Okay, what's up with the macros
Moderator: Forum Moderators
Forum rules
- Please use [code] BBCode tags in your posts for embedding WML snippets.
- To keep your code readable so that others can easily help you, make sure to indent it following our conventions.
- Pentarctagon
- Project Manager
- Posts: 5572
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Okay, what's up with the macros
I think the clear result then is that it's not supported to have scenarios in the editor's scenarios folder that contains macros. So if you want to play the scenario, you need to do it through your campaign.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: Okay, what's up with the macros
I see quite a lot of errors in the code pasted above:
- The _main.cfg file refers to
{~add-ons/my_first_campaign/scenarios}
instead of{~add-ons/3rd_army/scenarios}
. - The scenario .cfg file doesn't have a closing
[/scenario]
tag. - The scenario .cfg file refers to a macro
TRAIT_LEADER
which doesn't actually exist. (Or is this a macro that you created?) - Side 2 has two
[modifications]
open tags (one of them should be a[/modifications]
closing tag). - Side 2 has
(INCOME 6 2 1}
which should be{INCOME 6 2 1}
.
- malthaussen
- Posts: 37
- Joined: April 6th, 2024, 11:05 pm
Re: Okay, what's up with the macros
@pentarctagon The fact that Multiplayer apparently does recognize {DEFAULT_SCHEDULE} muddies the issue somewhat.
I note that the non-campaign scenarios available through Muliplayer (eg, 2p_Aethermaw) have macros as well, but they are located in the main program's "Multiplayer/Scenarios" folder and thus not in the editor's scenario folder.
So, to test that my scenarios are working properly, they have to be played via the campaign, eh? What if I wanted to create a standalone scenario? Where would I put it in the game's labyrinthine folder structure?
-- Mal
I note that the non-campaign scenarios available through Muliplayer (eg, 2p_Aethermaw) have macros as well, but they are located in the main program's "Multiplayer/Scenarios" folder and thus not in the editor's scenario folder.
So, to test that my scenarios are working properly, they have to be played via the campaign, eh? What if I wanted to create a standalone scenario? Where would I put it in the game's labyrinthine folder structure?
-- Mal
"Of two choices, I always take the third."
- malthaussen
- Posts: 37
- Joined: April 6th, 2024, 11:05 pm
Re: Okay, what's up with the macros
@gnombat: thanks for the once-over. I knew there would be syntax errors. I owe you a beer. Where should I send it?
-- Mal
-- Mal
"Of two choices, I always take the third."
- Pentarctagon
- Project Manager
- Posts: 5572
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Okay, what's up with the macros
Scenarios in the editor's scenarios folder are not aware of macros because the scenario editor does not support macros.malthaussen wrote: ↑April 11th, 2024, 3:53 am @pentarctagon The fact that Multiplayer apparently does recognize {DEFAULT_SCHEDULE} muddies the issue somewhat.
I note that the non-campaign scenarios available through Muliplayer (eg, 2p_Aethermaw) have macros as well, but they are located in the main program's "Multiplayer/Scenarios" folder and thus not in the editor's scenario folder.
So, to test that my scenarios are working properly, they have to be played via the campaign, eh? What if I wanted to create a standalone scenario? Where would I put it in the game's labyrinthine folder structure?
-- Mal
Any standalone multiplayer scenarios would instead also go in your add-on. You would then need to reference that scenario's cfg file in your _main.cfg outside of the
#ifdef CAMPAIGN_3RD_ARMY
block. Probably you would want to put them in a separate folder and reference them as something like {~add-ons/3rd_army/multiplayer-scenarios}
.99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code