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by SkyStar
31 Jul 2010, 07:18
Forum: Lua Scripts
Topic: TeamCircles
Replies: 70
Views: 8645

Re: TeamCircles

I love it.
by SkyStar
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...
by SkyStar
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...
by SkyStar
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
by SkyStar
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.
by SkyStar
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.
by SkyStar
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...
by SkyStar
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...
by SkyStar
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.
by SkyStar
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...
by SkyStar
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:

Code: Select all

local formationType = 2 --- Controls what formation the units take (1-5)
enjoy.
by SkyStar
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...
by SkyStar
02 Dec 2009, 01:26
Forum: Lua Scripts
Topic: Some widgets
Replies: 5
Views: 1103

Re: Some widgets

Love it ^^
by SkyStar
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 ^^.
by SkyStar
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.
by SkyStar
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...
by SkyStar
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.
by SkyStar
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 :)
by SkyStar
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?
by SkyStar
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...

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