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	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dirus</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
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	<updated>2026-04-10T00:29:37Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Ayin/Multiplayer_campaigns&amp;diff=12227</id>
		<title>User:Ayin/Multiplayer campaigns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Ayin/Multiplayer_campaigns&amp;diff=12227"/>
		<updated>2006-10-26T22:27:05Z</updated>

		<summary type="html">&lt;p&gt;Dirus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Status of multiplayer campaigns development ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer campaigns are currently more or less supported by the engine. Multiplayer scenarios, like single-user scenarios, may specify the &amp;lt;tt&amp;gt;next_scenario&amp;lt;/tt&amp;gt; flag. The &amp;lt;tt&amp;gt;side_id&amp;lt;/tt&amp;gt; flag is used to ensure continuity between scenarios.&lt;br /&gt;
&lt;br /&gt;
The following points, however, are missing to have an actual {{&amp;quot;|multiplayer campaigns}} support:&lt;br /&gt;
&lt;br /&gt;
* Add some GUI for campaigns. Currently, campaigns which span over multiple scenarios are possible... But all scenarios will be displayed in the normal {{&amp;quot;|scenario selection}} box of the lobby.&lt;br /&gt;
see &amp;quot;allow_new_game&amp;quot; in [[ScenarioWML]]&lt;br /&gt;
&lt;br /&gt;
* Add some way to hide opponents. Currently, all present sides are available in MP games: this is impossible for a MP scenario designer to specify AI-only sides (NPC sides) which cannot be taken by players.&lt;br /&gt;
* Either:&lt;br /&gt;
** Have some way to specify that a side cannot be taken by an AI&lt;br /&gt;
** ...or teach the AI to use recall lists (think: player adding a AI-ally instead of a human one).&lt;br /&gt;
&lt;br /&gt;
I'm not sure what you're looking for here, it sounds like two issues. 1 you can see the AI, and 2 you don't want players on the same team as the AI.&lt;br /&gt;
&lt;br /&gt;
[[SideWML]] has something for both of those.  The ill named &amp;quot;allow_player&amp;quot; has been around since May and it lets you hide a side.  And you can use &amp;quot;side_lock&amp;quot; to prevent the creator from changing the team of a particular side before a game starts.&lt;br /&gt;
&lt;br /&gt;
That said, it would be nice for the AI to know how to use recall lists.&lt;/div&gt;</summary>
		<author><name>Dirus</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Ayin/Multiplayer_campaigns&amp;diff=12215</id>
		<title>User:Ayin/Multiplayer campaigns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Ayin/Multiplayer_campaigns&amp;diff=12215"/>
		<updated>2006-10-25T06:32:44Z</updated>

		<summary type="html">&lt;p&gt;Dirus: informing user&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Status of multiplayer campaigns development ==&lt;br /&gt;
&lt;br /&gt;
Multiplayer campaigns are currently more or less supported by the engine. Multiplayer scenarios, like single-user scenarios, may specify the &amp;lt;tt&amp;gt;next_scenario&amp;lt;/tt&amp;gt; flag. The &amp;lt;tt&amp;gt;side_id&amp;lt;/tt&amp;gt; flag is used to ensure continuity between scenarios.&lt;br /&gt;
&lt;br /&gt;
The following points, however, are missing to have an actual {{&amp;quot;|multiplayer campaigns}} support:&lt;br /&gt;
&lt;br /&gt;
* Add some GUI for campaigns. Currently, campaigns which span over multiple scenarios are possible... But all scenarios will be displayed in the normal {{&amp;quot;|scenario selection}} box of the lobby.&lt;br /&gt;
see &amp;quot;allow_new_game&amp;quot; in [[ScenarioWML]]&lt;br /&gt;
&lt;br /&gt;
* Add some way to hide opponents. Currently, all present sides are available in MP games: this is impossible for a MP scenario designer to specify AI-only sides (NPC sides) which cannot be taken by players.&lt;br /&gt;
* Either:&lt;br /&gt;
** Have some way to specify that a side cannot be taken by an AI&lt;br /&gt;
** ...or teach the AI to use recall lists (think: player adding a AI-ally instead of a human one).&lt;br /&gt;
&lt;br /&gt;
I'm not sure what you're looking for here, it sounds like two issues. 1 you can see the AI, and 2 you don't want players on the same team as the AI.&lt;br /&gt;
&lt;br /&gt;
[[SideWML]] has something for both of those.  The ill named &amp;quot;allow_player&amp;quot; has been around since May and it lets you hide a side.  And you can use &amp;quot;side_lock&amp;quot; to prevent the creator from changing the team of a particular side before a game starts.&lt;/div&gt;</summary>
		<author><name>Dirus</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SideWML&amp;diff=11942</id>
		<title>SideWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SideWML&amp;diff=11942"/>
		<updated>2006-10-03T03:06:16Z</updated>

		<summary type="html">&lt;p&gt;Dirus: /* the [side] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [side] tag ==&lt;br /&gt;
&lt;br /&gt;
The [side] tag is used to describe a side in a particular scenario.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
&lt;br /&gt;
* ''side'' a digit. The leader of this side is placed on the tile represented by this digit (see [[BuildingMaps]]). When defining sides, they must be defined in order since the side number is checked against the number of sides seen so far.&lt;br /&gt;
&lt;br /&gt;
* ''controller'' how moves for this side should be inputted.&lt;br /&gt;
** 'ai' the Wesnoth AI makes this side's moves. This is the default setting.&lt;br /&gt;
** 'human' a player controls this side's moves.&lt;br /&gt;
** 'null' the side doesn't get a turn to move and doesn't have a leader generated from the contents of the [side] tag. (It still can get units from [unit] tags in the [side] tag.)&lt;br /&gt;
&lt;br /&gt;
* ''no_leader'' if &amp;quot;no&amp;quot; (default), then keys describing a unit which will begin on the side's keep will be described in the remainder of the '''[side]''' tag, See [[SingleUnitWML]]. Note that if the keys ''x'', ''y'' are included, the leader will begin there regardless of keep location. If this side has a recall list from a previous level, then the recall list will be searched for a leader (using canrecruit) and if one is found it will be used instead of the one described in the '''[side]''' tag.&lt;br /&gt;
&lt;br /&gt;
* ''type'' the unit type of the side's leader. This must be present if ''no_leader'' is not set to &amp;quot;yes.&amp;quot; ''Description'', ''type'', ''x'', ''y'', ''profile'', and ''hitpoints'' are examples of keys from [[SingleUnitWML]] that will describe the leader if placed within the [side] tag.&lt;br /&gt;
&lt;br /&gt;
* ''description'' (translatable) the name of the side's leader. It is used in standard unit filter ([[FilterWML]]) and it is not affected by a player renaming a unit.&lt;br /&gt;
&lt;br /&gt;
* ''unrenamable'' if &amp;quot;no&amp;quot; (default), the player can rename the unit. Renaming the unit alters the ''user_description'' key, so the ''description'' key can still be used for filtering. It is generally a good idea to set this to yes in campaigns since dialog will usually refer to the leader by name. It is technically possible to read ''user_description'' into a variable every time you want to call the leader by name, but this is a hassle.&lt;br /&gt;
&lt;br /&gt;
* ''recruit'' a list of unit types. At the beginning of the scenario, the side gains recruitment of these units.&lt;br /&gt;
&lt;br /&gt;
* ''gold'' the starting gold for this side. Default 100. (If gold is carried over from a previous scenario, this value is the minimum starting gold.)&lt;br /&gt;
&lt;br /&gt;
* ''income'' the base income for this side, default 0. This is added to ''base_income'', '''[game_config]''' to determine the side's base income. (see [[GameConfigWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''fog'' if 'yes', this side cannot see any tiles it is not within vision of, except at the start.&lt;br /&gt;
&lt;br /&gt;
* ''shroud'' if 'yes', this side cannot see any tiles it has not moved within sight of.&lt;br /&gt;
&lt;br /&gt;
* ''shroud_data'' describes the area which this team has de-shrouded.&lt;br /&gt;
&lt;br /&gt;
* ''persistent'' whether the side exists in any other scenarios. If '1'(yes), then ''save_id''(see below) becomes active for this side. Default '0'(no); when '''controller=human''', this is always '1'.&lt;br /&gt;
&lt;br /&gt;
* ''save_id'' default ''description'' if available, 'Unknown' otherwise. The ID of the side with respect to the previous and next scenarios. Used to carry over the side's recall list (including the side's leader), recruitment list, and starting gold from scenario to scenario. Also used for the side's displayed name in the victory gold-calculation dialog.&lt;br /&gt;
&lt;br /&gt;
* ''team_name'' a non translatable string representing the teams description. Sides with the same team_name are allied. Default ''side''.&lt;br /&gt;
&lt;br /&gt;
* ''user_team_name'' a translatable string representing the teams description. This has no effect on alliances. Default ''team_name''.&lt;br /&gt;
&lt;br /&gt;
* ''colour'' if you want side 4 to be the same colour as side 2 normally is, put colour=2.  &lt;br /&gt;
** The default list of numbers and corresponding colors can be found in data/team_colors.cfg.  &lt;br /&gt;
&lt;br /&gt;
* ''flag'' a custom flag animation to use instead of the default one to mark captured villages.&lt;br /&gt;
** Example animation that has three frames and loops every 750ms: ''flag=misc/myflag-1.png:250,misc/myflag-2.png:250,misc/myflag-3.png:250''&lt;br /&gt;
&lt;br /&gt;
* ''village_gold'' the amount of gold given to this side per village it controls per turn. Default specified in ''village_gold'', '''[game_config]''' ([[GameConfigWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''share_maps'' whether sides allied with this side see all terrains that this side sees, if they are on shroud.&lt;br /&gt;
&lt;br /&gt;
* ''share_view'' whether sides allied with this side see the units that this side sees, if they are on FoW (fog).&lt;br /&gt;
&lt;br /&gt;
* ''name'', ''id'', ''leader'' not used; see [[EraWML]].&lt;br /&gt;
&lt;br /&gt;
* ''music'' music to play for this player. Default specified in [scenario] (see [[ScenarioWML]]).&lt;br /&gt;
&lt;br /&gt;
* '''[ai]''' if '''controller=ai''', gives parameters to the AI. See [[AiWML]].&lt;br /&gt;
&lt;br /&gt;
* '''[village]''' describes a village the side begins in control of.&lt;br /&gt;
** ''x'', ''y'' the location of the village.&lt;br /&gt;
&lt;br /&gt;
* '''[unit]''' describes a unit which begins on the side. See [[SingleUnitWML]]. If the side has a recall list and the unit is not given a location, it will start on the recall list. Note that the ''side'' attribute under '''[unit]''' will be ignored, as the side will come from the ''side'' attribute of '''[side]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following keys are multiplayer only:&lt;br /&gt;
&lt;br /&gt;
* ''allow_player'' if false then this side will not be allowed to be modified and will be hidden during game creation.&lt;br /&gt;
&lt;br /&gt;
* ''team_lock'' if true then this side's team is not allowed to be modified.&lt;br /&gt;
&lt;br /&gt;
* ''colour_lock'' if true then this side's color is not allowed to be modified.&lt;br /&gt;
&lt;br /&gt;
* ''gold_lock'' if true then this side's gold is not allowed to be modified. &lt;br /&gt;
&lt;br /&gt;
* ''income_lock'' if true then this side's income is not allowed to be modified.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[EraWML]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Dirus</name></author>
		
	</entry>
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