1.jpg 20160813 09:49:38< zookeeper> hay207_, well hello 20160813 09:50:03< hay207_> Can you revise this short code, http://pastebin.com/yBZpWqXF ? 20160813 09:50:23< zookeeper> not really because it makes no sense 20160813 09:50:43< Kwandulin_2> zookeeper: looks nice. maybe you can add some desert sands in the east of the river, where the southern river meets the bigger one 20160813 09:50:47-!- Kwandulin_2 is now known as Kwandulin 20160813 09:51:12< zookeeper> oh right, i think you mentioned that before 20160813 09:51:20< zookeeper> yeah 20160813 09:59:08< hay207_> Can you point the mistakes? 20160813 10:01:20< zookeeper> the [modify_unit] and [variable]s 20160813 10:02:17< hay207_> can't i use variables in modify_unit? 20160813 10:03:29< zookeeper> i'm sure you can. and i'm sure you don't want to. 20160813 10:04:50< zookeeper> and i can't tell you what you need to do, when i can't know what you want your code to do. 20160813 10:04:50< hay207_> What i m trying is to fire a moveto event when a unit moves from a specified hex to another specified hex 20160813 10:06:06< hay207_> So, the problem is 20160813 10:06:30< hay207_> how to store the hex , the unit move started from 20160813 10:06:33< zookeeper> if that's what you think your code does, then what you need is for someone (else) to teach you the very basics of WML and how events and such work. 20160813 10:08:04< zookeeper> or you need to stop coming up with random crap and instead work up from the simplest hello world moveto event you can do in a systematic manner. 20160813 10:10:47< zookeeper> or, for better readability: take the simplest "hello world" -type moveto event you can write, and work up from it in a systematic manner, instead of throwing in some completely arbitrary nonsensical crap like that ai turn event. 20160813 10:11:24< hay207_> ai turn works 20160813 10:11:43< hay207_> i can change that to new turn 20160813 10:19:50< zookeeper> it's really hard to explain why your car doesn't work or how to fix it when it has 7 wheels all pointing in different directions, a coffee maker in place of an engine, a pot plant for a steering wheel and it's buried in a tar pit. 20160813 10:24:14< zookeeper> this is an example of a moveto event that triggers when a particular unit moves from one hex to another: http://pastebin.com/NVq66dAf 20160813 10:24:36< zookeeper> i haven't tested it yet, but i'll even do that right now 20160813 10:26:45< zookeeper> yes, it works. 20160813 10:30:29-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has quit [Quit: ChipmunkV] 20160813 10:31:24< hay207_> Ok, but the starting hex i want is where the unit originated, so 20160813 10:31:44< hay207_> x2 and y2 won't work for me 20160813 10:32:49< hay207_> Since x2 and y2 refer to where the unit move started 20160813 10:37:50< hay207_> hay207, be aware that $x2 and $y2 in a moveto event refer to the hex being moved from ON THAT TURN, not the location where those units originated. 20160813 10:38:40< zookeeper> well you should have said that then, not "a moveto event when a unit moves from a specified hex to another specified hex" 20160813 10:39:21< hay207_> I'll still use a moveto event 20160813 10:43:45< hay207_> AI=side 4 spawns in my map from 3 different locations, trying to reach a target area 20160813 10:44:48< hay207_> I want to count the number of ai units that reach target, from EACH location 20160813 10:51:52< zookeeper> then how you want to do that depends on how and where you spawn those units. 20160813 10:56:36< hay207_> How,= i place units of sametype on these hexes, then in another wave, the unittype changes 20160813 10:58:23< zookeeper> then when you place those units, you make sure right there and then that the units from the same spawn all have some characteristic you can easily filter for in your moveto event. 20160813 11:00:05< hay207_> For example, first wave's zombies , but they spawn in 3 different areas 20160813 11:00:26< hay207_> lets say north, east and west 20160813 11:01:14< hay207_> i want to filter ai by these locations [beside the unit_type id] 20160813 11:01:56< zookeeper> then when you place those units, you make sure right there and then that the units from the same spawn all have some characteristic you can easily filter for in your moveto event. 20160813 11:01:58< hay207_> So, in my code i specified in modify_unit, the id, and the x,y 20160813 11:02:20-!- RatArmy [~RatArmy@om126229084035.12.openmobile.ne.jp] has joined #wesnoth 20160813 11:05:21< hay207_> Then i used the custom x,y variables created in modify_unit , after applying filters in filter_condition 20160813 11:07:02< hay207_> I just not sure code variables are used correctly in the filter_condition, 20160813 11:07:07< hay207_> and how to name variables in filter_condition 20160813 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quit [Quit: DDR is not Dance Dance Revolution] 20160813 15:56:32-!- louis94 [~~louis94@91.178.241.1] has joined #wesnoth 20160813 15:57:55-!- Jetrel_bot [~Jetrel@ec2.happyspork.com] has joined #wesnoth 20160813 15:58:27-!- DDR [~david@ec2.happyspork.com] has joined #wesnoth 20160813 16:15:00-!- louis94 [~~louis94@91.178.241.1] has quit [Ping timeout: 258 seconds] 20160813 16:17:49-!- louis94 [~~louis94@91.178.241.1] has joined #wesnoth 20160813 16:18:21-!- iatyr [~iatyr@47-35-152-54.dhcp.ftbg.wi.charter.com] has joined #wesnoth 20160813 16:32:57-!- louis94 [~~louis94@91.178.241.1] has quit [Ping timeout: 250 seconds] 20160813 16:33:08-!- louis94 [~~louis94@91.178.241.1] has joined #wesnoth 20160813 16:45:16-!- ChipmunkV [~vova@static-89-94-113-91.axione.abo.bbox.fr] has joined #wesnoth 20160813 17:14:24-!- Kwandulin [~Miranda@p200300760F35BFDD08D6214154F79916.dip0.t-ipconnect.de] has joined #wesnoth 20160813 17:25:52-!- hay207_ [~hay207@41.34.33.241] has quit [Ping timeout: 240 seconds] 20160813 17:48:36-!- hk238 [~kvirc@t224.ip7.netikka.fi] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160813 17:49:33-!- louis94 [~~louis94@91.178.241.1] has quit [Ping timeout: 240 seconds] 20160813 18:01:17-!- Kwandulin [~Miranda@p200300760F35BFDD08D6214154F79916.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160813 18:04:03-!- ancestral [~ancestral@63.84.240.98] has joined #wesnoth 20160813 18:14:56-!- ancestral [~ancestral@63.84.240.98] has quit [Quit: i go nstuf kthxbai] 20160813 18:57:20-!- DMG-LP [~damage@pool-108-29-130-218.nycmny.fios.verizon.net] has joined #wesnoth 20160813 20:27:52-!- louis94 [~~louis94@91.178.241.1] has joined #wesnoth 20160813 21:00:13-!- louis94 [~~louis94@91.178.241.1] has quit [Ping timeout: 244 seconds] 20160813 21:21:51-!- louis94 [~~louis94@91.178.241.1] has joined #wesnoth 20160813 21:44:51-!- Appleman1234 [~Appleman1@KD036012030225.au-net.ne.jp] has quit [Ping timeout: 264 seconds] 20160813 22:17:04-!- wario [~wario_@unaffiliated/wario] has quit [Read error: Connection reset by peer] 20160813 22:17:30-!- wario [~wario_@unaffiliated/wario] has joined #wesnoth 20160813 22:33:50< aeth> I finished adding spawns for the most populated area of the map. I'm almost done with west of the river spawns, and I have a starting area that puts players right into the action from the start (against goblins). 20160813 22:40:44-!- Appleman1234 [~Appleman1@KD036012012154.au-net.ne.jp] has joined #wesnoth 20160813 22:47:00-!- Glen_ [62f073a8@gateway/web/freenode/ip.98.240.115.168] has joined #wesnoth 20160813 22:49:20< Glen_> hi I have an issue with my scenario 20160813 22:49:55< Glen_> Two AI sides have 5 leaders that are lieutenants 20160813 22:50:24< Glen_> At the end of every turn I want to check if they are all dead, if so the game should end in a defeat for the human sides 20160813 22:50:39< Glen_> I tried to do it like this, but it doesnt seem to work, any obvious mistakes here? 20160813 22:50:54< Glen_> [event] name = turn end [if] [not] [have_unit] side=3 canrecruit=yes [/have_unit] [/not] [then] [endlevel] result=defeat side=1 [/endlevel] [/then] [/if] [if] [not] [have_unit] side=4 canrecruit=yes [/have_unit] [/not] [then] [endlevel] result=defeat side=2 [/endlevel] [/then] [/if] [/event] 20160813 22:51:11< zookeeper> that event will fire once, on the first turn end on turn 1. 20160813 22:51:38< Glen_> oh oops 20160813 22:51:42< Glen_> thanks 20160813 22:53:28< Glen_> Also how do I make [endlevel] have results for different sides? 20160813 22:53:37< Glen_> as of right now, both sides just get defeat 20160813 22:53:42< celmin> Read the wiki 20160813 22:54:06< celmin> Something like [endlevel]sides= I think 20160813 23:07:33< Glen_> i looked at the wiki and I found that there is a result tag that can be used to specify different side results 20160813 23:07:36< Glen_> [result] (Version 1.13.0 and later only) 20160813 23:07:41< Glen_> but it says its only for the new version 20160813 23:08:38< celmin> …what the heck is that? 20160813 23:12:26< Glen_> an attribute tag for endlevel, " Allows specification of a side specific result, this is for competitive multiplayer scenarios/campaigns where it might happen that one player wins but another player loses. The following attributes are accepted and have the same effect as in [endlevel]:" 20160813 23:13:53< celmin> There is no such thing as an "attribute tag" 20160813 23:14:02< celmin> Just "tag" is sufficient. 20160813 23:14:15< Glen_> Gotcha 20160813 23:14:29< celmin> An "attribute" is something where you write eg result=defeat 20160813 23:15:00< celmin> Hmm, but I think [result] doesn't actually exist… unless I'm missing something... 20160813 23:15:32< Glen_> if that doesnt exist what should I use, the wiki doesnt specify how to make a different result for different sides 20160813 23:16:58< zookeeper> that's a big if. 20160813 23:17:31< zookeeper> i dunno what celmin is smoking 20160813 23:17:45< celmin> Yeah okay, I just didn't see it. 20160813 23:17:50< celmin> It does exist in 1.13. 20160813 23:18:04< celmin> If you're on 1.12, it doesn't exist. 20160813 23:18:15< Glen_> what do I use on 1.12? 20160813 23:18:58< zookeeper> i believe on 1.12 your only option is to kill the leaders of the side you want defeated (and keep alive the leaders of the side you want to win) 20160813 23:19:16-!- zachquest [~zachquest@162.216.46.82] has joined #wesnoth 20160813 23:19:35< zookeeper> i don't think i've ever done that myself so i'm not sure about details 20160813 23:20:52< zookeeper> you might need to switch the sides' teams to break the alliance too, in order for that to work 20160813 23:24:28-!- zachquest [~zachquest@162.216.46.82] has quit [Quit: Leaving] 20160813 23:24:37-!- zachquest [~zachquest@162.216.46.82] has joined #wesnoth 20160813 23:25:02< zookeeper> (if you want to give victory and defeat to different sides of the same team, that is) 20160813 23:26:58< Glen_> Yeah that works nicely 20160813 23:27:34-!- wario [~wario_@unaffiliated/wario] has quit [Quit: Leaving] 20160813 23:30:01-!- zachquest [~zachquest@162.216.46.82] has quit [Quit: Leaving] 20160813 23:30:11-!- zachquest [~zachquest@162.216.46.82] has joined #wesnoth 20160813 23:40:04-!- wario [~wario_@unaffiliated/wario] has joined #wesnoth 20160813 23:50:16< Glen_> 1 more question 20160813 23:51:03< Glen_> How do I check if 5 of the same unit_type have been recruited. I want to remove this unit with [disallow_recruit] but I'm unsure how to put this as a conditional 20160813 23:59:01< zookeeper> have a recruit event for that type which increments a variable and checks the value --- Log closed Sun Aug 14 00:00:56 2016