[message] behaviour check
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- Spannerbag
- Posts: 538
- Joined: December 18th, 2016, 6:14 pm
- Location: Yes
Re: [message] behaviour check *can reproduce behaviour* 1_of_3
"Just another 10 minutes" I said to myself.
For once it wasn't a waste of time, I can now reproduce the behaviour.
I did this in my test campaign with standard units.
? ... Seems I can't upload all these small screen dumps in a single post so I've split it into 3...
If the
However I was had a side 1 unit issuing dialogue when a side 2 unit fulfilled a moveto requirement.
Here's the test code:
There is a village at 4,8 that the enemy leader always captures on turn 1.
All the messages have highlighting except for the movetos...
I thought that in the problematic scenario unhidden units were fine but here even the unhidden units do not highlight?
Anyway, some screen grabs for the code above follow.
Cheers!
-- Spannerbag
For once it wasn't a waste of time, I can now reproduce the behaviour.
I did this in my test campaign with standard units.
? ... Seems I can't upload all these small screen dumps in a single post so I've split it into 3...
If the
[message]
is issued inside a turn event then it all works fine.However I was had a side 1 unit issuing dialogue when a side 2 unit fulfilled a moveto requirement.
Here's the test code:
Code: Select all
[event]
name=side 1 turn 1 refresh
[terrain]
x,y=4,5
radius=3
terrain=Fda
[/terrain]
{GENERIC_UNIT 1 (Wose Sapling) 5 6}
{GENERIC_UNIT 1 (Wose Sapling) 6 3}
{GENERIC_UNIT 1 (Elvish Avenger) 5 4}
[message]
x,y=5,6
message=_"(Hidden Wose) My side turn"
[/message]
[message]
x,y=6,3
message=_"(Visible Wose) My side turn"
[/message]
[message]
x,y=5,4
message=_"(Hidden Elf) My side turn"
[/message]
[/event]
[event]
name=side 2 turn 1 refresh
[message]
x,y=5,6
message=_"(Hidden Wose) Enemy side turn"
[/message]
[message]
x,y=6,3
message=_"(Visible Wose) Enemy side turn"
[/message]
[message]
x,y=5,4
message=_"(Hidden Elf) Enemy side turn"
[/message]
[/event]
[event]
name=moveto
[filter]
x,y=4,8
side=2
[/filter]
[message]
x,y=5,6
message=_"(Hidden Wose) Enemy moveto"
[/message]
[message]
x,y=6,3
message=_"(Visible Wose) Enemy moveto"
[/message]
[message]
x,y=5,4
message=_"(Hidden Elf) Enemy moveto"
[/message]
[/event]
All the messages have highlighting except for the movetos...
I thought that in the problematic scenario unhidden units were fine but here even the unhidden units do not highlight?
Anyway, some screen grabs for the code above follow.
side 1 turn 1 refresh
End of part 1Cheers!
-- Spannerbag
- Spannerbag
- Posts: 538
- Joined: December 18th, 2016, 6:14 pm
- Location: Yes
Re: [message] behaviour check *can reproduce behaviour* 2_of_3
Part 2
Cheers!
-- Spannerbag
side 2 turn 1 refresh
End of part 2Cheers!
-- Spannerbag
- Spannerbag
- Posts: 538
- Joined: December 18th, 2016, 6:14 pm
- Location: Yes
Re: [message] behaviour check *can reproduce behaviour* 3_of_3
Part 3 (the interesting bit)
Any thoughts, comments etc. greatly appreciated!
Cheers!
-- Spannerbag
moveto
End of part 3Any thoughts, comments etc. greatly appreciated!
Cheers!
-- Spannerbag
- lhybrideur
- Posts: 369
- Joined: July 9th, 2019, 1:46 pm
Re: [message] behaviour check
Nice, thank you very much.
I will try that when I have the time.
The goal would be to have a time_over event with a dialog between the main character and the closest enemy
- Spannerbag
- Posts: 538
- Joined: December 18th, 2016, 6:14 pm
- Location: Yes
Re: [message] behaviour check
You're very welcome!
Cheers!
-- Spannerbag
- beetlenaut
- Developer
- Posts: 2827
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
- Contact:
Re: [message] behaviour check
Since this behavior doesn't seem to be the expected one, this probably qualifies as a bug that can be reported. There might still be a workaround, but I won't have time to look for one for about a week.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
- Spannerbag
- Posts: 538
- Joined: December 18th, 2016, 6:14 pm
- Location: Yes
Re: [message] behaviour check
OK, done.beetlenaut wrote: ↑June 14th, 2023, 8:04 pm Since this behavior doesn't seem to be the expected one, this probably qualifies as a bug...
After quite a bit of mucking about I couldn't get the effect I wanted and removed the whole logic (several hints)... it's now an easter egg
Cheers!
-- Spannerbag