--- Log opened Fri May 24 00:00:35 2019 20190524 01:27:59<+wesdiscordbot> @PastaSaucey [filter_adjacent] I'd guess 20190524 04:28:05-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The computer falls into a deep sleep, to awake again some other day!] 20190524 09:00:33< hk239> http://static.digg.com/images/2a3bf5babe9a42e5abf052bc26945e79_7d0cf1d95e62413f9e82f9150b3c317d_header.jpeg 20190524 09:00:38< hk239> oops sorry wrong channel 20190524 10:23:35-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-umc-dev 20190524 12:15:22-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth-umc-dev 20190524 12:56:33-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth-umc-dev 20190524 13:07:12-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20190524 14:13:15<+wesdiscordbot> @Pentarctagon so should the [side] tag go inside of the [filter_adjacent] tag or vice versa? 20190524 14:14:35<+wesdiscordbot> [event] name=moveto side=1 [filter_adjacent] id=Caravan [/filter_adjacent] [/event] 20190524 14:14:39<+wesdiscordbot> something like that? 20190524 14:16:34<+wesdiscordbot> @PastaSaucey Add [filter] around lines 3 to 6, then it means "fire the event when a side 1 unit moves next to Caravan" 20190524 14:16:52<+wesdiscordbot> And use first_time_only=no if you need it 20190524 14:25:52<+wesdiscordbot> okay thanks buddy! 20190524 14:27:28<+wesdiscordbot> one more question 20190524 14:28:03<+wesdiscordbot> how do i spontaneously spawn units adjacent to a unit? 20190524 14:28:27<+wesdiscordbot> like, when a unit of side 1 moves adj to the caravan, i want enemy units to spawn from it 20190524 14:29:11<+wesdiscordbot> [move_unit_fake] and [unit] 20190524 14:29:30<+wesdiscordbot> there are some wrapper macros {UNIT ...} and others 20190524 14:30:51<+wesdiscordbot> actually, i didn't want them to really move anywhere 20190524 14:31:05<+wesdiscordbot> just to appear next to the caravan 20190524 14:31:13<+wesdiscordbot> yes, I know 20190524 14:31:18<+wesdiscordbot> maybe i should look at The South Guard 20190524 14:31:21<+wesdiscordbot> you still need the move_unit_fake to animate them "emerging" from the caravan 20190524 14:31:25<+wesdiscordbot> okay 20190524 14:31:40<+wesdiscordbot> if you don't use it, the units would just appear on the map 20190524 14:31:56<+wesdiscordbot> like with :create 20190524 14:36:21<+wesdiscordbot> i need to make sure they spawn wherever the caravan is 20190524 14:36:27<+wesdiscordbot> 'cause it's going to be moving 20190524 14:36:30<+wesdiscordbot> but what about location? 20190524 14:37:07<+wesdiscordbot> so how to find location? 20190524 14:40:14<+wesdiscordbot> copying code from EI won't work 'cause they were coming from villages 20190524 14:49:26<+wesdiscordbot> there's [store_location]/[filter_location] 20190524 14:59:31<+wesdiscordbot> https://wiki.wesnoth.org/LuaWML/Tiles#wesnoth.map.get_adjacent_tiles 20190524 15:10:52< Soliton> perhaps filter_adjacent has a way to reference the adjacent unit (and its coordinates). 20190524 17:48:11-!- noy [~Noy@wesnoth/developer/noy] has joined #wesnoth-umc-dev 20190524 19:58:59-!- noy [~Noy@wesnoth/developer/noy] has quit [Quit: noy] 20190524 22:47:33-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 245 seconds] --- Log closed Sat May 25 00:00:37 2019