Disabling User Lua - Page 3

Disabling User Lua

Hearken back to the days of yore and enjoy the first major Spring module!

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pintle
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Joined: 19 Dec 2005, 16:01

Re: Disabling User Lua

Post by pintle »

JohannesH wrote:
pintle wrote:@nanoblocking: UNFOLD TIME! The only unit that can effectively nano block in XTA is the Commander; you can do it with mass air cons, but anything breathes on them and they all die.
wrong.
Maybe with BA unit scripts, care to explain how I am wrong in the context of XTA please?
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Disabling User Lua

Post by babbles »

pintle wrote:
JohannesH wrote:
pintle wrote:@nanoblocking: UNFOLD TIME! The only unit that can effectively nano block in XTA is the Commander; you can do it with mass air cons, but anything breathes on them and they all die.
wrong.
Maybe with BA unit scripts, care to explain how I am wrong in the context of XTA please?
lol I nano block all the time to save a con from a scout >_>
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Disabling User Lua

Post by Tribulex »

yes widgets do make it significantly easier :)


Anyone interested in removing this "hack", or do people see it as legitimate. Would be easy to fix with a gadget.


Also im neutral in this dont think im trying to break your strategies, just asking.
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manolo_
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Joined: 01 Jul 2008, 00:08

Re: Disabling User Lua

Post by manolo_ »

1)hack=widget

2)or do u mean remove the possibility in general of using a building as shield?

my opinion:
-disable 1 if possible and 2 is valid


btw are u now the new dev?
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BrainDamage
Lobby Developer
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Joined: 25 Sep 2006, 13:56

Re: Disabling User Lua

Post by BrainDamage »

http://springrts.com/phpbb/viewtopic.ph ... ui#p305515
dizekat wrote:Unpack the mod, rename "lockluaui.txt" in the gamedata folder to exactly this name:
"lockluaui.txt.pwned_by_dizekat.b7pxw5lockluaui.txt" , pack the mod back.
You should now be able to play, even with people using original mod, and use any widgets.
if you want, I can list at least 3 other ways to achieve the same effect
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Spawn_Retard
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Joined: 21 Dec 2006, 14:36

Re: Disabling User Lua

Post by Spawn_Retard »

trib number 1 dev gogogo
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: Disabling User Lua

Post by JohannesH »

Brain Damage wrote:http://springrts.com/phpbb/viewtopic.ph ... ui#p305515
dizekat wrote:Unpack the mod, rename "lockluaui.txt" in the gamedata folder to exactly this name:
"lockluaui.txt.pwned_by_dizekat.b7pxw5lockluaui.txt" , pack the mod back.
You should now be able to play, even with people using original mod, and use any widgets.
if you want, I can list at least 3 other ways to achieve the same effect
I think people might find maphack more useful, why not tell about that.
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Disabling User Lua

Post by Regret »

Isn't it against forum rules to spread hacks?
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Disabling User Lua

Post by Tribulex »

wow thanks for 5 100% unrelated posts. Let me quote myself, try to respond this please lol :D

Referring to nanoblocking:
Tribulex wrote:yes widgets do make it significantly easier :)


Anyone interested in removing this "hack", or do people see it as legitimate. Would be easy to fix with a gadget.


Also im neutral in this dont think im trying to break your strategies, just asking.
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Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: Disabling User Lua

Post by Spawn_Retard »

thanks braindamage :-)
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Disabling User Lua

Post by manolo_ »

1)hack=widget

2)or do u mean remove the possibility in general of using a building as shield?

my opinion:
-disable 1 if possible and 2 is valid


btw are u now the new dev?
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Disabling User Lua

Post by Tribulex »

im saying definitely do #1 by disabling user lua, and im wondering if people want me to do #2
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: Disabling User Lua

Post by JohannesH »

Tribulex wrote:im saying definitely do #1 by disabling user lua, and im wondering if people want me to do #2
How would you go about doing #2? Well maybe nanoframes that have 0 hp shouldnt destroy projectiles, but besides that I dont see how to disallow nanoblocking in a sensible manner, and its been always a part of the game.

As long as you cant spawn a row of nanoframes every frame, I dont see any problem with it
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: Disabling User Lua

Post by zwzsg »

In the unit script, you can write the animation that deploy and fold back the nano in such a way there it can't immediatly build again.
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Disabling User Lua

Post by manolo_ »

zwzsg wrote:In the unit script, you can write the animation that deploy and fold back the nano in such a way there it can't immediatly build again.
thats already there (besides air-cons)
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Disabling User Lua

Post by Tribulex »

im pretty sure that if one build is in range and immediately comes after the previous it doesnt refold the nano turret but ill check.
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: Disabling User Lua

Post by JohannesH »

Tribulex wrote:im pretty sure that if one build is in range and immediately comes after the previous it doesnt refold the nano turret but ill check.
It refolds it but that has nothing to do with how nanoblocking should be done in practice

Learn to play?
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Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: Disabling User Lua

Post by Spawn_Retard »

I just realised tribulex has been trolling everyone and this could never happen. Damn how dumb am I.


7/10 trib.
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Tribulex
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Re: Disabling User Lua

Post by Tribulex »

shift shut the fuck up
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Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: Disabling User Lua

Post by Spawn_Retard »

no u
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