Hm, thanks for the hint... I did some tests on it and its quite strange: You have to enable shadows once. You can disable them again right away. When they were enabled once or are actually enabled the feature drawing works correctly.
Something seems to happen when you enable shadows. This doesnt get reverted even when you disable them again. But I have no clue what. Any ideas?
Imo the 'EXPLOSION' text is unneeded, it's pretty clear from the flashing circle what it indicates, if text was going to be used i'd prefer to know how much damage the death explosion did.
Yes, agreed. After playing some games I have to admit that it is highly annoying to get this explosion range for each and every building you place. So I changed it so you have to press the META-key (Space) when placing buildings to see the blast range. I hope it does not interfer with other keyboard/UI commands. What do you think?
Attachments:
File comment: DR 5.11 -EXPLOSION-text replaced by explosion's default damage -press meta (space) to see blast range when placing buildings gui_defenseRange.lua [49.51 KiB]
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(Yes I know this might result in marker spam, I actually would really like to have a widget that underlines the enemy radars, jammers, and minefields when you select a Juno, but I know squat about lua coding.)
BTW, some people made widgets that mark Dragon's Eyes. I think it's a bit problematic, because the greatness of dragon's eyes is that they are hard to spot, even when de-cloaked.
Besides that I have reworked this widget completely. I have split it up into four individual widgets so each function goes into its own file. So for your case there is a unitMarker-widget (I think I posted an early version in this thread some months ago). Defense Range itself will only support static unit lists then, no more auto-detection cause it just fails if it comes to supporting different mods. Im going to bed now I will post them tomorrow, its barely tested but you can have a try with it.
Here they are. I dont know when I will have time to test them but if someone has the patience to use them I would be happy to hear about bugs and problems and suggestions.
Attachments:
File comment: Blast Radius -displays blast radius of select units (META+X) and while placing buildings (META) gui_blastRadius.lua [9.04 KiB]
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File comment: Ghost Site -displays ghosted buildings in progress (in green) and features (DragonTeeth/Walls whatever) unit_ghostSite.lua [7.56 KiB]
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File comment: Unit Marker 1.1 -currently only CA and BA Nukes and AntiNukes get marked. Others can be added easily within the file -multiple mod support (currently CA & BA. They can be added/tweaked easily) -no multiple markers if multiple players use it unit_marker.lua [5.18 KiB]
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While we are at it: I played around with a widget for local team recoloring (idea from another thread): You can put a list of player names and colors inside the widget and it will recolor these players as desired. If another player has that color already the colors will be swapped. This is even less tested You have to manually disable and re-enable after the game has started since obviously changing team colors in widget:Initialize doesnt work.
Attachments:
File comment: Local Team Colors Updated! Now probably even working! unit_localTeamColors.lua [5.22 KiB]
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File comment: Defense Range 6 -only static unit lists supported (currently just BA, others to add) -all other functions besides range drawing have gone to own files -combo-units (air and ground) do correctly drawn with two circles gui_defenseRange.lua [33.84 KiB]
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Last edited by very_bad_soldier on 15 Apr 2009, 19:02, edited 1 time in total.
IMHO it's best to keep the widgets separate, so that you can de-activate some of them if you wish, but we do need to be able to separate them in different categories, a bit like in Ice UI.
BTW, did you fix the spec problem with the unit marker? (Specs are adding automatic markers too) It might be interesting to keep it for some units, to show the specs when a player is building something that will change the game, like a t2 fac, a nuke, a big bertha/vulcan...
Any way to make the blast radius toggle on and off with a button like you've got for ground defense, air defense, and anti-nukes on Defense Range widget? I'm thinking 3 buttons, one for showing the blast radius of enemy buildings, one for showing the blast radius of your buildings under construction, and one for showing the blast radius of all your buildings and friendlies buildings.
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