some issues brought up while making umc
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- homunculus
- Posts: 537
- Joined: July 21st, 2010, 9:47 pm
some issues brought up while making umc
**** first, some questions.
1. can i show objectives when i want to?
i have a scenario that begins with a cut scene, and player side is controlled by ai for a little while.
i would like to show the objectives screen before the player gets control, but it seems that i can not.
2. is there a way to delay redraw?
so that when i place multiple images the redraw would not happen after placing each individual image.
i mean, so that the images would appear all at once.
**** and second, some issues which might be worth posting in technical support (i thought i should ask here first, maybe i have just done something wrong).
1. there is a glitch with images placed on the map and their removal.
i stored all locations on map and placed images in all locations to get a honeycomb.
when i stored all locations again and removed the images, the result was like this (please ignore the third unit appearing and disappearing, the third unit was not there in the other screenshot). it seems that is possible to place an image that you cannot remove later.
2. mountains combine nicely into larger mountains and ridges, but they combine differently in map editor and in the game.
also, village variations (or whatever they are called) look different in the map editor and in game.
now, when i want the cloudy impassable peaks to appear at the top of a 4 hex mountains or the larger mountain ridges, i need to do a lot of switching back and forth between map editor and game.
it looks as if the editor and the game have some coordinate offsets for determining the variations, or what?
**** and lastly, some wml reference update suggestions.
1. AiWML
reference says passive leader never attackes and never moves.
however, i certainly have seen a passive leader attacking in 1.8.i mean, i am quite happy that i can have ai leader that does not leave the keep but still fights.
as far as i remember, passive leaders did not fight in 1.6, maybe the wml reference is outdated here.
2. DirectActionsWML
reference says reduce, but somehow shrink seems to work instead.also, when i replaced a larger map with a smaller one, the smaller map appeared as a postcard above the larger map.
i mean, the larger map was not erased from the background (actually i was happy with that for the purposes of a cutscene).
1. can i show objectives when i want to?
i have a scenario that begins with a cut scene, and player side is controlled by ai for a little while.
i would like to show the objectives screen before the player gets control, but it seems that i can not.
2. is there a way to delay redraw?
so that when i place multiple images the redraw would not happen after placing each individual image.
i mean, so that the images would appear all at once.
**** and second, some issues which might be worth posting in technical support (i thought i should ask here first, maybe i have just done something wrong).
1. there is a glitch with images placed on the map and their removal.
i stored all locations on map and placed images in all locations to get a honeycomb.
when i stored all locations again and removed the images, the result was like this (please ignore the third unit appearing and disappearing, the third unit was not there in the other screenshot). it seems that is possible to place an image that you cannot remove later.
2. mountains combine nicely into larger mountains and ridges, but they combine differently in map editor and in the game.
also, village variations (or whatever they are called) look different in the map editor and in game.
now, when i want the cloudy impassable peaks to appear at the top of a 4 hex mountains or the larger mountain ridges, i need to do a lot of switching back and forth between map editor and game.
it looks as if the editor and the game have some coordinate offsets for determining the variations, or what?
**** and lastly, some wml reference update suggestions.
1. AiWML
reference says passive leader never attackes and never moves.
however, i certainly have seen a passive leader attacking in 1.8.
Code: Select all
[ai]
passive_leader=yes
leader_aggression=0.5
[/ai]
as far as i remember, passive leaders did not fight in 1.6, maybe the wml reference is outdated here.
2. DirectActionsWML
reference says reduce, but somehow shrink seems to work instead.
Code: Select all
[replace_map]
map="{~add-ons/Ruthless/maps/14_We_Trusted_You_2.map}"
# reduce=yes
shrink=yes
[/replace_map]
i mean, the larger map was not erased from the background (actually i was happy with that for the purposes of a cutscene).
- krotop
- 2009 Map Contest Winner
- Posts: 433
- Joined: June 8th, 2006, 3:05 pm
- Location: Bordeaux, France
Re: some issues brought up while making umc
You can show objectives whenever you trigger an event. If you use the [objectives] tag in the event "turn X", it will show the player's objectives at turn X, for instance (you may get more info from InterfaceActionsWML if you aren't used to custom objectives). I don't know, however, how or if it's even possible to get rid of the 1st turn's objective pop up.homunculus wrote:1. can i show objectives when i want to?
i have a scenario that begins with a cut scene, and player side is controlled by ai for a little while.
i would like to show the objectives screen before the player gets control, but it seems that i can not.
Don't trust me, I'm just average player.
***
Game feedback for the Nightmares of Meloen
Art feedback by mystic x the unknown
***
Game feedback for the Nightmares of Meloen
Art feedback by mystic x the unknown
- homunculus
- Posts: 537
- Joined: July 21st, 2010, 9:47 pm
Re: some issues brought up while making umc
ok, tested it again, but i don't think the question was understood.krotop wrote:You can show objectives whenever you trigger an event. If you use the [objectives] tag in the event "turn X", it will show the player's objectives at turn X, for instance (you may get more info from InterfaceActionsWML if you aren't used to custom objectives). I don't know, however, how or if it's even possible to get rid of the 1st turn's objective pop up.homunculus wrote:1. can i show objectives when i want to?
i have a scenario that begins with a cut scene, and player side is controlled by ai for a little while.
i would like to show the objectives screen before the player gets control, but it seems that i can not.
Code: Select all
[event]
name=start
[modify_side]
side=1
controller=ai
[/modify_side]
[/event]
[event]
name=side 1 turn 1
[objectives]
side=1
[objective]
condition=win
description="Objectives are shown while player side is ai-controlled."
[/objective]
[objective]
condition=lose
description="Objectives are not shown while player side is ai-controlled."
[/objective]
[/objectives]
[/event]
what i have is player side (side 1) being ai-controlled for the first two turns of the scenario which is like a cut scene.
and i would like to show a real objectives screen to tease the player, rather than just having the same text in a narrator message (i know, the game will not break over it, but if it could be done, i would).
Re: some issues brought up while making umc
Well, does [show_objectives] work?
- homunculus
- Posts: 537
- Joined: July 21st, 2010, 9:47 pm
Re: some issues brought up while making umc
zookeeper wrote:Well, does [show_objectives] work?
i think i might try some things:[show_objectives]: (This feature was implemented in 1.7) refreshes the objectives defined by [objectives] and its [show_if] tags, and displays them. (It is also called whenever the user explicitly asks for the objectives; this matters only if the tag was overridden by a Lua script.)
* side: the side to show the objectives. If not set, all sides are used.
Code: Select all
[event]
name=start
[modify_side]
side=1
controller=ai
[/modify_side]
[/event]
[event]
name=side 1 turn 1
[objectives]
........................................
[/objectives]
[show_objectives]
side=1
[/show_objectives]
[/event]
Code: Select all
[event]
name=start
# [modify_side]
# side=1
# controller=ai
# [/modify_side]
[/event]
[event]
name=side 1 turn 1
[objectives]
........................................
[/objectives]
[show_objectives]
side=1
[/show_objectives]
[end_turn]
[/end_turn]
[/event]
unless i am still doing something wrong, it seems indeed that the game must be waiting for player input for objectives to show.
unless there is some completely different way of forcing it (hmm.. what is this 'lua script', i wonder if that might be something to look into).
-
- Posts: 1549
- Joined: June 18th, 2009, 1:45 am
Re: some issues brought up while making umc
Try:
The wiki gave me the impression that it should have been coded this way.
Code: Select all
[event]
name=start
[modify_side]
side=1
controller=ai
[/modify_side]
[show_objectives]
side=1
[objective]
# objectives here, no [objectives] tag
[/objective]
[/show_objectives]
[/event]
Re: some issues brought up while making umc
No, it doesn't take any subtags. It just shows the objectives most recently set by [objectives].elvish_sovereign wrote:The wiki gave me the impression that it should have been coded this way.
Anyway, it's entirely possible that objectives can't be shown outside of the player's turn.
Re: some issues brought up while making umc
I would try this:
Code: Select all
[event]
name=start
[objectives]
side=1
[objective]
condition=win
description="Objectives are shown while player side is ai-controlled."
[/objective]
[objective]
condition=lose
description="Objectives are not shown while player side is ai-controlled."
[/objective]
[/objectives]
[/event]
[event]
name=side 1 turn 1
[modify_side]
side=1
controller=ai
[/modify_side]
[/event]
“It is written in my life-blood, such as that is, thick or thin; and I can no other.” - J.R.R. Tolkien
My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
- homunculus
- Posts: 537
- Joined: July 21st, 2010, 9:47 pm
Re: some issues brought up while making umc
it seems to me that you have messed up the [objectives] and [show_objectives] tags.elvish_sovereign wrote:...........
[show_objectives]
side=1
[objective]
..........
i am afraid it wouldn't work, it must have been one of the first things i tried.boru wrote:I would try this:[...]
i don't think i would test it atm, though, because atm side 1 is not controlled by ai at all, but [end_turn] is used instead, and the thing looks like:
Code: Select all
start: try to show objectives
side 1 turn 1: end turn
anyway, as far as i remember, i kind of spent several hours trying to display those cursed objectives.
not that i needed it so badly, but because it felt like i was almost there.
whatever.
a more interesting question would be: is preload event known to be fishy, or should i experiment more with it?