I found an easy was to enable or disable widgets using the following Spring Commands:
Spring.SendCommands({"luaui enablewidget <widgetName>"})
Spring.SendCommands({"luaui disablewidget <widgetName>"})
Search found 13 matches
- 21 Mar 2012, 01:27
- Forum: Engine
- Topic: Loading a Widget from a different Widget or Gadget
- Replies: 4
- Views: 983
- 19 Mar 2012, 04:23
- Forum: AI
- Topic: How to use the GiveOrderToUnit with the CMD.STOP
- Replies: 0
- Views: 1134
How to use the GiveOrderToUnit with the CMD.STOP
I am trying to get a unit to stop. I can get the unit to move, attack and other commands using the GiveOrderToUnit function. When I try: Spring.GiveOrderToUnit(currentUnitID, CMD.STOP,{},{}) I get the following error message: Unsafe attempt to change game state If anyone knows why the stop command w...
- 19 Mar 2012, 04:15
- Forum: Engine
- Topic: Loading a Widget from a different Widget or Gadget
- Replies: 4
- Views: 983
Loading a Widget from a different Widget or Gadget
Is there a Spring command that will load/initialize a widget?
I am looking for the something like the widgetHandler:RemoveWidget(), but with the flexibility to add and initialize any widget (by name or id), once a gadget detects a specific event.
Thanks
I am looking for the something like the widgetHandler:RemoveWidget(), but with the flexibility to add and initialize any widget (by name or id), once a gadget detects a specific event.
Thanks
- 12 Feb 2012, 03:51
- Forum: Lua Scripts
- Topic: Gadget Unsynced functions
- Replies: 4
- Views: 797
Gadget Unsynced functions
my gadget unsyced code does not seem to run at all. I have tried many different functions in the unsynced portion, such as: function gadget:Update() function gadget:Initialize() I can not even get the below posted example to run the unsynced portion. if (gadgetHandler:IsSyncedCode()) then --SYNCED C...
- 10 Feb 2012, 23:25
- Forum: Lua Scripts
- Topic: Call a function from a Widget in a Gadget
- Replies: 2
- Views: 982
Re: Call a function from a Widget in a Gadget
That worked perfectly! Right now to pass information from the Widget to the Gadget I am using messages. I feel that this is not the best way to do this. Can you register any function form anywhere as global? I am considering moving more of the functionality into gadgets, where possible. With respect...
- 10 Feb 2012, 22:22
- Forum: Lua Scripts
- Topic: Call a function from a Widget in a Gadget
- Replies: 2
- Views: 982
Call a function from a Widget in a Gadget
I have a Gadget doing some calculations and I want to call a function that is contained in a Widget. The Gadget has both syced and unsyced components. How can I do this?
- 10 Feb 2012, 14:52
- Forum: Lua Scripts
- Topic: Change a unit's attributes during game
- Replies: 13
- Views: 3199
Re: Change a unit's attributes during game
No, it is a ground unit as far as I know. The unit walks along the ground anyway.
- 10 Feb 2012, 05:53
- Forum: Lua Scripts
- Topic: Change a unit's attributes during game
- Replies: 13
- Views: 3199
Re: Change a unit's attributes during game
Thank you for your help. I am getting a "[string "LuaRules/Gadgets/modifyunitattributes.lua"]:107: Unit does not have a compatible MoveType" error in the gadget when I try to call: Spring.MoveCtrl.SetGroundMoveTypeData(id, "maxSpeed", 0.01) Is moveType need to be declar...
- 09 Feb 2012, 22:09
- Forum: Lua Scripts
- Topic: Change a unit's attributes during game
- Replies: 13
- Views: 3199
Re: Change a unit's attributes during game
Is there a way to make a gadget that modifies unit's attributes and then call the function from a widget? I have been trying to call a function from a gadget using the following include in my widget. VFS.Include("LuaRules\Gadgets\modifyUnitAttributes.lua",nil) I have tried a couple variant...
- 08 Feb 2012, 21:38
- Forum: Lua Scripts
- Topic: Change a unit's attributes during game
- Replies: 13
- Views: 3199
Re: Change a unit's attributes during game
This is exactly what I need. I tried the following just to test it. I can get the movement values, but an error occurs when the set is called. The error states "attempted to index field 'MoveCtrl' (a nil value)" for id,unitDef in ipairs(Spring.GetSelectedUnits()) do local mt = Spring.GetUn...
- 08 Feb 2012, 20:16
- Forum: Lua Scripts
- Topic: Change a unit's attributes during game
- Replies: 13
- Views: 3199
Change a unit's attributes during game
Is there any way to change a unit's canMove attribute while the game is running? I can get the value of a unit's canMove through the unitDef, but I can not seem to be able to set it to a new value. local movement = UnitDefs[unitID]["canMove"] I am looking for a way to toggle a unit's abili...
- 16 Jan 2012, 16:29
- Forum: Lua Scripts
- Topic: User Interface - Display unit portrait using a custom camera
- Replies: 14
- Views: 2135
Re: User Interface - Display unit portrait using a custom camera
I am attempting to display a portrait of the currently selected units in a widget. I would to use a camera in front of the selected unit and display the resulting image from the camera on the user interface. This would allow me to reuse passive animations and not have to create portrait images. If ...
- 12 Jan 2012, 04:20
- Forum: Lua Scripts
- Topic: User Interface - Display unit portrait using a custom camera
- Replies: 14
- Views: 2135
User Interface - Display unit portrait using a custom camera
I am attempting to display a portrait of the currently selected units in a widget. I would to use a camera in front of the selected unit and display the resulting image from the camera on the user interface. This would allow me to reuse passive animations and not have to create portrait images. If a...