With this update all functions besides drawing range circles have been removed and can be found in other widgets. There is no more automatic detection of units to draw ranges for, there is a unit list now for each supported mod. Currently CA and BA are supported. Adding support for other mods is easy as pie.
-Displays ranges of ally and enemy defense buildings. (Ground/Air/Anti-Nuke)
Enter tweak mode by pressing CTRL+F11 and you can drag the buttons position around to fit your needs.
See following image for an example:
Feature requests and bug reports are welcome. Thanks to the Lua guys for helping me out!
Props to Evil4Zerggin and Marmoth for code samples!
Changelog: v6.12 -bugfix (BA Ambusher working again)
v6.11 -BA: added (missing) water defenses: TorpedoLauncher, Float-HLT, Float-MissileTower
v6.1 -TweakMode fixed -XTA-Support (thx to _manolo)
v6.0 -all functions besides range drawing removed -combo units having ground and air weapons are correctly drawn using two circles
v5.11 -updated: you now have to press meta-key (space) to see blast range when placing buildings -updated: EXPLOSION-text replaced by explosion's default damage
v5.1 -added: displays blast radius when placing buildings -added: hides gui correctly when pressing F5 -added: tweak mode added to move buttons around when pressing CTRL+F11
v5.01 -fixed ghosted features
v5.0 -Improved accuracy of range circles -More accurate DPS-colors (using BurstFire) -ghosted features -fixed Air for BA
v4.13 -fixed: green ghosted buildings do not disappear -small bugfixes and refactors
v4.11 fixed glBlending
v4.1 added: GhostedBuilding for nano frames fix for CA CA/mod specific color config
v4.0 added: new unitFile system added: optimization and rewrites added: range color depending now on dps added: units can have more than one weapon (like Doomsday in BA) added: dynamic line width and alpha depending on camera height added: selfd-radius AND explosion-radius are visible added: remembers button states from last game fixed: in team games markers get set only by one player (no more multitagging) fixed: BA armclaw and cormav fixed
v3.7q (thx to quantum) fixed for CA performance improvements
v3.7 added: Press meta + X to see selfd blast radius of selected units ("meta" is by default the space key) -> Space + X
v3.6 fixed: bug of disappearing ranges (hopefully, pls email me if it still happens ) added: buttons now resize depending on resolution added: new weapon detection method depending on static unit files updated: opacity of drawn range circles reduced to 0.1 which is more subtle
v3.4 fixed: works now with spring svn version (>0.75b2) fixed: some unit detection glitches (Screamer/Mercury in CA) note: XTA works with svn version
v3.3 fixed: Juno does not get marked as Nuke any longer (thx to Klopper)
v3.2 fixed: Renders correctly on ATI now fixed: AntiNuke/Nuke gets marked again fixed: Widget gets disabled in spectator mode fixed: some speedups
v3.1 -fixed: AntiNuke (sorry)
v3: -added: support for combo units (ground and air -> CA) -added: support for different mods, especially CA (XTA does not work properly) -updated: new icons -updated: unit de├óÔäó┬ªtection (more accurate now, at least I hope) -updated: code cleanup
v2: minor bugs fixed (killed inclusion of opengl.h, correct resetting of OpenGL parameters)
Please leave the room as you would wish to find it. (means you should reset gl.Color to full white (1,1,1,1) and you should reset gl.LineWidth(1.0) after you finished your drawings)
opengl.h.lua is outdated (-> is not included in new installers). The reason why you get an error if you don't include it, is because you use GL_* but it is in GL.* in lua (you can localize those const if you want): see here
i would prefer it if you would draw the ranges on the minimap ^^
Last edited by jK on 25 Oct 2007, 16:04, edited 2 times in total.
Thanks for your hints. It's fixed now and still working
Yes, it's MelTrax IceUI, which is awesome. I didnt made any further modifications to the font.
ATM the widget only looks for buildings, mobile units are not taken into account.
The behaviour of just marking loaded Antinukes is very strange
It is not intended and quite mysterious I will have to test it. Thanks for reporting.
It seems like the weapon definitions and its damages get handled in another way in XTA. I was not able to determine the weapon types like I did in mods like BA and CA. If someone has a hint for me what I am doing wrong I would like to implement XTA-support as well.
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