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[ABC] Information message

Brisco

Member
Hello, the question of the day is... :)

It is possible to reveal messages of information when one adds a unit or when one selects an option? If so, how to make?

thanks
 
I don't understand what you mean by "reveal messages of information". Can you give me a concrete example of what this would look like to users?

Thanks, Rob


At 01:17 PM 1/16/2007, you wrote:

Hello, the question of the day is...
icon_smile.gif


It is possible to reveal messages of information when one adds a unit or when one selects an option? If so, how to make?

thanks
 
example: one army does not have right which a tank for one has squad and not more. I would like to be able to announce this point of regle when one selectionne a tank by posting a message to the screen. I could manage that with exclusion groups, but the truth being which I do not sometimes happen to make between unit:) I do not have an other example, but that when I would also be useful to me selectionne some option
 
At 02:12 PM 1/18/2007, you wrote:

example: one army does not have right which a tank for one has squad and not more. I would like to be able to announce this point of regle when one selectionne a tank by posting a message to the screen. I could manage that with exclusion groups, but the truth being which I do not sometimes happen to make between unit:) I do not have an other example, but that when I would also be useful to me selectionne some option
I'm still not certain I understand fully - I think it's a language translation problem on my end. However, from what I can tell, you want to display a message on the screen when various restrictions do or don't apply. The only way to display messages within AB is to either (a) put something in the description text for a unit or (b) control options to appear/disappear with the appropriate information.

You can use overrides to control how AB handles a unit different sitautions, and you can use rulesets to let the user configure the situation. But I'm not sure that applies for what you are doing.

If this is not something to control via rulesets, then you're probably best off using tags. The parent unit is assigned a tag that controls whether action (a) is taken or action (b) is taken. Then the option(s) configure themselves based on the presence of the appropriate tags.

I really need you to try explaining this again. The language issue is causing me all sorts of problems in grasping what you're describing. And if anyone else here knows the game well enough to assist in the translation, I would greatly appreciate the help. :-)

Thanks, Rob
 
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