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by Niobium
15 Aug 2009, 05:50
Forum: Lua Scripts
Topic: Advanced Players List widget
Replies: 175
Views: 20314

Re: Advanced Players List widget

Oh, well that's something that the maker(s) need to add/fix then.
by Niobium
15 Aug 2009, 05:05
Forum: Lua Scripts
Topic: Advanced Players List widget
Replies: 175
Views: 20314

Re: Advanced Players List widget

local widgetPosX = vsx-200
local widgetPosY = 0

Those are the defaults for when there is no config file. So for you you want to raise widgetPosY. (0, 0) is bottom left. (vsx, vsy) is upper right. I assume 200 is the width of panel.
by Niobium
15 Aug 2009, 04:57
Forum: Lua Scripts
Topic: Advanced Players List widget
Replies: 175
Views: 20314

Re: Advanced Players List widget

Caydr wrote:Hi, I'm trying to integrate this into AA but I would like it to automatically dock to the right side of the screen, offset from the bottom of the screen by a given number of pixels.
Control + F11
Drag around with left click

Lets user put it where they want, better than any automatic placing.
by Niobium
14 Aug 2009, 06:52
Forum: Lua Scripts
Topic: Ally Selected Units
Replies: 48
Views: 5252

Re: Coop: Selected Units

One thing: I assume the callin "UnitCommand" is also called when a teammate gives a command? The "Hot"-unit stuff wont work if thats not true. Maybe someone who knows for sure about it can tell. Yes, it will. It gets called for every command that is successfully issued. Includin...
by Niobium
10 Aug 2009, 09:35
Forum: Lua Scripts
Topic: Easy Facing
Replies: 32
Views: 4662

Re: Easy Facing

If you changed it to face to where your mouse is relative to the building, that would be perfect, and faster to get to the direction you want (Only 1 move)
by Niobium
10 Aug 2009, 07:33
Forum: Balanced Annihilation
Topic: Balanced Annihilation V6.96
Replies: 270
Views: 19455

Re: Balanced Annihilation V6.96

Basically the FARK just feels lame, especially for a t2 unit. It might be a lot more fun and balanced if it had some advantage, like much cheaper in cost than the Freaker and stealth ability. Or keep your t1 lab and use rezers.. Arm and core are not meant to have identical units. Just like arm veh ...
by Niobium
10 Aug 2009, 06:25
Forum: Lua Scripts
Topic: Ally Selected Units
Replies: 48
Views: 5252

Re: Coop: Selected Units

You can deselect units via Lua, by doing a GetSelection() type call, removing items from the result, then calling a SetSelection() type call with the new table. Hm, can't find any references to those functions in the wiki and not in the spring sources. Calling them fails too. You actually used them...
by Niobium
09 Aug 2009, 04:48
Forum: Lua Scripts
Topic: Ally Selected Units
Replies: 48
Views: 5252

Re: Coop: Selected Units

Great job, but did u think about lock selected stuff? i mean that when u select units others teammates cant use it. coop mod is really interesting. Thanks! I tried to implement but it seems to be impossible to deselect units by Lua or to make it impossible for the player to select certain units, at...
by Niobium
07 Aug 2009, 08:03
Forum: Lua Scripts
Topic: Custom Formations 2
Replies: 112
Views: 10419

Re: Custom Formations 2

Um, a bit hard to do really.

Really you should just order them how you want, and theyll stay that way
by Niobium
06 Aug 2009, 08:48
Forum: Lua Scripts
Topic: Custom Formations 2
Replies: 112
Views: 10419

Re: Custom Formations 2

v2.2 released, fixes a very annoying bug with v2.1 when using a single unit.

Note that the single-unit path thing works with fight/attack/patrol/etc, handy to use if you have a single transport carrying a few units, as it also works with unload (So you have a line of evenly spaced unloads)
by Niobium
05 Aug 2009, 12:11
Forum: Lua Scripts
Topic: how to get unit ID of units attacking you (in a widget)
Replies: 10
Views: 396

Re: how to get unit ID of units attacking you (in a widget)

Spring.GetUnitLastAttacker(unitID) -> attackerID

Call this on :UnitDamaged, and there you go, the missing piece.

Note that it will only return the attackers ID if it can see the attacker (Los or radar), so you should nil check it.
by Niobium
05 Aug 2009, 12:02
Forum: Lua Scripts
Topic: Widget signing gadget (request)
Replies: 274
Views: 8450

Re: Widget signing gadget (request)

One Widget could easily destroy that gameplay, by simply highlighting all enemy units using gl.Unit calls, making them clearly visible through the game's foliage that would normally make them hard to observe. That's the thing about this issue- when you look outside BA, it's easier to see why it's a...
by Niobium
05 Aug 2009, 09:53
Forum: Lua Scripts
Topic: Widget signing gadget (request)
Replies: 274
Views: 8450

Re: Widget signing gadget (request)

Are there widgets which give a large advantage to players with them, over players that don't have them? No. Will there be any widgets like that in the immediate future? No. (Widgets have been around for how long now?) Can a widget do anything a skilled player couldn't? No. Because of the above, woul...
by Niobium
04 Aug 2009, 05:00
Forum: Lua Scripts
Topic: Gadget: player has taken the lead with xxx kills
Replies: 39
Views: 3888

Re: Widget request: player has taken the lead with xxx kills

Spring.GetTeamUnitStats
( number teamID ) ->
nil | number killed,
number died,
number capturedBy,
number capturedFrom,
number received,
number sent
by Niobium
03 Aug 2009, 08:15
Forum: Lua Scripts
Topic: Custom Formations 2
Replies: 112
Views: 10419

Re: Custom Formations 2

Version 2.1 released. Get from SpringDownloader or the widget database Implemented TFCs idea. With a single unit selected it will follow the line starting immediately. Works with shift, but cannot be inserted. Waypoints are spaced a minimum distance apart (Configurable at top of file). Shouldn't be ...
by Niobium
02 Aug 2009, 22:19
Forum: Lua Scripts
Topic: Custom Formations 2
Replies: 112
Views: 10419

Re: Custom Formations 2

For solo units may I suggest adding some functionality like this since clicking and dragging with 1 unit currently doesn't have a function in spring: <image> I've already hacked this into my copy but it was a quick job and not very neat so i'll keep it to myself for now, however it is a useful skir...
by Niobium
30 Jul 2009, 04:47
Forum: Balanced Annihilation
Topic: Balanced Annihilation V6.96
Replies: 270
Views: 19455

Re: Balanced Annihilation V6.96

Two minor bugs: core t2 radar kbot is still in vehicle moveclass. crashers can only be built on perfectly flat terrain (by freaker) +1 to both. The same need-perfectly-flat-ground applies to jethros built by consuls as well, while other units such as cans/raiders/pyros etc don't have any issues.
by Niobium
30 Jul 2009, 04:41
Forum: Lua Scripts
Topic: Widget signing gadget (request)
Replies: 274
Views: 8450

Re: Widget signing gadget (request)

I see all this talk about banning/restricting widgets, when there are really no major examples out there of widgets that give a significant advantage and are not readily available.
by Niobium
29 Jul 2009, 04:19
Forum: Balanced Annihilation
Topic: Flying Radar Jammers
Replies: 22
Views: 2030

Re: Flying Radar Jammers

Arm dragonflies (T2 trans) jam radar, generally works to jam both them and passengers, but when turning it can fail, due to radius being so small. Should be buffed so it actually works.

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