--- Log opened Thu Mar 14 00:00:23 2019 20190314 00:38:48-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 245 seconds] 20190314 00:44:09-!- irker448 [~irker@wesnoth/umc-dev/bot/shikadibot] has joined #wesnoth-umc-dev 20190314 00:44:09< irker448> project-ethea: Iris Morelle After_the_Storm:master cb7c84d82b03 / episode2/scenarios/11_A_Final_Confrontation.cfg: E2S11: Fix spires not taking damage during the final cutscene https://github.com/project-ethea/After_the_Storm/commit/cb7c84d82b036bf6a3e0222ed3d8086c99d6a4eb 20190314 00:44:12-!- mode/#wesnoth-umc-dev [+v irker448] by ChanServ 20190314 01:18:40-!- celmin|sleep is now known as celticminstrel 20190314 02:00:11<+wesdiscordbot> Does having an event handler like this force it to only apply if the second unit exists? [event] name=attack end [filter_second][/filter_second] # ... [/event] 20190314 02:00:58<+wesdiscordbot> It seems to work for me but I'm not sure if it's intentional behaviour or just a quirk that will magically disappear at some later point. The issue I'm trying to solve is the event handler executing at a time where the second unit has been deliberately removed from the game 20190314 02:11:56<+wesdiscordbot> I just realized that even if this works it may have unintended effects if the intended target disappears and someone else triggers the event handler later 20190314 04:44:23<+irker448> project-ethea: Iris Morelle Naia:master 6f931ec55a55 / changelog macros/patch.cfg: Add patch for FCTH issues in Wesnoth 1.14.6 and earlier https://github.com/project-ethea/Naia/commit/6f931ec55a55b10e40a3ec438aa828ecafea11c3 20190314 05:00:19-!- celticminstrel is now known as celmin|sleep 20190314 06:50:23<+wesdiscordbot> Hi, ego sum remanserimus a peregrinacione nostra, vis iungere deus meus? 20190314 07:55:12-!- irker448 [~irker@wesnoth/umc-dev/bot/shikadibot] has quit [Quit: transmission timeout] 20190314 08:29:25-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-umc-dev 20190314 12:53:38-!- celmin|sleep is now known as celmin|away 20190314 18:35:35<+wesdiscordbot> Say, I know why it isn't used in mainline campaigns, but I gotta ask. is there anyway to add multi-hex range weapons back into the game? 20190314 18:36:26<+wesdiscordbot> LoTi has its AOE weapons, so i dont see why not. might require some arcane fuckery to code though. 20190314 18:36:43<+wesdiscordbot> Asking since I wanna do a steampunk/alt-ww1 era with land battleships and mortars. 20190314 18:37:51< Ravana> it is technically supported by engine, but there is no UI to activate them 20190314 18:37:55<+wesdiscordbot> So infantry won't have to deal with getting up close with land behemoths and stuff.. 20190314 18:38:23<+wesdiscordbot> Ah, UI being User interface? 20190314 18:38:28< Ravana> yes 20190314 18:38:56< Ravana> which means that engine support is effectively useless, and it all needs to be implemented manually 20190314 18:38:57<+wesdiscordbot> seems fair. how hard would it be to sprite a UI for it? 20190314 18:39:54<+wesdiscordbot> as in the images. Programming an whole other can of worms but lll deal with it when I get there. 20190314 18:40:55< Ravana> from art side, I guess there is all that there needs to be already 20190314 18:41:40< Ravana> engine supports it only on network level, when you send packets that tell to attack from one hex to another 20190314 18:42:16<+wesdiscordbot> Aye, thanke. 20190314 18:42:20< Ravana> which is why people use menu item or lua dialog to use ranged actions 20190314 19:19:49<+wesdiscordbot> See. Thanke Ravana 20190314 19:27:59-!- ShikadiQ1een is now known as ShikadiQueen 20190314 22:08:54<+wesdiscordbot> So… in the menu tiems or lua dialogue, do you use them to chose the weapon, start and target hex, and that's enough? 20190314 22:24:32< Ravana> maybe, I haven't tried if do_command allows ranged attacks 20190314 22:27:54< Ravana> I only tested that if I send [turn][command][attack] then it is valid to attack unit that is not next to attacker 20190314 23:47:12-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 252 seconds] 20190314 23:58:16-!- celmin|away is now known as celticminstrel --- Log closed Fri Mar 15 00:00:25 2019