URL:
<http://gna.org/bugs/?14269>
Summary: name=sighted events not firing on enemy moves and
affected by delay_shroud setting
Project: Battle for Wesnoth
Submitted by: pmawhorter
Submitted on: Wednesday 09/09/2009 at 01:08
Category: Bug
Severity: 3 - Normal
Priority: 5 - Normal
Item Group: WML
Status: None
Privacy: Public
Assigned to: None
Originator Email:
Open/Closed: Open
Discussion Lock: Any
Release: Wesnoth v1.7.5+svn (38495)
Operating System: Ubuntu Jaunty
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Details:
This bug seems like it might be a regression (see bug #11286), and depending
on current policy, it may be moot (see the most recent comment on bug
#12885). Either way, I feel as though it should be reported.
If name=sighted events are no longer supported, then I should get a
depreciation warning (I get no warning, either in stderr or in-game), and the
wiki should be updated to reflect this.
If name=sighted events are supposed to work, then they need some fixing.
Right now, with "delay shroud updates" turned off, sighted events only fire
when a unit that I control sees another unit as a result of movement. If
"delay shroud updates" is on, then things like [remove_shroud] actions and
[modify_side] actions that result in new units being revealed fire
name=sighted events properly. However, in neither case to name=sighted events
fire when an enemy moves into my vision range.
Unfortunately, I don't have a test save handy, because the campaign that I'm
working on is in the process of being ported from 1.5 to 1.7, and is too
buggy in other ways to put on the campaign server. One way to test it should
be to insert the following WML into a mainline scenario, and watch the
behavior with/without "delay shroud updates" and as units move into view
during and not during your turn.
# DEBUG:
[event]
name=sighted
first_time_only=no
[message]
speaker=narrator
message="Spotted unit $unit.id with type $unit.type on side
$unit.side."
[/message]
[/event]
For now, I think I'll go with the suggestion from bug #12885 and use move_to
along with filter_vision.
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