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  • ...ould also be able to use the Formula AI to tweak an AI to make the AI in a scenario behave how they want. The formula language must be able to access information about the scenario being played to make intelligent decisions. Thus there are various 'inputs'
    16 KB (2,683 words) - 15:21, 7 April 2023
  • ...create and support a new way of writing Formula AI, i.e. formula AI script files to allow reuse and support building of pluggable Formula libraries: ...ulebases the designer can choose from to customize the AI for a particular scenario or deathmatch.
    10 KB (1,601 words) - 03:20, 16 November 2022
  • === Scenario/Campaign editor === ...arios, it is necessary to manually edit WML files - XML-like configuration files. The goal of this project would be to create a graphical editor to make the
    7 KB (1,170 words) - 14:30, 9 December 2022
  • I chose the scenario editor project from the list. I chose this project because I would like to - Modification of basic scenario infomation
    8 KB (1,290 words) - 10:44, 13 December 2022
  • ...as a practical guide for setting up and testing Lua AI functionality in a scenario. It does not give a complete description of Lua or Lua AI. See [[LuaAI]] The example listed below is that of the ''Simple Lua AI Demo'' scenario of the ''AI-demos'' add-on. You can go there if you want to see this used
    22 KB (3,300 words) - 03:48, 11 November 2022
  • ...dly, intuitive editor for someone, who has some good ideas for campaign or scenario but cannot realise it, because creating a WML code is not a promising persp ...raphic user interface for WML (giving opportunity to export and import WML files). To achieve this I will use the Java language. Basic idea is to create a f
    10 KB (1,686 words) - 10:23, 13 December 2022
  • ...e <tt>ll</tt> is the given language's code, like that used for names of PO files (e.g. <tt>de</tt>, <tt>pt_BR</tt>, etc.) That's it. ...t users will see the original image -- just like with fuzzy messages in PO files.
    54 KB (9,029 words) - 06:36, 25 April 2024
  • Habituellement c'est le dossier "C:\Program Files\Wesnoth\data" mais il se peut qu'il se trouve à un endroit différent si v ...\userdata ou C:\Users\Nom_d'utilisateur\AppData\Local\VirtualStore\Program Files\Wesnoth\userdata sous Windows Vista, qui dispose de sossiers virtuels. Atte
    8 KB (1,231 words) - 12:03, 8 October 2020
  • ...d layout features, we use the '''test scenario''', a highly decorated test scenario with a ton of graphical features that we can click around in to quickly spo === The test scenario ===
    9 KB (1,613 words) - 04:50, 4 December 2023
  • ...lf. For testing, let's put all of the journey in at the start of the first scenario, Story_of_Wose/scenarios/1_The_Oldwood.cfg ...ually edit journeys represented as specially delimited sections in in .cfg files.
    14 KB (2,279 words) - 18:14, 21 November 2019
  • ...un it, an obscure error appears, stopping him from even entering his first scenario. Such errors are often difficult to debug, leaving the aspiring coder with # [[BuildingCampaignsTutorial/FirstScenario|First Scenario]]
    2 KB (242 words) - 18:22, 24 June 2010
  • to automatically load Wesnoth Mode for all files with a .cfg [scenario]
    14 KB (2,067 words) - 03:24, 7 May 2023
  • ...t is expected that you know most WML tags, comprehend the contents of save files and have good understanding of variables and variable arrays in WML (not al ...events can set up pretty much anything, they are fired before you see the scenario.
    19 KB (2,806 words) - 02:13, 14 February 2023
  • ...to the programmer(s) that included the "speaker" in the comments of the po-files (Ivanovic?)! Those are definitely helpful and make this approach possible. ...d ':;s/\n:/:/;N;T' | sed ':;s/\n\n/\n/;N;T'| sed "s/#. \[scenario\]/\n#. \[scenario\]/g" > target-language-script.txt
    10 KB (1,685 words) - 10:01, 2 April 2021
  • ...], all functionality of [multiplayer], [tutorial] and [test] is ported to [scenario] ...'heavy' logging I mean really verbose things, including logging the entire scenario
    44 KB (7,542 words) - 19:06, 5 May 2023
  • ...(one campaign consists of several scenarios) and multiplayer (one isolated scenario). The savegame information for both share a lot of stuff, but there are als ...vegame format, that allows to store all information needed for any kind of scenario and to write the code supporting this format.
    10 KB (1,689 words) - 22:02, 25 March 2009
  • Here we will show you a very simple scenario file and explain each line of it. ...ot fully functional, but it will show the basics needed to describe what a scenario is all about.
    16 KB (2,648 words) - 22:06, 10 October 2018
  • ...nts suggestions on the EasyCoding page-poisoning imrovement- and i wrote a scenario to test my improvement,under the guidance of boucman and with help of Drago ...familiar with formula AI about 1.5 week -playing game , looking to header files and class reference , read documentations about FAI on wiki , looking for f
    17 KB (2,894 words) - 00:07, 21 March 2013
  • Stable versions of each AI files will be changed *only* for bugfixes or when testing shows that the change i ...extracted into separate library code to avoid unnecessary duplication. The files will be moved into separate dir 'src/ai', since, IMO, 'ai' is a separate mo
    41 KB (7,000 words) - 02:53, 21 March 2013
  • ...y even starting resources on both sides, and just within a very restricted scenario for GSoC, say with 2-3 units on each side..), ===A DETAILED EXAMPLE OF MY DESIGN IN ACTION IN A PROOF-OF-CONCEPT TEST SCENARIO===
    35 KB (5,527 words) - 00:08, 21 March 2013
  • I have eliminated several redundancies in save files, the biggest being the [player] tag, which contained persistence (aka carry ...unit,...) are used in the scope of play_controller (i.e., within a single scenario). WML/config objects are used for reading/writing savegames and between sce
    36 KB (5,842 words) - 01:09, 21 March 2013
  • ...on], [campaign] and [resource]. These [lua] tags are then copied into the [scenario]/[multiplayer] when it is played, just like [event]s inside [era] or [modif ...e console. Global variables assigned in the Lua console are not visible to scenario code, but remain between invocations of the console within a single game, a
    22 KB (3,191 words) - 02:14, 25 April 2024
  • ...nerated. A program will also be written to take wesnoth maps, generate PNG files of them (if there isn't already such functionality) and color in each tile | Create a section of stats that gives a breakdown by tile on a scenario of the units killed on that tile. The presentation will be a jscript-enhanc
    13 KB (2,161 words) - 00:17, 21 March 2013
  • ...ake compilation much easier, and svn to make getting access to the group's files much more straightforward. While coding, I usually use a simple Emacs, as ...as intended and it should be fairly straightforward to implement it into a scenario or campaign. Then, tests can be run to see exactly how effective the progr
    20 KB (3,488 words) - 21:58, 3 April 2009
  • ...mming I'm comfortable with: I like designing an architecture, working with files, defining protocols, and so on. * general game information: game type (multiplayer, campaign, etc), scenario, and so on
    28 KB (4,753 words) - 03:32, 21 March 2013
  • ...ath (relative or absolute) to the addon, meaning the creator can store the files wherever they want. # Server sends an archive of icon files. Either a tar, or a custom format.
    39 KB (6,571 words) - 22:12, 20 March 2014
  • *[[MakingCampaignInWML3|Part 3: Improving the first scenario]] '''Important note: after making any changes in your add-on, save all modified files first, then reload Wesnoth either by closing and running it again or by cli
    16 KB (2,681 words) - 09:53, 18 January 2022
  • ...ialog as it was circa 2011. For the up-to-date text, refer to the scenario files}} ==Scenario 1: The Elves Besieged==
    120 KB (21,542 words) - 07:36, 3 February 2023
  • : <i>"I started TRoW last April, even after it was scenario complete it was still eating all of my free time (Time not spent sleeping, ...the story between the scenarios so you can decide what will happen in each scenario:
    9 KB (1,451 words) - 09:32, 15 February 2022
  • ...which would have local use for the current file only or globa use for the files that include/are included by the current file. The flag could even be a fil ...ety and content of the game settings, and better WML will give campaign an scenario designers more creative power. In addition to the above debugging is a very
    13 KB (2,298 words) - 01:13, 21 March 2013
  • ...be a parameter to switch on or off the detailed alliance settings, so that scenario/map makers can choose to stick with the simple method. The new parameters w ...this. Ally-controlled villages will similarly be marked. Additionally, the scenario creator will be able to specify whether the settings chosen by a given play
    22 KB (3,767 words) - 00:59, 21 March 2013
  • ...d read variables for maps and campaigns, using them to create an different scenario each time the map/campaign is played. ...layer map) so it can be used later, in others games to create an different scenario and experience. A possible syntax was suggested by Crab_:
    10 KB (1,755 words) - 03:33, 21 March 2013
  • ...ixing the incorrect error messages returned by the misuse of macros in WML files. The fixed error messages will display the accurate file and line number of For this example, I downloaded the version 1.9.0 Wesnoth files off of the s&shy;&shy;v&shy;&shy;n on March 31, 2010. I went into (wesnoth
    12 KB (2,181 words) - 23:23, 20 March 2013
  • * 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. *Now - May 23: Research the internal workings of WML, and scenario/campaign design, discuss with mentors and UMC developers to determine needs
    33 KB (5,376 words) - 00:03, 21 March 2013
  • * Eclipse will launch wesnoth directly with the active scenario to start. * Next_scenario attributes will be checked if there is a scenario with the given ID and mark it as error if otherwise.
    4 KB (600 words) - 15:51, 30 June 2020
  • ...oth Code to read sprite sheets using its description file instead of image files. WML (the wesnoth specific scenario language):
    11 KB (1,941 words) - 01:05, 21 March 2013
  • ...d on a project in a team of 3 to create a software solution for a specific scenario/requirement pre-fixed by school lecturers. It was pretty trivial, in that t - I am currently working in a team of 6 people, on a game files synchronization software that is planned to be publicly released to the pub
    33 KB (5,803 words) - 00:12, 21 March 2013
  • The WML files apply to a specified schema (data/schema.cfg): it has to be converted into ...k trace and the wml variables environment, facilitating debugging the .cfg files. (Crab_ suggested I shouldn't dive in this, but I will give some of my idea
    29 KB (4,996 words) - 06:48, 19 April 2023
  • This page describes the [[LuaWML]] functions for handling Lua files. ...s [http://www.lua.org/manual/5.1/manual.html#5.1 basic.dofile] for loading files. Loads the given filename (relative to the content directory) and executes
    3 KB (496 words) - 13:33, 12 February 2021
  • * WML (the wesnoth specific scenario language) ...tness for the sake of organization, it could be implemented in many header files, although I expect that one should suffice.
    36 KB (6,071 words) - 04:17, 3 May 2023
  • I plan make a tag to save and read variable in files it's for a single player missions, then i thinking and discuss about multpl * WML (the wesnoth specific scenario language)
    8 KB (1,415 words) - 01:23, 21 March 2013
  • ...s, [get_global_variable] and [set_global_variable]. They should be used on scenario WML, and their usage will allow that variables, as defined by the [set_vari I'm planning to store global variables on simple wml files with syntax borrowed from uncompressed saves. Each add-on will have its own
    20 KB (3,399 words) - 01:25, 21 March 2013
  • ...ate a database of default configurations (most likely just a collection of files). This project would also involve creating a dialog for input configuration *June 13 - June 19: Work on configuration files for input... Base on hotkey configs.
    11 KB (1,810 words) - 01:35, 21 March 2013
  • === Scenario Files Created by the Scenario Editor === ...ed WML. A comment warning about this is now added at the top of these .cfg files.
    2 KB (377 words) - 05:51, 12 September 2020
  • For scenario titles, scenario IDs and filenames, our preferred version of '''title case''' (there are sev For example, if you had a scenario called ''A Man, an Elf and a Diary'', the scenario filename might be
    21 KB (3,291 words) - 06:04, 14 June 2023
  • ...data files for this campaign, which were based on Normal difficulty. Thus, scenario-specific notes which do not specifically mention a difficulty level are eit ..., so if you're already reading this walkthrough - you may want to read one scenario ahead.
    40 KB (7,082 words) - 20:10, 3 March 2021
  • This scenario was relatively easy, especially with the backup from the NPC. 3/10 for diff Scenario objectives were perfectly clear.
    17 KB (2,879 words) - 02:59, 6 March 2011
  • ...(1) What difficulty levels and what version of Wesnoth have you played the scenario on?</em> <em>(2) How difficult did you find the scenario (1-10)</em>
    30 KB (5,465 words) - 03:03, 6 March 2011
  • ====Display of campaigns in scenario selection==== ...ce between those two is also that the information shown has to differ. For scenario you have tunable setting (village gold, starting gold, experience modifier,
    18 KB (3,078 words) - 17:43, 20 March 2013
  • ...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
  • '''''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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