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.
Yeah, I think too its better to split it up since the functions are barely related to each other (ok, blast radius is arguable).
BlueTemplar wrote:
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...
Yes it disables itself in spec mode. I dont really understand why to keep for some units even for specs. Specs can see the markers by players but they should IMO not interact with the actual game (and place markers on their own).
Extending the blast radius stuff a bit further sounds interesting (btw showing blast radius of selected units is already in by pressing space+x).
Extending the blast radius stuff a bit further sounds interesting (btw showing blast radius of selected units is already in by pressing space+x).
My concern is that hitting space+x when you're building blocks of units with shift and control or alt is going to be way too difficult unless you're really flexible or have 6 fingers.
yeah, alt ctrl and shift should all activate the blast radius, because this information is the most useful when trying to build many buildings close together. At least for me, i always have one hand near the ctrl alt shift area
Thanks for report, I noticed strange behavior too, but since I moved to a new house I didnt really had time to care about that. Anyway, here is a (hopefully) fixed version.
But AFAIK BA does prefer mod-included widgets over user-installed widgets now, so you can't use it by just dropping it in your widget-folder.
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