WML child missing error when loading map

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FluffyBunny
Posts: 3
Joined: June 8th, 2017, 12:34 am

WML child missing error when loading map

Post by FluffyBunny »

So this is my first time using the forums.... Anyways I made a map using the map editor and did some coding with it to try and make a survival map type. I love survival maps and there don't seem to be many. Took me forever to figure out how to get a unit to spawn at a certain point at a certain time, but now after a bit more coding and what not, the map gives me "WML child missing error" and wont let me load it. Please help, I have played this game for years and absolutely love it and want to contribute by making fun survival maps but looks like i need a bit more help.

_main.cfg

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[textdomain]
    name="wesnoth-the_wall_survival"
    path="data/add-ons/the_wall_survival/translations"
[/textdomain]

#textdomain wesnoth-the_wall_survival

[multiplayer]
    #wesnoth-the_wall_survival
    id=the_wall_survival
    name= _ "the_wall_survival"
    abbrev= _ "TWS"
    define=MULTIPLAYER_THE_WALL_SURVIVAL
    first_scenario=the_wall_survival
    description= _ "Test survival"
[/multiplayer]
#ifdef MULTIPLAYER

[binary_path]
    path=data/add-ons/the_wall_survival
[/binary_path]

{~add-ons/the_wall_survival/macros}
{~add-ons/the_wall_survival/utils}

{~add-ons/the_wall_survival/scenarios}
#endif
Scenario

Code: Select all

#textdomain wesnoth-the_wall_survival
#define AI_SPAWNING TURN_NUMBER TYPE
    [event]
        name=turn {TURN_NUMBER}
        [unit]
            side=1
            type={TYPE}
            x=5
            y=5
        [/unit]
        [unit]
            side=1
            type={TYPE}
            x=19
            y=5
        [/unit]
        [unit]
            side=1
            type={TYPE}
            x=5
            y=19
        [/unit]
        [unit]
            side=1
            type={TYPE}
            x=19
            y=19
        [/unit]
        [unit]
            side=1
            type={TYPE}
            x=12
            y=11
        [/unit]
    [/event]
#enddef

#define NEXTAI NEXT TURN TYPE
    [event]
        name=turn {NEXT}
        [label]
            x=11
            y=1
            text=_ "T: {TURN} AI: {TYPE}"
        [/label]
    [/event]
#enddef

[multiplayer]
	{DEFAULT_SCHEDULE}
    id=the_wall_survival
    next_scenario=null
    name=_"The Wall"
    map_data="{~add-ons/the_wall_survival/maps/the_wall_survival.map}"
    turns=30
	[side]
	  side=1
	  controller=ai
	  allow_player=no
	  team_name=1
	  user_team_name=_ "Invaders"
	  fog=no
	  shroud=no
	  income=0
	  gold=0
	  village_gold=0
	  experience_modifier=70%
	  no_leader=yes
	[/side]
	[side]
	  side=2
	  controller=human
	  team_name=2
	  user_team_name=_ "West defenders"
	  fog=yes	  shroud=no
	  income=0
	  gold=100	  village_gold=2
	  experience_modifier=60%
	  gold_lock=yes
	  income_lock=yes
	[/side]
	[side]
	  side=3
	  controller=human
	  team_name=2
	  user_team_name=_ "West defenders"
	  fog=yes	  shroud=no
	  income=0
	  gold=100	  village_gold=2
	  experience_modifier=60%
	  gold_lock=yes
	  income_lock=yes
	[/side]
    [event]
		name=start
		[objectives]
			[objective]
				description= _ "Survive 30 turns"
				condition=win
			[/objective]
			[objective]
				description= _ "Both leaders die"
				condition=lose
			[/objective]
		[/objectives]
	[/event]
   	[event]
    	name=start
    	# {SCATTER_IMAGE (terrain=Gs^Fp) 10 scenery/pine1.png}
    	# {SCATTER_IMAGE (terrain=Gs^Fp)  5 scenery/pine2.png}
    	[message]
        	speaker=narrator
        	image="wesnoth-icon.png"
        	message= _ "The last great defence against the northern border.  You are the Knights of the Wall!  THEY SHALL NOT PAAAASSS!!!!"
    	[/message]
	[/event]
 {AI_SPAWNING 2 "Spearman"}
    {AI_SPAWNING 4 "Wolf Rider"}
    {AI_SPAWNING 6 "Skeleton"}
    {AI_SPAWNING 8 "Skeleton Archer"}
    {AI_SPAWNING 10 "Mage"}
    {AI_SPAWNING 20 "Elvish Marksman"}
    {AI_SPAWNING 14 "Revenant"}
    {AI_SPAWNING 16 "Orcish Warlord"}
    {AI_SPAWNING 18 "Deathblade"}
    {AI_SPAWNING 12 "Troll Whelp"}
    {AI_SPAWNING 22 "Dark Adept"}
    {AI_SPAWNING 24 "Troll"}
    {AI_SPAWNING 26 "Elvish Avenger"}
    {AI_SPAWNING 28 "Orcish Assassin"}
    {AI_SPAWNING 30 "Ancient Wose"}
    {AI_SPAWNING 32 "Gryphon"}
    {AI_SPAWNING 34 "Elvish High Lord"}
    {AI_SPAWNING 36 "Draug"}
    {AI_SPAWNING 38 "Yeti"}
    {AI_SPAWNING 40 "Fire Dragon"}
    {AI_SPAWNING 45 "Dwarvish Lord"}
    {AI_SPAWNING 46 "Dwarvish Lord"}
    {AI_SPAWNING 47 "Dwarvish Lord"}

    {NEXTAI 1 2 "Spearman"}
    {NEXTAI 2 4 "Wolf Rider"}
    {NEXTAI 4 6 "Skeleton"}
    {NEXTAI 6 8 "Skeleton Archer"}
    {NEXTAI 8 10 "Mage"}
    {NEXTAI 18 20 "Elvish Marksman"}
    {NEXTAI 12 14 "Revenant"}
    {NEXTAI 14 16 "Orcish Warlord"}
    {NEXTAI 16 18 "Deathblade"}
    {NEXTAI 10 12 "Troll Whelp"}
    {NEXTAI 20 22 "Dark Adept"}
    {NEXTAI 22 24 "Troll"}
    {NEXTAI 24 26 "Elvish Avenger"}
    {NEXTAI 26 28 "Orcish Assassin"}
    {NEXTAI 28 30 "Ancient Wose"}
    {NEXTAI 30 32 "Gryphon"}
    {NEXTAI 32 34 "Elvish High Lord"}
    {NEXTAI 34 36 "Draug"}
    {NEXTAI 36 38 "Yeti"}
    {NEXTAI 38 40 "Fire Dragon"}
    {NEXTAI 40 45 "Dwarvish Lord"}
[event]
	  name=time_over
		[endlevel]
  		  result=victory
		[/endlevel]
	[/event]
[/multiplayer]
Map itself

Code: Select all

border_size=1
usage=map

Re, Gs, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Re^Edb, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Re^Edb, Re
Re^Edb, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Re^Edb, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Edb, Re^Edb, Gll^Fdf
Gll^Fdf, Re^Edb, Re^Edb, Re^Edb, Re^Edb, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Re^Edb, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Re^Edb, Re^Edb, Re^Edb, Re^Edb, Gll^Fdf
Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Re^Edb, Re^Edb, Gll^Fdf, Re^Edb, Gll^Fdf, Gll^Fdf, Gll^Fdf, Re^Edb, Gll^Fdf, Gll^Fdf, Gll^Fdf, Re^Edb, Re^Edb, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf
Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Re^Edb, Gll^Fdf, Re^Edb, Re^Edb, Gll^Fdf, Re, Gll^Fdf, Re^Edb, Re^Edb, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf
Mm, Gll^Fdf, Mm, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Re^Ecf, Re^Edb, Re^Ecf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gs
Mm, Mm, Mm, Hh^Vhh, Re, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gd^Edb, Re^Edb, Re^Edb, Re^Edb, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gd, Re, Hh^Vhh, Gs
Mm, Mm, Mm, Mm, Gll^Fdf, Re, Re, Gd, Gd, Gd^Edb, Gd^Edb, Re^Edb, Re^Edb, Re^Edb, Gd^Edb, Gll^Fdf, Gll^Fdf, Gll^Fdf, Re, Re, Hh, Hh, Mm
Mm, Mm, Mm, Mm, Hh, Gll^Fdf, Gll^Fdf, Re, Re^Edb, Gd^Edb, Chr, Re, Re, Re, Chr, Gd^Edb, Re, Re, Hh^Vhh, Gd, Mm, Mm, Mm
Ha, Mm, Mm, Mm, Hh, Gll^Fdf, Gll^Fdf, Gll^Fdf, Re, Re^Edb, Re, Re^Dr, Khr, Re^Dr, Re, Re^Edb, Mm, Mm, Mm, Mm, Mm, Mm, Mm
Mm, Mm, Mm, Mm, Mm, Hh^Vhh, Re, Re, Mm, Gd^Edb, Chr, Re^Dr, Re^Edb, Re^Dr, Chr, Gd, Mm, Mm, Mm, Mm, Mm, Mm, Mm
Mm, Mm, Mm, Mm, Mm, Re, Hh^Ecf, Mm, Mm, Mm, Mm, Re^Edb, Re^Edb, Re^Edb, Re^Edb, Hh^Edb, Re, Mm, Re, Hh^Vhh, Gll^Fdf, Mm, Mm
Mm, Mm, Mm, Mm, Mm, Hh^Vhh, Gll^Fdf, Mm, Mm, Mm, Hh, Hh, Re, Re^Edb, Hh^Edb, Re, Mm, Re, Gll^Fdf, Re, Gll^Fdf, Mm, Mm
Mm, Mm, Mm, Mm, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Hh, Mm, Gd^Edb, Re^Edb, Re^Edb, Hh, Hh, Mm, Mm, Mm, Hh, Hh^Vhh, Mm, Mm, Mm
Mm, Mm, Mm, Ha, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gd^Edb, Re, Re, Re^Edb, Gd, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Hh, Mm, Mm, Mm
Mm, Mm, Mm, Mm, Mm, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Re^Edb, Re^Edb, Re^Edb, Gd, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Hh, Mm, Mm, Mm
Mm, Mm, Mm, Mm, Mm, Mm, Gd^Ecf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Gll^Fdf, Re, Re, Re, Gll^Fdf, Gll^Fdf, Gll^Fdf, Hh^Vhh, Hh, Hh, Hh, Mm, Hh
Hh, Hh, Hh, Mm, Mm, Mm, Gd, Gd, Gd, Gll^Fdf, Gll^Fdf, Gll^Fdf, Re, Gll^Fdf, Gd, Gll^Fdf, Gll^Fdf, Gd, Gd, Hh^Ecf, Hh, Hh, Hh
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Gd, Gd, Gd, Gd, Gd, Gd, Gd, Gd, Re, Re, Gd, Gd, Re, Gd, Gd, Re, Re, Gd, Gd, Gd, Gd, Gd, Gd
Gd, Gd, Gd^Dr, Gd, Gd, Chr, Re, Re, Chr, Gd, Gd, Chr, Re, Chr, Gd, Gd, Chr, Re, Re, Chr, Gd, Gd, Gd^Dr
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Last edited by Inky on June 10th, 2017, 5:13 am, edited 2 times in total.
Reason: added [code] tags to make the post more readable
FluffyBunny
Posts: 3
Joined: June 8th, 2017, 12:34 am

Re: WML child missing error when loading map

Post by FluffyBunny »

Like i said any help appreciated, this is all the coding I have for it, if you want me to submit the actual files I will do that when I get back. Please pick it apart any help is appreciated!
User avatar
doofus-01
Art Director
Posts: 4122
Joined: January 6th, 2008, 9:27 pm
Location: USA

Re: WML child missing error when loading map

Post by doofus-01 »

I'll admit, I didn't pick apart your code, but I just wanted to note that
FluffyBunny wrote:the map gives me "WML child missing error" and wont let me load it.
should be fleshed out some more. Report the entire error message(s). (Also, what version Wesnoth are you using?)
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
FluffyBunny
Posts: 3
Joined: June 8th, 2017, 12:34 am

Re: WML child missing error when loading map

Post by FluffyBunny »

Right sorry, Wesnoth 1.12.6, and ("Mandatory WML child missing yet untested for. Please Report.") is the exact error. Its just I really want to make survival scenarios like "Dark Forecast" or team survival (you get the point) and I learned some basics of WML coding from the WML tutorial that walks you through making a simple campaign. My buddy and I successfully made our first scenario and whatnot for that campaign but I cant seem to find a tutorial or anything like how to make multiplayer maps what the Main.cfg needs to be like and nothing as detailed as the campaign tutorial.
User avatar
Pentarctagon
Project Manager
Posts: 5526
Joined: March 22nd, 2009, 10:50 pm
Location: Earth (occasionally)

Re: WML child missing error when loading map

Post by Pentarctagon »

Moved to WML Workshop, as this is a question about a WML error.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
User avatar
beetlenaut
Developer
Posts: 2814
Joined: December 8th, 2007, 3:21 am
Location: Washington State
Contact:

Re: WML child missing error when loading map

Post by beetlenaut »

I think you've confused the engine. You can't define two attributes in a single line like this: fog=yes shroud=no. There is a way to do it, but it looks like this: fog,shroud=yes,no. See if fixing those lines makes it work.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
User avatar
Iris
Site Administrator
Posts: 6797
Joined: November 14th, 2006, 5:54 pm
Location: Chile
Contact:

Re: WML child missing error when loading map

Post by Iris »

Nah, we discussed it on Discord and that was not it. It was the extraneous [multiplayer] in _main.cfg containing what the engine saw as incomplete information for an MP scenario.
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
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