Search found 456 matches
- 16 Mar 2013, 03:25
- Forum: Balanced Annihilation
- Topic: custom formations lines do not look right (stipples spacing)
- Replies: 4
- Views: 1947
Re: custom formations lines do not look right (stipples spac
The implementation of the varying line spacing (stipple) is... not good. local _,zoomY = GetCameraPosition() zoomY = zoomY/470 --magic number with 20 units its 27 stipp with 30 its 39 local lineStipple = lineLength/((GetSelectedUnitsCount()-1)*zoomY) --TODO fix the pattern and rest of math -so that ...
- 26 Dec 2012, 15:29
- Forum: Balanced Annihilation
- Topic: Clear out your widget folders and solve bugs!
- Replies: 23
- Views: 3625
Re: Clear out your widget folders and solve bugs!
That would be a good solution. But where do you think should that version come frome? Widgets do not carry a version information in their headers. You can find some that encoded a version string inside their description in an arbitrary format but that will be very unreliable to parse Im afraid. Ofc...
- 26 Dec 2012, 11:50
- Forum: Balanced Annihilation
- Topic: Clear out your widget folders and solve bugs!
- Replies: 23
- Views: 3625
Re: Clear out your widget folders and solve bugs!
I imagine there are a lot of people playing with ancient copies of widgets who: won't see this post, won't be able to follow the technical steps, or just think the widget-related bugs they are experiencing are just nuances of the mod/engine. So a better solution to this would be to change the widget...
- 07 Dec 2012, 11:57
- Forum: Lua Scripts
- Topic: Wind Speed Display
- Replies: 26
- Views: 3632
Re: Wind Speed Display
Theres no need for any font handling whatsoever: gl.Text(format('%.1f', wind), iconWidth + 13, 15, MyFontSize) Only in tweak mode is easy, just add 'Tweak' to the callins: function widget:TweakMousePress(mx, my, mButton) function widget:TweakMouseMove(mx, my, dx, dy, mButton) Given someone has probl...
- 21 Oct 2012, 18:42
- Forum: Balanced Annihilation
- Topic: Teleportation Via Intruders
- Replies: 18
- Views: 3270
Re: Teleportation Via Intruders
I don't play any more so I'll give out one of my favorite intruder exploits. The exploit combines springs odd ground-transport mechanics with the intruders release-held-units-on-death to teleport crawling bombs into an enemies seemingly-safe base. Instructions: (The blue L shape is the intruder, the...
- 07 Oct 2012, 02:10
- Forum: Lua Scripts
- Topic: LEDZ widgets: nukeTracker.lua
- Replies: 33
- Views: 16000
Re: LEDZ widgets: nukeTracker.lua
Honestly? The entire thing :-/ However, making gui in chili is apparently the easiest thing you will ever do (one of the reasons why some lua people only make things that are compatible with chili). Are there actually things that interfere, as in things break in the widget and/or chilli if both are...
- 03 Oct 2012, 10:38
- Forum: Lua Scripts
- Topic: Correct callin to use for user events
- Replies: 4
- Views: 1203
Re: Correct callin to use for user events
Don't worry about optimizing the code, simply poll the players start position every time you may be interested in it (In a :Draw_ callin if you are going to be drawing something, or :Update_ for non-drawing work). A short bug-free widget that is easy to understand and maintain is much better than on...
- 23 Sep 2012, 14:02
- Forum: Lua Scripts
- Topic: Area Mex gadget support for multiple mexes
- Replies: 8
- Views: 1595
Re: Area Mex gadget support for multiple mexes
Same pattern as the other
Becomes
Code: Select all
spGiveOrderToUnit(unitID, mexBuildCommandID, {orderedCommands[i].x,0,orderedCommands[i].z} , {"shift"})
Code: Select all
TellUnitToBuildMexAt(unidID, orderedCommands[i].x, orderedCommands[i].z)
- 23 Sep 2012, 10:56
- Forum: Lua Scripts
- Topic: Area Mex gadget support for multiple mexes
- Replies: 8
- Views: 1595
Re: Area Mex gadget support for multiple mexes
That gadget is absolutely atrocious, it really should be deleted and rewritten for scratch. However, if you are after a quick fix. I'd replace the lines that look like this: spGiveOrderToUnit(unitID, mexBuildCommandID, {data.mex[i].x,0,data.mex[i].z} , {"shift"}) With an appropriate call t...
- 08 Sep 2012, 14:59
- Forum: Balanced Annihilation
- Topic: Suggestion
- Replies: 15
- Views: 2192
Re: Suggestion
There's a couple of concerns with the general idea of reducing com wreck metal: It reduces the risk when using com as a bomb -> more combombs It reduces the reward for killing an enemy commander -> less motivation to attack commanders/armies with a commander It makes teching slower and more difficul...
- 13 Aug 2012, 10:01
- Forum: Help & Bugs
- Topic: Crashes with widget
- Replies: 9
- Views: 1716
- 13 Aug 2012, 09:59
- Forum: Lua Scripts
- Topic: CustomFormations +1
- Replies: 1
- Views: 1162
Re: CustomFormations +1
Appears to be a bug that was solved in the main custom formations widget long ago.
Replace line 757
With
Replace line 757
Code: Select all
if (#fNodes == 1) then
Code: Select all
if fDists[#fNodes] < 20 then
- 08 Aug 2012, 11:17
- Forum: Balanced Annihilation
- Topic: Brainstorm - How to mitigate the effect of cheap scout spam
- Replies: 66
- Views: 10206
Re: Brainstorm - How to mitigate the effect of cheap scout s
Imo the best solution is to allow AA to fire at land scouts. Long-range weapons Fast-moving projectiles Tracking projectiles All the above means AA are the perfect units for destroying scouts before they enter the range of your other units and bait their shots. Low collateral/side-effects Compared t...
- 15 Jul 2012, 07:00
- Forum: Balanced Annihilation
- Topic: BA relevant info about Spring 89
- Replies: 28
- Views: 7835
Re: BA relevant info about Spring 89
There is a new lock on target feature of units retaining their target after getting a move order , but it has some small issues: ... 2. If a unit is ordered to attack another unit, and the target goes out of range, the unit stops aiming and shooting at any other unit . 3. There is no visual indicat...
- 09 Jun 2012, 03:42
- Forum: Balanced Annihilation
- Topic: [SOLVED] hotkeys for ships
- Replies: 7
- Views: 1288
Re: hotkeys for ships
It's simple: Ships can't build anything that is on the hotkey (It's all land units), so the hotkey doesn't do anything. Solutions are all modside: - Add land variant to ships buildorders (odd) - Add underwater variant to toggle (which would then need to be toggled through for units that can build bo...
- 27 May 2012, 00:29
- Forum: Lua Scripts
- Topic: How to: Set text colour (color) for markers/messages
- Replies: 6
- Views: 1707
Re: How to: Set text colour (color) for markers/messages
Niobium, your points are very true. A bit cutting though. It may be a bit wrong but you don't have to lambast anyone over it. I don't know or care who wrote the code. My post says nothing about anyone, just the quality of the code. I'm not interested in who is a good or bad at coding, or who is bet...
- 26 May 2012, 06:33
- Forum: Lua Scripts
- Topic: How to: Set text colour (color) for markers/messages
- Replies: 6
- Views: 1707
Re: How to: Set text colour (color) for markers/messages
To be more general, see the color2incolor and incolor2color functions here: http://code.google.com/p/zero-k/source/browse/trunk/mods/zk/LuaUI/Widgets/chili/Headers/util.lua Wow, that code sucks. It has almost as many problems as lines. For reference: function color2incolor(r,g,b,a) local colortable...
- 07 May 2012, 09:04
- Forum: Game Development
- Topic: Invulnerable units
- Replies: 4
- Views: 1105
Re: Invulnerable units
Relevant:
Spring.SetUnitNeutral(number unitID, boolean neutral) -> nil
Spring.SetUnitNeutral(number unitID, boolean neutral) -> nil
- 04 May 2012, 13:48
- Forum: Lua Scripts
- Topic: Unit Custom Range Rings Widget
- Replies: 20
- Views: 3389
Re: Unit Custom Range Rings Widget
What it would look like in the other structure, missing any optimization of course: local ringsDefs = { [UnitDefNames.armcom.id] = { { color = {1, 1, 1, 0.25}, radius = 350 }, { color = {1, 1, 0, 0.5}, lineWidth = 2, radius = 250 }, }, } local ringedUnits = {} function widget:Initialize() for _, uId...
- 04 May 2012, 12:14
- Forum: Lua Scripts
- Topic: Unit Custom Range Rings Widget
- Replies: 20
- Views: 3389
Re: Unit Custom Range Rings Widget
Don't use pairs either. Keep track of two tables, one indexed by unitID and the other iterable. These tables need references to each other to handle delete operations. Ugh... Do not follow this advice. This pattern leads to large, ugly, unreadable, hard to understand, hard to maintain, bug prone co...