Quantcast
Channel: The Battle for Wesnoth Forums
Viewing all articles
Browse latest Browse all 1439

WML Workshop • Re: [anitmation] conditionals

$
0
0
Thanks. Looking at that got me thinking that I don't necessarily need to concentrate on [death], since if my unit hits on offense he's going to die. I'd still like to get the filters working (special_id_active I think on attack) just to understand them.

Defense is a bit harder. I'm not sure what

Code:

 [defense] hits=yes 
would mean, my unit hitting as a defender, or my unit being hit by the defender while my unit attacks, or ... It seems there are like 8 states total (I am attacker/defender * I hit/miss/I am hit/I am missed) but only 4 configurable options ([attack_anim] hit=yes/no, [defend] hit=yes/no).

Actually, in my case I don't really need a unit animation. I'm initiating the death via [harm_unit], so I could just display an animation at the same time, assuming there's a way to show an animation that's not part of a [unit_type] -- there must be, right?

Statistics: Posted by white_haired_uncle — Yesterday, 9:21 pm



Viewing all articles
Browse latest Browse all 1439

Trending Articles