Unit and Attack related WML
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Unit and Attack related WML
Hey again. I am having new issues and I have been hinted there might actually be a limitation in how adaptable the wesnoth engine really is.
Is it possible to create a new ranged attack at a different range then the current one. (still adjecent hex but to have different retaliations).
Then make a unit that has 2 types of attacks but both of them just ranged.
My current tries have always resulted in the actual difference in the attacks working but when animating the 1st attack will always be displayed as if melee combat and forcing your unit to move against it's target and into their hex.
This results in ugliness if your animation is for a stationary attack firing a missile.
Is it possible or a limitation of the wesnoth code for now?
Is it possible to create a new ranged attack at a different range then the current one. (still adjecent hex but to have different retaliations).
Then make a unit that has 2 types of attacks but both of them just ranged.
My current tries have always resulted in the actual difference in the attacks working but when animating the 1st attack will always be displayed as if melee combat and forcing your unit to move against it's target and into their hex.
This results in ugliness if your animation is for a stationary attack firing a missile.
Is it possible or a limitation of the wesnoth code for now?
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- Posts: 100
- Joined: November 6th, 2005, 4:36 am
- Location: Sweden
- Contact:
forgot to say I use 1.1.11
I did more testing and found something that will actually give me the result I want.
ranged - long ranged will both work as range attacks but when I used
short - long
or
medium - long
the first attack would always show as a melee attack when animating,
Any ideas what I can call the closer range for it still to stay a range attack?
ranged is a little far fetched when it is the closest attack type.
EDIT: I take it back, they just switched places.
this is bugging me alot. any way around it?
EDIT2: Ok, so it works.
"ranged" - "long" will both be displayed as a ranged attack but be treated as different.
Is there a list somewhere what the different range attacks can be called?
having it say first ranged and then long at your attacks in the game is not ideal.
I did more testing and found something that will actually give me the result I want.
ranged - long ranged will both work as range attacks but when I used
short - long
or
medium - long
the first attack would always show as a melee attack when animating,
Any ideas what I can call the closer range for it still to stay a range attack?
ranged is a little far fetched when it is the closest attack type.
EDIT: I take it back, they just switched places.
this is bugging me alot. any way around it?
EDIT2: Ok, so it works.
"ranged" - "long" will both be displayed as a ranged attack but be treated as different.
Is there a list somewhere what the different range attacks can be called?
having it say first ranged and then long at your attacks in the game is not ideal.
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- Posts: 100
- Joined: November 6th, 2005, 4:36 am
- Location: Sweden
- Contact:
One complex way to do this would be to use halos to counter the melee movement, and some for the projectiles.
But it's really a huge mess.
I believe boucman will make possible in 1.3 to animate custom range attack either like melee or ranged (perharps it is already possible ?).
But it's really a huge mess.
I believe boucman will make possible in 1.3 to animate custom range attack either like melee or ranged (perharps it is already possible ?).
"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!" -- xtifr
Yeah, in trunk this is already possible. There you can have an offset= key in [frame]s with which you can do custom slides (slide as in like the melee attack slide) or negate them.Noyga wrote:I believe boucman will make possible in 1.3 to animate custom range attack either like melee or ranged (perharps it is already possible ?).
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- Posts: 100
- Joined: November 6th, 2005, 4:36 am
- Location: Sweden
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