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  • ...he eclipse UMC plugin and use it to write a simple campaign or multiplayer scenario. - Create a menu item which clears all current configured files by the wesnoth plugin. This will allow users to reset their configuration o
    4 KB (562 words) - 04:11, 3 May 2023
  • ...ty level before starting the scenario, and it is not possible to allow the scenario to set what 'variables' can be customized by players before game is started ...e known at the time we parse those config files. Currently, we parse those files before entering the multiplayer lobby. As a consequence, we cannot select d
    6 KB (900 words) - 20:17, 5 May 2023
  • ...wing artists to work with one single large image rather than many seperate files.<br /> ...n seperate .png files into an organized spritesheet and creates a new .cfg files that is adjusted to use a spritesheet.<br />
    14 KB (2,515 words) - 01:21, 21 March 2013
  • ====Project files dependecy tree==== ...n see how a certain declared macro/variable will affect subsequent related files and also their scope. Basically, we can see the relation from a file to ano
    27 KB (4,496 words) - 18:16, 24 April 2023
  • An ideal scenario or campaign would be one that uses WML to define the basic structure and th ...t, src/scripting/lua.cpp should be split into smaller, logically-organized files so that the file does not grow too large and unmanageable with the improvem
    35 KB (5,933 words) - 02:38, 24 April 2023
  • ...er in C++ that would load the images from spritesheets using configuration files generated by the tool. The tool would generate configuration files describing how the sprites are packed.
    30 KB (4,530 words) - 01:47, 21 March 2013
  • ...he changed files preselected. The list can be modified by adding or taking files out Even though the project is for JDeveloper, it contains normal .java files, so you should be able to explore the code from any interface, or directly
    23 KB (3,897 words) - 03:45, 21 March 2013
  • source-file-name:lineno:column: in toplevel tag [scenario] ...the source, how th SGT know about it? I think two ways: one to add source files names to schema file (this can be a little help to developer, trying to fix
    18 KB (2,642 words) - 11:13, 14 October 2013
  • <h4>Kornel Kisielewicz - pure Lua-based scenario definition</h4> ...ng Wesonth scenarios without the usage of WML, instead relying on pure Lua files. This suggestion is motivated by many problems that arise in the usage of W
    17 KB (2,867 words) - 12:25, 9 April 2011
  • * I did submit a patch to correct the VC9 project files, but then I realized it was a duplicate of one from three weeks earlier. *# Implement Lua script manager to track files loaded by wesnoth.require and wesnoth.dofile (by July 20th)
    30 KB (4,934 words) - 00:55, 4 May 2023
  • ...a practical guide for setting up and testing Formula AI functionality in a scenario. It does not give a complete description of the Formula AI language. See [[ ...o be evaluated against all the default CAs. See the Micro AI Lurkers test scenario in ''/data/ai/micro_ais/'' for an explanation of how this can be done (yes,
    17 KB (2,764 words) - 15:22, 7 April 2023
  • ...dding the AI to a scenario (this works in both single and multi player) at scenario setup time. Custom AIs can also be added to [[#Custom_AIs_in_Eras_and_Modi === Mid-scenario Candidate Action Changes ===
    32 KB (5,391 words) - 19:39, 15 July 2020
  • ...(which we can't be certain of after any kind of game event took place, WML scenario code can erase and replace units at will). See for instance wb::move::apply ...irc. If I'm hard to reach you can also find my email in the game's source files (if you're gonna make the effort to find it, I can make the effort to read
    7 KB (1,116 words) - 04:06, 21 March 2013
  • ...ure that compatibility with old savegames remains. The same applies to the scenario transitions: current workarounds have to be supported as much as possible. ...code to create a cleaner separation between code that handles things in a scenario and code that handles things outside of scenarios.
    13 KB (2,168 words) - 03:12, 21 March 2013
  • [[Category:SoC Ideas AI Scenario Objectives 2012]] ...o know all the AI programming in Wesnoth, take notes on the most important files, current ways of AI and Lua functions available.</p>
    29 KB (4,171 words) - 03:15, 21 March 2013
  • * WML parameterisation: The recruitment pattern will be improved to allow scenario editors to be more specific on which units should be recruited. ...r:1px dotted #AAA;padding:5px;"|Support new WML markup, getting closer the scenario editors and the community to understand what should be configurable. What a
    34 KB (5,773 words) - 19:55, 20 March 2013
  • ...In addition, the neural nets used by ML Recruiter are serialized as .json files, which is a format Wesnoth has not yet contained. So why is this patch wor ...ld:100 --parm 2:gold:100 --parm 1:village_gold:2 --parm 2:village_gold:2 --scenario multiplayer_Weldyn_Channel --parm 1:gold:100 --parm 2:gold:100 --ai-config
    30 KB (3,821 words) - 15:54, 25 October 2019
  • * Micro AIs allow Wesnoth campaign and scenario authors to add new AI functionality without the need for any AI programming ...easible, but adapting it to work (only) in the specific setting of a given scenario is often quite simple. If you do not know how to do this, please post a mes
    115 KB (19,006 words) - 17:35, 16 August 2023
  • OOS is an error that occurs in a Wesnoth multiplayer scenario or a replay when two machines disagree (or one machine disagrees with a rep ...g mismatched game files, or even by cheating, but it is commonly caused by scenario designers / add-on makers writing unsafe code. This page is about how to wr
    14 KB (2,373 words) - 08:03, 19 April 2023
  • ...master/scenarios/healer_support.cfg healer_support.cfg] is an example of a scenario that uses a Micro AI and the [micro_ai] tag. ...uick look at it and keep it in mind as a reference for the code in the Lua files you will be working with.
    23 KB (3,948 words) - 03:24, 16 November 2022

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