Agreed, I have edited my post.PepeAmpere wrote:Maybe you should specify, that YOUR widget works only with spring 94+, not a1983's work. Otherwise it can cause missunderstandingjseah wrote:ONLY WORKS ON SPRING 94.0+
Search found 42 matches
- 03 Jul 2013, 04:07
- Forum: Lua Scripts
- Topic: Attack area visualization widget
- Replies: 10
- Views: 3666
Re: Attack area visualization widget
- 29 Jun 2013, 15:41
- Forum: Lua Scripts
- Topic: Attack area visualization widget
- Replies: 10
- Views: 3666
Re: Attack area visualization widget
I made a similar widget, mine only works on 94.0+ though
http://www.mediafire.com/?6b2r5rxfu5brhw5
Similar work using new 94.0 TryTarget functions. Was not aware of this when I made it.
Pics:
http://i253.photobucket.com/albums/hh47 ... n00006.png
http://www.mediafire.com/?6b2r5rxfu5brhw5
Similar work using new 94.0 TryTarget functions. Was not aware of this when I made it.
Pics:
http://i253.photobucket.com/albums/hh47 ... n00006.png
- 13 Jun 2012, 23:23
- Forum: Map Creation
- Topic: And you said spring is ugly?
- Replies: 69
- Views: 14411
Re: And you said spring is ugly?
Currently, this map fails to load with mod: ZK lobby: ZKL Something to do with units. I went into the units folder and replaced the alltreeunits.lua file with individual unit files for the trees and it now works. - Although the trees cause Chilli Cursortip to crash, which I am not qualified to fix L...
- 06 Apr 2012, 15:43
- Forum: Feature Requests
- Topic: New Lua function: HasClearFiringLine
- Replies: 2
- Views: 1291
New Lua function: HasClearFiringLine
http://springrts.git.sourceforge.net/git/gitweb.cgi?p=springrts/springrts;a=blob;f=rts/Sim/Weapons/Weapon.cpp;h=d4d852eb206449890fd23100d6de897a7851bfb6;hb=HEAD Could I request that HaveFreeLineOfFire or TryTarget become callable as a Lua function? More precisely, I would like a function that return...
- 20 Mar 2012, 23:04
- Forum: Lua Scripts
- Topic: Detection of clear firing lines
- Replies: 0
- Views: 733
Detection of clear firing lines
From the ZK forum AA micro thread: http://zero-k.info/Forum/Thread/1076 I'm now considering the problem of firing lines. Basically, I have no easy way of detecting if a tower can fire at a certain unit or if an ally/hill is in the way. Spring engine does it apparently, since towers on fire at will a...
- 10 Sep 2011, 15:17
- Forum: Feature Requests
- Topic: Let widgets use some COB functions
- Replies: 0
- Views: 858
Let widgets use some COB functions
Could I ask that some of the COB functions (eg. GetCOBUnitVar) get moved to widgets instead of being gadget-only?
If the widgets can't write to the unit data, they won't need to be on everyone's machine. Sometimes reading it is useful. (detecting when a unit is firing)
If the widgets can't write to the unit data, they won't need to be on everyone's machine. Sometimes reading it is useful. (detecting when a unit is firing)
- 02 Sep 2011, 12:59
- Forum: Help & Bugs
- Topic: ZK wolverines not firing: Indirect fire trajectory
- Replies: 1
- Views: 620
ZK wolverines not firing: Indirect fire trajectory
http://zero-k.info/Forum/Thread/914 I asked why wolverines refuse to fire up onto a cliff and got told that it was an engine problem. Could someone clarify what the problem is? It seems pretty simple to have the engine do a calculation of where the projectile will land without including error bars a...
- 08 Aug 2011, 12:00
- Forum: Feature Requests
- Topic: Share Unit Control
- Replies: 1
- Views: 1632
Share Unit Control
Cross posting from the ZK forums: http://zero-k.info/Forum/Thread/810 Played warcraft a bit for nostalgia's sake and noticed the share control function. Basically, you check the box next to a player's name and that ally can control your units too. A notification pops up to tell them, of course. This...
- 21 Jun 2011, 07:30
- Forum: Engine
- Topic: Multi-Touch Interaction in Spring
- Replies: 23
- Views: 7741
Re: Multi-Touch Interaction in Spring
Here's another suggestion: When making a build queue, you can allow the dragging of the unit/building icon from the list to the queue. Eg. in the video, when you had the gunship fac selected, you could just touch-drag the icon for a brawler into the queue at the bottom and have the fac build it. Sim...
- 26 Apr 2011, 21:02
- Forum: Zero-K
- Topic: Unlocks and experienced players
- Replies: 134
- Views: 27530
Re: Unlocks and experienced players
Well, there have been times that I wish I had Singularity Reactor. Although in every PvP game I've played, I've come to thank myself for not buying it. Either I find and destroy the enemy's one (and a good chunk of infrastructure with it) or enemy bombers/raiders would have destroyed mine had I had ...
Re: Bow down
1) The Puppy are cool as hell, but don't really seem to *fit* into ZK. That sucker could be a whole game all on its own. I like it. Gimmicks like the puppy and the newton give ZK an interesting air, where you can do risky experimental stuff that mostly never works but when it does... In fact, I wou...
- 16 Apr 2011, 00:00
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133428
Re: Skirmish AI: E323AI 3.22.4
4 E323s and 2 KAIs? The thing is that KAIs have a tendency to operate huge swarms of units and refuse to attack defences that are too much for their units. E323AI continually probes defences and skirmishes, forcing those defences to be constructed. The way to defeat them lies in simply abusing air p...
- 14 Apr 2011, 20:33
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133428
Re: Skirmish AI: E323AI 3.22.4
If you mix E323AI with KAI and count them as 1 player, it plays semi-decently in BA.Zydox wrote:No new version on it's way?
I like playing against this AI, but it's still a bit to easy to porc it to death...
- 31 Jan 2011, 23:38
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133428
Re: Skirmish AI: E323AI 3.22.4
Played shore to shore. AI did nothing, but the logs from verbose settings told me that it kept finding the build positions blocked.
Strange that.
Strange that.
- 31 Jan 2011, 22:53
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133428
Re: Skirmish AI: E323AI 3.22.4
Yes, the sonars were built by me. When I realized the AI wasn't going to have any sonar at all (and thus can't see my sonar stations), I used my comm to build forward sonar stations because they give LOS in fog of war. At one point doing this gave me LOS to their hover fleet and allowed my battleshi...
- 30 Jan 2011, 15:50
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133428
Re: Skirmish AI: E323AI 3.22.4
Here, have a replay. This is my second game vs the new 3.25 AI. Lost my first >.<, had to relearn spring for a bit. Notes: AI can't deal with underwater units. Built sonars to get visuals on hovers! Underwater construction vehicles ignore my undefended mexes. Needs to build stuff that launch torps. ...
- 18 Nov 2010, 22:11
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133428
Re: Skirmish AI: E323AI 3.22.4
I tried a pretty strange strategy (for me at least)
Instead of trying to outbuild the AI, I just microed a small force with commander support.
Which won me the game at 10 minutes. AI needs targeting priority (shoot my commander first).
Instead of trying to outbuild the AI, I just microed a small force with commander support.
Which won me the game at 10 minutes. AI needs targeting priority (shoot my commander first).
- 12 Nov 2010, 20:01
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133428
Re: Skirmish AI: E323AI 3.22.4
My bad, sorry for not reading thoroughly.
Here, have a replay. =P
Same strategies worked as for the earlier version.
Here, have a replay. =P
Same strategies worked as for the earlier version.
- 12 Nov 2010, 17:03
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133428
Re: Skirmish AI: E323AI 3.22.4
Crash after start countdown, infolog attached.
1v1 DSD
BA 7.18
AI log folder wasn't generated... =(
1v1 DSD
BA 7.18
AI log folder wasn't generated... =(
- 27 Jun 2010, 07:47
- Forum: AI
- Topic: Skirmish AI: E323AI 3.22.4
- Replies: 749
- Views: 133428
Re: Skirmish AI: E323AI 3.19.1
My brother looked at the source for slogic's E323AI 3.21.1 and we made a hack that forced the AI to only build air. Combined with normal 3.21.1, I find it provides a more challenging gameplay due to air raiding. Idea to make one AI do air start was taken from BAI's land/eco/air division between thre...