Search found 23 matches
- 31 Jul 2010, 07:18
- Forum: Lua Scripts
- Topic: TeamCircles
- Replies: 70
- Views: 8645
Re: TeamCircles
I love it.
- 30 Jul 2010, 19:51
- Forum: Lua Scripts
- Topic: TeamCircles
- Replies: 70
- Views: 8645
Re: TeamCircles
aegis' version appears to have trouble handling certain maps: [ 6440] Error in Initialize(): [string "LuaUI\Widgets\unit_circle_0.5.2.lua"]:211: attempt to index field '?' (a nil value) [ 6440] Removed widget: Unit-Circles 0.5.1 changing line 210 from: for udid=1, #UnitDs do to: for udid,u...
- 11 Jul 2010, 19:44
- Forum: Lua Scripts
- Topic: Help! (strange bug in my code)
- Replies: 6
- Views: 1113
Re: Help! (strange bug in my code)
I'm not sure exactly what the problem is, but try calling destroy functions from gameframe instead. so: function gadget:GetInfo() return { name = "Fail Gadget", desc = "Various ways to kill stuff", author = "eyu100 (Eric Yu)", date = "2010-07-10", license = &q...
- 11 Jul 2010, 15:26
- Forum: Engines Of War
- Topic: Engine naming thread
- Replies: 27
- Views: 17047
Re: EoW - Engine naming thread
I vote
Paladin, Shadow, Raptor, Orthodox/Hellbore
Paladin, Shadow, Raptor, Orthodox/Hellbore
- 29 May 2010, 15:50
- Forum: Lua Scripts
- Topic: Ghosted Build Queue
- Replies: 6
- Views: 1303
Re: Ghosted Build Queue
V2:
Changed how I handled the constructors so there are less tables.
Updates now only if unitCommand() is called
-Better response time + less lag
Tried to work out my own queue handling system but detecting removed build items isn't working for me yet.
Changed how I handled the constructors so there are less tables.
Updates now only if unitCommand() is called
-Better response time + less lag
Tried to work out my own queue handling system but detecting removed build items isn't working for me yet.
- 29 May 2010, 08:22
- Forum: Lua Scripts
- Topic: Ghosted Build Queue
- Replies: 6
- Views: 1303
Re: Ghosted Build Queue
I did include something to prevent drawing the same queue more than once.
I gave a lot of consideration to handling the queues more properly, but my laziness got in the way.
I'll work on it.
I gave a lot of consideration to handling the queues more properly, but my laziness got in the way.
I'll work on it.
- 29 May 2010, 04:58
- Forum: Lua Scripts
- Topic: Ghosted Build Queue
- Replies: 6
- Views: 1303
Ghosted Build Queue
I wanted something to show my/allied build queues as ghosts all the time without using showallcommands So I came up with this: http://springrts.com/phpbb/download/file.php?id=4510 It does not show the order of the build queues. Obvious performance issues would be if you used lots constructors or lon...
- 18 May 2010, 15:14
- Forum: AI
- Topic: Shard 0.4/dev
- Replies: 839
- Views: 299232
Re: Shard
Each time I play this with CA or Evo I crash. So i picked this out of the infolog: [ 0] <SkirmishAI: Shard (team 1)>: ...ring\AI\Skirmish\Shard\0.25\ai\EvoRTS\behaviours.lua:1: attempt to index global 'ai' (a nil value) stack traceback: [C]: ? [C]: ? ...ring\AI\Skirmish\Shard\0.25\ai\EvoRTS\behaviou...
- 06 Jan 2010, 13:16
- Forum: Lua Scripts
- Topic: Simple Button Questions
- Replies: 10
- Views: 1439
Re: Simple Button Questions
Any examples you can give us? I can't find another widget that makes buttons, to find out how.
- 06 Jan 2010, 02:36
- Forum: Lua Scripts
- Topic: Simple Button Questions
- Replies: 10
- Views: 1439
Re: Simple Button Questions
I'd actually like to know this aswell...
- 19 Dec 2009, 14:50
- Forum: Lua Scripts
- Topic: widget request:"more than" simple formations
- Replies: 34
- Views: 4308
Re: widget request:"more than" simple formations
All done.
I didn't do much testing, but since it worked that's fine for me.
If anything goes wrong let me know ^^.
There is one setting in the code you can change:enjoy.
I didn't do much testing, but since it worked that's fine for me.
If anything goes wrong let me know ^^.
There is one setting in the code you can change:
Code: Select all
local formationType = 2 --- Controls what formation the units take (1-5)
- 08 Dec 2009, 15:07
- Forum: SPADS AutoHost
- Topic: Communication problems between SPADS and spring-dedicated
- Replies: 1
- Views: 708
Communication problems between SPADS and spring-dedicated
Should there be any problems running the autohost on the same computer that will be using it? I cant seem to make autohost commands work from in-game (such as !stop or !force), and in the battle lobby the autohost tells me: Killing Spring process (by SkyStar) AutoHost shutdown scheduled (reason: SIG...
- 02 Dec 2009, 01:26
- Forum: Lua Scripts
- Topic: Some widgets
- Replies: 5
- Views: 1103
Re: Some widgets
Love it ^^
- 11 Oct 2009, 01:36
- Forum: Lua Scripts
- Topic: Red UI widgets
- Replies: 78
- Views: 11516
Re: Red UI widgets
Ah now I understand, thank you for your time to answer ^^.
- 11 Oct 2009, 01:21
- Forum: Lua Scripts
- Topic: Red UI widgets
- Replies: 78
- Views: 11516
Re: Red UI widgets
In your resource bars, can you explain whats the difference between pull and expense? I don't quite understand how expense can sometimes not be the same as pull.
- 25 Sep 2009, 01:49
- Forum: Lua Scripts
- Topic: command cycle widget
- Replies: 2
- Views: 1029
Re: command cycle widget
CopyQueuePasta does not save the copied queue beyond whatever game it was copied in. (In short as soon as the game ends all copied queues are deleted) Or unless I don't understand buffer properly then im wrong (says queues are saved in the buffer). Software cannot be intelligent enough to make the c...
- 29 Aug 2009, 22:31
- Forum: Lua Scripts
- Topic: IceUI
- Replies: 611
- Views: 96716
Re: IceUI
Mod specific GUI layouts would be nice, but its just a suggestion ^^ no complaints.
- 09 Aug 2009, 23:41
- Forum: Lua Scripts
- Topic: Easy Facing
- Replies: 32
- Views: 5638
Re: Easy Facing
Nice, this makes me wonder where you guys get your ideas :)
- 06 Aug 2009, 14:43
- Forum: Lua Scripts
- Topic: ETA for unit arrival? does such widget exist?
- Replies: 8
- Views: 1556
Re: ETA for unit arrival? does such widget exist?
You would have to get the real move speed instead of the max speed in a units unitdefs to most accurately estimate arrival time?
So count how far the unit moves on the x,z axis for 1 second, then divide the distance by how far it moved?
So count how far the unit moves on the x,z axis for 1 second, then divide the distance by how far it moved?
- 29 Jul 2009, 02:23
- Forum: Lua Scripts
- Topic: widget request: auto dgun
- Replies: 30
- Views: 2663
Re: widget request: auto dgun
xD, all I did was dig around the forums(which you could've done on your own, considering all I did was search "auto dgun"). Considering how small the widget is you shouldn't be surprised that its very basic. ----------- Also I meant that since this widget dguns any enemy regardless of dire...