View topic - Defense Range v6.12



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 Post subject: Re: Defense Range v5.11
PostPosted: 14 Apr 2009, 22:45 
Lua Coder
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Joined: 20 Feb 2007, 01:10
BlueTemplar wrote:
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).


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 Post subject: Re: Defense Range v5.11
PostPosted: 14 Apr 2009, 22:59 
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Joined: 28 Oct 2007, 22:37
Players can't see spec markers and drawings.


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 Post subject: Re: Defense Range v5.11
PostPosted: 15 Apr 2009, 00:12 

Joined: 27 Feb 2006, 02:04
very_bad_soldier wrote:
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.


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 Post subject: Re: Defense Range v5.11
PostPosted: 15 Apr 2009, 00:50 
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Joined: 28 Oct 2007, 22:37
And won't it interfere with the building spacing?


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 Post subject: Re: Defense Range v5.11
PostPosted: 15 Apr 2009, 03:18 

Joined: 15 Aug 2008, 17:06
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


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 Post subject: Re: Defense Range v6.0
PostPosted: 25 Apr 2009, 16:43 
Lua Coder
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Joined: 20 Feb 2007, 01:10
updated...


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 Post subject: Re: Defense Range v6.0
PostPosted: 08 May 2009, 21:40 
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Joined: 30 Jun 2008, 23:08
Location: Germany
i added xta list, wy isnt it workin


Attachments:
gui_defenseRange.lua [39.72 KiB]
Downloaded 114 times
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 Post subject: Re: Defense Range v6.0
PostPosted: 09 May 2009, 14:05 
Lua Coder
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Joined: 20 Feb 2007, 01:10
It's because you are using the armor tags from BA. You have to change them to XTA.

Code:
modConfig["XTA"]["armorTags"] = {}
modConfig["XTA"]["armorTags"]["air"] = "group_landair"
modConfig["XTA"]["armorTags"]["ground"] = "default"
modConfig["XTA"]["dps"] = {}
modConfig["XTA"]["dps"]["ground"] = {}
modConfig["XTA"]["dps"]["air"] = {}
modConfig["XTA"]["dps"]["ground"]["min"] = 50
modConfig["XTA"]["dps"]["ground"]["max"] = 500
modConfig["XTA"]["dps"]["air"]["min"] = 80
modConfig["XTA"]["dps"]["air"]["max"] = 500


You may also need to change the min/max-dps values to setup the color circles correctly (if the dps-values differ from BA's).


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 Post subject: Re: Defense Range v6.0
PostPosted: 10 May 2009, 16:06 
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Joined: 30 Jun 2008, 23:08
Location: Germany
thx works perfect

edit: maybe you could include the xta-part into the next version


Attachments:
File comment: with xta working version
gui_defenseRange.lua [39.74 KiB]
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 Post subject: Re: Defense Range v6.0
PostPosted: 16 May 2009, 14:53 
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Joined: 27 Feb 2006, 13:49
Location: Core Prime IA
BUG: when i move V6 with ctrl+F11 around it wont stay there next time widget is started again. Thats why i still use 5.11.

I use iceui.. if it is related? donthink so. Other widgets stay where i put em.


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 Post subject: Re: Defense Range v6.0
PostPosted: 20 May 2009, 17:02 
Lua Coder
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Joined: 20 Feb 2007, 01:10
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.


Attachments:
File comment: v6.1:
-TweakMode fixed
-XTA-Support (by manolo_)

gui_defenseRange.lua [39.99 KiB]
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 Post subject: Re: Defense Range v6.1
PostPosted: 02 Jun 2009, 09:04 
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Joined: 30 Jun 2008, 23:08
Location: Germany
hey,

update the supported mod-list within the downloader


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 Post subject: Re: Defense Range v6.0
PostPosted: 02 Jun 2009, 10:03 
Balanced Annihilation Maintainer
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Joined: 10 Dec 2006, 18:46
very_bad_soldier wrote:
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.


Not anymore


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 Post subject: Re: Defense Range v6.11
PostPosted: 27 Jun 2009, 15:46 
Lua Coder
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Joined: 20 Feb 2007, 01:10
New version: Missing water stuff added for BA...


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 Post subject: Re: Defense Range v6.12
PostPosted: 17 Mar 2010, 07:01 

Joined: 20 Nov 2008, 18:00
can we get this for nota???


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 Post subject: Re: Defense Range v6.12
PostPosted: 17 Mar 2010, 08:08 
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Joined: 30 Jun 2008, 23:08
Location: Germany
thelawenforcer wrote:
can we get this for nota???


u have to do it, copy paste the section of ba or xta or ca and add the turrets of nota (for the original names use moduane from trademark)


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