Placing Labels and Items in a multiplayer scenario

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TobiasBXL
Posts: 8
Joined: November 6th, 2004, 9:53 pm

Placing Labels and Items in a multiplayer scenario

Post by TobiasBXL »

Hi there,

I've been reading http://www.wesnoth.org/wiki/BuildingMultiplayer. It's a good pointer but I still need to know how to place an item (given and custom) and put labels on the map.

Can you give me an example that extends the one in the WIKI page? Say I want to place a holy potion somewhere on the map and place a label next to another field.

I also have a question concerning placing units like in the example. Will the placed unit have properties like "strong", "intelligent" and so on or will it be without? What would be required to make the example set a Spearman that is loyal?

kind regards,
Tobias
scott
Posts: 5243
Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Post by scott »

You can't do random traits in MP right now.

But there is this page now. Hope it helps.

http://www.wesnoth.org/wiki/BuildingMultiplayerExamples
Hope springs eternal.
Wesnoth acronym guide.
TobiasBXL
Posts: 8
Joined: November 6th, 2004, 9:53 pm

Post by TobiasBXL »

scott wrote:You can't do random traits in MP right now.

But there is this page now. Hope it helps.

http://www.wesnoth.org/wiki/BuildingMultiplayerExamples
This is exactly what I was looking for. A pity that this isn't linked in the other Wiki Pages.

Thanks a bunch!

Tobias
scott
Posts: 5243
Joined: May 12th, 2004, 12:35 am
Location: San Pedro, CA

Post by scott »

It's brand new. There's a link in BuildingMultiplayer now.
Hope springs eternal.
Wesnoth acronym guide.
TobiasBXL
Posts: 8
Joined: November 6th, 2004, 9:53 pm

another question

Post by TobiasBXL »

Everything worked fine so far. Yet I have new questions :-)

How do I influence AI players in a multiplayer cfg scenario file?

I want to make specific ai players attack a certain location on the map, sending wave after wave. Is there a way to give them a number of targets they can attack like executing commands in a batch file?

Right now, multiplayer ai players move in the most stupid way across the huge map, ignoring obvious enemies and moving their troops to the opposite of the map.

Does anybody have an example for me?

thanks,
Tobias
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appleide
Posts: 1003
Joined: November 8th, 2003, 10:03 pm
Location: Sydney,OZ

Post by appleide »

I recall there is a [leader_goal] tag (search on Alphabetical WML page). It makes the AI want to send that leader to a particular point. you could also raise the value of killing a certain side's leader in the [side] tags, I think. Not too sure.

Hope it Helps a Little!
Why did the fish laugh? Because the sea weed.
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zookeeper
WML Wizard
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Joined: September 11th, 2004, 10:40 pm
Location: Finland

Post by zookeeper »

You can put an [ai] tag inside a [side] tag, with which you can tune how the AI behaves.
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