View topic - default widget put your building in wait when you E-stall



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PostPosted: 04 Jun 2012, 14:13 
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Joined: 14 Jan 2009, 14:20
Anyone know the name of that widget ? so I can finally disable it
All my building/unit go on wait when I E-stall and never go back to normal.

I need to reclaim factory cause there is no unwait button. I have been looking for the widget doing that forever and I cannot find it. Since it is quite an unexpected and hard behavior to reproduce. it mostly happen in ffa. When you I am typically with +5kE prod, -10kE drain. Maybe that is a magic number problem somewhere in one of the widget.

I have NO additional widget, just the default BA's
I am using ubuntu 12.04 x64


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PostPosted: 04 Jun 2012, 16:27 

Joined: 20 Oct 2009, 12:04
LOL.
This is "D-gun unstall" widget.

But you can "unwait" your factory using "wait" button in orders menu (take a look at attached screenshot).

P.S. TY for bug report. I enabled and tested this widget. So this widget set my labs on "wait" too and even after dgun, factory are still on "wait".


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screen00037.png [1.71 MiB]
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PostPosted: 04 Jun 2012, 17:04 
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Joined: 14 Jan 2009, 14:20
Do you mean the widget activates even you DO NOT Dgun ?


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PostPosted: 04 Jun 2012, 17:15 

Joined: 20 Oct 2009, 12:04
albator wrote:
Do you mean the widget activates even you DO NOT Dgun ?

No, looks like this widget has bug. It not removes "wait" command from factories after I use d-gun. Even if I deselect my commander - factories are still on wait.

I tested it under Fedora 17 linux)


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PostPosted: 04 Jun 2012, 17:54 
Lua Coder
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Joined: 20 Feb 2007, 01:10
Works fine for me. I am using the attached widget. Please test if it works for you too so I can replace the BA one.
Fun fact: The widget has the exact same name and same description but different authors.


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unit_dgun_unstall.lua [6.91 KiB]
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PostPosted: 04 Jun 2012, 18:40 

Joined: 20 Oct 2009, 12:04
very_bad_soldier wrote:
Works fine for me. I am using the attached widget. Please test if it works for you too so I can replace the BA one.
Fun fact: The widget has the exact same name and same description but different authors.


Widget that comes with BA is modified version of widget you attached. Actually BA version of widget should be better. For example, in your version functions like "Spring.GetPlayerInfo(MyTeamId)" are not cached like "local GetPlayerInfo = Spring.GetPlayerInfo".

I tested your version of widget and it does not work at all. (I put your widget in luaui/widgets of my spring so it overrides BA version). It does not set factories on wait.

Looks like your widget uses old API: "if (UD.TEDClass == "COMMANDER") then"
The same in BA widget: "if UnitDefs[unitDefID].canManualFire then"


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PostPosted: 04 Jun 2012, 18:51 
Tournaments Moderator
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Joined: 08 Dec 2007, 17:39
Location: UK - England
This is mine which works fine:

http://pastebin.com/LKFjdiPg


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PostPosted: 04 Jun 2012, 19:35 
Lua Coder
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Oops yeah sorry, I confused myself. I meant to post the one Jazcash posted, thats the one that works for me. Actually it is buggy too but better than nothing...


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PostPosted: 05 Jun 2012, 10:51 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Run a quick diff on them: http://www.quickdiff.com/


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PostPosted: 05 Jun 2012, 12:13 
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Joined: 17 Sep 2010, 14:49
very_bad_soldier wrote:
Oops yeah sorry, I confused myself. I meant to post the one Jazcash posted, thats the one that works for me. Actually it is buggy too but better than nothing...

I think I'll still prefer nothing...

And put nanos in a ctrl group and it's trivial to wait them anytime.


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PostPosted: 05 Jun 2012, 12:22 
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Joined: 26 Oct 2007, 15:21
Nanos default to passive, and by the time you have lots of nanos, dgun estall is usually not an issue. It is mostly an issue during early game, when energy production and storage are low.


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PostPosted: 05 Jun 2012, 13:38 

Joined: 20 Oct 2009, 12:04
Looks like last author of current BA implementation is BrainDamage (author = "BD"). I think we need his opinion. Maybe current implementation is better and bug is easy to fix.

My knowlage of lua and spring lua api are not good. So I can't appraise which implementation is better. Working is better then broken ofc, but BD version can has better realization.


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PostPosted: 05 Jun 2012, 14:42 
Lua Coder
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Johannes wrote:
very_bad_soldier wrote:
Oops yeah sorry, I confused myself. I meant to post the one Jazcash posted, thats the one that works for me. Actually it is buggy too but better than nothing...

I think I'll still prefer nothing...

And put nanos in a ctrl group and it's trivial to wait them anytime.

Trivial? Means 3 extra keypresses in an already micro-critical situation. But of course you are free to just not activate widgets you dont like.
And what Behe said, often nanos are not the problem anyway.


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PostPosted: 05 Jun 2012, 14:49 
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Joined: 17 Sep 2010, 14:49
[number] -> w, what 3rd key are you thinking of?

Well, I wish I could properly group the lab without fucking up the groupings of the units it makes though.


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PostPosted: 05 Jun 2012, 14:51 
Lua Coder
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Johannes wrote:
[number] -> w, what 3rd key are you thinking of?

Switching back to com?


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PostPosted: 05 Jun 2012, 15:34 
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Joined: 14 Jan 2009, 14:20
imo, just remove the widget that does not work, no need to make all building go on wait. That is confusing and make player reclaiming factory to play is annoying


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PostPosted: 05 Jun 2012, 16:20 

Joined: 20 Oct 2009, 12:04
albator wrote:
imo, just remove the widget that does not work, no need to make all building go on wait. That is confusing and make player reclaiming factory to play is annoying


Then "pro" players will use such widgets and dgun while noobs will just estall and loose.


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PostPosted: 05 Jun 2012, 17:16 
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Joined: 14 Jan 2009, 14:20
jamerlan wrote:
albator wrote:
imo, just remove the widget that does not work, no need to make all building go on wait. That is confusing and make player reclaiming factory to play is annoying


Then "pro" players will use such widgets and dgun while noobs will just estall and loose.


"PRO player" dont need autostall Dgun widget.

And better that than having player raging cause nothing is building anymore

Imo, before caring of pro/noob, better caring of game working properly


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PostPosted: 05 Jun 2012, 20:25 

Joined: 20 Oct 2009, 12:04
albator wrote:
Imo, before caring of pro/noob, better caring of game working properly


Sure it will be fixed in next version! And thank you for reporting this! But we need to find best solution.


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