The Side 10

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appleide
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The Side 10

Post by appleide »

In the Map Editor, theres a side 10, but it seems that side 10 can not be used in scenarios, because "side=0" is used in many other situations, eg. Objectives tag.

But if the 0 was changed for another letter, then it will be possible to make side "0" usable?

(I know, I know, not many scenarios have 10 sides.... but, a scenario I want to make does....)
Why did the fish laugh? Because the sea weed.
JNisse
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Joined: November 11th, 2005, 4:20 am

Post by JNisse »

I'm not sure if you are aware of that it is possible with a 10'th side anyway.
If you have in the side tag :
no_leader=yes
and then in the prestart event create the leader it is possible to get around this problem.
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ivanovic
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Post by ivanovic »

Don't forget that numbering in the editor starts with player1 and goes to player10. In the textfiles this is the same as side0 to side9 (at least it was back in the old 0.8.x times, don't know how far it changed in the last years).
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appleide
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Location: Sydney,OZ

Post by appleide »

JNisse wrote:I'm not sure if you are aware of that it is possible with a 10'th side anyway.
If you have in the side tag :
no_leader=yes
and then in the prestart event create the leader it is possible to get around this problem.
hehehe... Thanks!!
Why did the fish laugh? Because the sea weed.
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appleide
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Location: Sydney,OZ

Post by appleide »

After I put this code into the (multiplayer) scenario, players 1 and 2 did not start in their starting positions, they kinda got [kill]ed, because [die] events did not trigger either.

Btw, in my scenario, side 9 and 0 does not have leaders. they are supposed to control the "creeps".

Code: Select all

[side]
side=9
controller=ai
team_name=1
no_leader=yes
[ai]
ai_algorithm=default
aggression=1.0
village_value=0.1
[/ai]
[/side]
[side]
side=0
controller=ai
team_name=2
no_leader=yes
[ai]
ai_algorithm=default
aggression=1.0
village_value=0.1
[/ai]
[/side]
moderators might want to move this thread to the code forum.
Why did the fish laugh? Because the sea weed.
scott
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Post by scott »

The code forum is for discussing the C++ code. You can add this to the WML snippets page in the wiki, though!
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appleide
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Location: Sydney,OZ

Post by appleide »

What do you mean "WML snippets in the wiki"... There's no such page I could find... :? And the code I posted doesnt even work in the way i intended it to be... When I put the code there, side 1 and 2 disappears...
I tried using side 8 and 9 instead of 9 and 0, that doesnt work either.

Thanks for helping.
Why did the fish laugh? Because the sea weed.
scott
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Location: San Pedro, CA

Post by scott »

http://wesnoth.org/wiki/UsefulWMLFragments

For whenever you get it working.
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appleide
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Location: Sydney,OZ

Post by appleide »

=_=" Who needs help in defining sides anyway? But I might post other stuff on there...

ALSO, it seems the side 10 doesnt work if used in a multiplayer scenario.
I'm not sure if you are aware of that it is possible with a 10'th side anyway.
If you have in the side tag :
no_leader=yes
and then in the prestart event create the leader it is possible to get around this problem.
How come the units I gave side 0 became side 1's?? (in a multiplayer scenario). (Go to the link on my signature, and scroll to my post near the bottom on page 1 with heaps of code.)
Why did the fish laugh? Because the sea weed.
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