-
-
Notifications
You must be signed in to change notification settings - Fork 988
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
no_leader=yes broken if the map file has a starting position for this side #2604
Comments
I an not 100% sure what this report is about so i'll just say what i know: The beviour of no_leader was changed in 1.13 during the spmp patch: It now just means that the mp initilisation code will not generate a default leader. This means if your side has a type= defined, the presence of type= will take priority over the no_leader attribute. in 1.13 no_leader defaults to true for [side]s in [scenario] but not for [side]s in [multiplayer]. In particular no_leader should no longer be used in sp, just omit the type= attribute.
It probaly does a calulcation like this: 1) 6 starting positions and one [side] with controller=ai gives 6-1=5 sides. |
The Ai side has no type= attribute either... It pretty much has nothing besides some [unit]s I have a look at your change in an hour. |
it previously only worked if both leader_lock and no_leader were set to yes. from looking at the code i wonder what currently is the point of no_leader at all. I think no type= attribute together with leader_lock=yes should have the same effect? #2604
Looks like that number is the number of sides that a player is allowed to control:
I'm not sure how that's the wrong behavior. |
what he is surpoised about is that the game engine generates sides for each starting position in the map, so if your scenario has 4 [side]s but your map has 6 starting positions, the engine will add 2 [side]s to the scenario wml. |
Well that kinda makes sense. Why have a starting position without a side. |
in his case becasue he wanted to reuse a map file for multiple mp scenarios (one beeing for 3 players the other beeing for 6 players) |
i don't really have a strong opinion on whether to keep that behviour or not, but in any case it should be properly documented. |
BTW, I also don't understand the bug he says is fixed. |
this is marked as fixed becasue the main part 'no_leader=yes broken' is fixed, #2605 is still open. |
…efined. fixes one part of wesnoth#2604
I have now merged #2605 as well. |
This are three related bugs, one is a regression, one is fixed in 1.13.
Following situation. You have a map designed for 6 players, with six starting positions.
You have two scenario files which use this map
One scenario has a seventh side for an AI unit with no_leader=yes and hidden=yes. This one
The other scenario file is for three players, and the AI is side 4. In difference to the other scenarios the sides are 1-3, 4 is the AI. The leaders for side 1-3 are placed with the x,y keys, ignoring the starting position defined in the map file. Side 4 has no_leader=yes and hidden=yes.
That's the UI part which I mean in MP Create, in case it's unclear.
The text was updated successfully, but these errors were encountered: