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  • ...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
  • '''''Scenario file''''' [scenario]
    28 KB (4,620 words) - 16:16, 4 July 2013
  • ...derscore but without the quotes). Make sure you select a save-type of 'all files' and not 'text document (.txt)' for this file. If you selected 'text docum ...''path''' specifies a path to the directory where the compiled translation files will be stored. This should be a file inside the campaign directory. Right
    11 KB (1,732 words) - 19:52, 29 January 2023
  • To make the game notice changes to the WML files, either press F5 on the title screen, or start the game from the command li ...erthing in the prestart event is done during the loading-screen before the scenario begins. To create this event, we use the following WML:
    17 KB (2,325 words) - 20:35, 29 January 2023
  • ...executes a file. The rules for locating the files are the same as for WML files, except that they require a ''.lua'' extension instead of ''.cfg.'' Any ext ...discarding any additional ones. If the module is a directory, then all lua files are loaded, and a table containing the resulting modules is returned, with
    40 KB (6,092 words) - 18:12, 17 April 2024
  • * To save gold for the next scenario when the enemy is almost defeated ...ated list containing unit types, usages, or levels. This is meant to let a scenario editor make an easy hack for making the AI recruit more units of a specific
    21 KB (3,118 words) - 05:25, 27 February 2024
  • Actually, it’s just like folders and files on your hard disk. Each name/value pair is like a file, ...units, locations, and some code blocks, but you can’t directly access to scenario
    48 KB (6,497 words) - 12:57, 17 July 2019
  • ...modifications that might be useful to the users. Wizards should include a scenario wizard and campaign main wizard, as these are the most painful to build by I'm not... but I'd be happy to give people the flash or swf files for the first two projects
    16 KB (2,529 words) - 21:12, 4 April 2014
  • ...ly <b>music</b>. Here we will assume you are creating a campaign or single-scenario add-on. ...os go in <b>maps</b> (see [[BuildingMaps]]. All configuration (‘.cfg’) files for scenarios go in <b>scenarios</b> (see [[BuildingScenarios]]).
    6 KB (1,068 words) - 22:51, 8 November 2020
  • ...er's cpp files. I think it would be make game more batter by changing this files. singleplayer-> select a specific scenario-> select AI level-> call multiplayer.cpp with player ac AI(user selected(no
    10 KB (1,742 words) - 11:34, 7 April 2014
  • ...and by the looks of it Battle of Wesnoth would also join my list(stuck on scenario 9 though) ...the game better but after that I kind of got a hang for it. I played upto scenario 5 in first campaign in about 5 hours and then had to restart due to lack of
    25 KB (4,396 words) - 03:34, 16 November 2022
  • *WML (the wesnoth specific scenario language) ...switch back to vim once I figure out a good way to manage large numbers of files.
    17 KB (2,856 words) - 03:39, 4 April 2014
  • ...or defines and similar things that are usually parsed out when reading the files. I think that they could be created through inheritance and a few modificat ...ustom abilities and weapon specials in UnitWML, maybe possible alternative scenario paths.
    14 KB (2,298 words) - 19:32, 14 April 2014
  • ...portant''' to understand this, as it is a frequent source of confusion for scenario creators. An aspect is a parameter that the AI framework provides to scenario creators for configuring the AI behavior. For example, one can change how
    15 KB (2,475 words) - 00:47, 28 November 2022
  • ...is created at the game creation screen, generally to generate a map for a scenario. ...esnoth.something''', for example [[LuaAPI/wesnoth#wesnoth.scenario|wesnoth.scenario]], might be part of Core and not a separate module.
    12 KB (1,780 words) - 13:24, 29 April 2024
  • ...one no matter how much redundant code one would create. While this kind of scenario is extremely rare, and every effort should be made to find creative solutio ...ew APIs internals are changed, and can usually be organized into their own files and/or modules so that they don't clutter the cleaner code. Many such wrapp
    18 KB (2,944 words) - 10:10, 12 February 2018
  • ...' tag can help our game to find files it can use (such as map and scenario files). Here's how:
    9 KB (1,456 words) - 03:19, 7 May 2023
  • ...full ''#textdomain'' directive or leave nothing. Don't put any of these in files other than those with .cfg extension. " + _"(Novice? level, 1 scenario.)"
    19 KB (2,809 words) - 15:24, 25 November 2021
  • It tells the game to load all .cfg files inside the ''utils'' folder of our add-on, just like we did with scenarios. ....cfg'' or ''macros.cfg'', if it's something more specific we can name it ''scenario-macros.cfg'', ''bigmap.cfg'', ''abilities.cfg'' etc. For the purpose of thi
    28 KB (4,415 words) - 16:53, 25 November 2021
  • An add-on typically contains other files, see for example [[AddonStructure]] or [[BuildingCampaignsTheCampaignFile]] To help prevent clashes between add-ons, when starting a scenario the engine only loads the active add-ons. An add-on is active if one or mor
    6 KB (988 words) - 05:26, 27 February 2024
  • | Whether to display single-player scenario add-ons. | Whether to display multiplayer scenario add-ons.
    43 KB (6,159 words) - 17:55, 27 April 2024

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