Search found 456 matches
- 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.
- 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.
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.
- 15 Aug 2009, 04:57
- Forum: Lua Scripts
- Topic: Advanced Players List widget
- Replies: 175
- Views: 20314
Re: Advanced Players List widget
Control + F11Caydr 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.
Drag around with left click
Lets user put it where they want, better than any automatic placing.
- 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...
- 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)
- 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 ...
- 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...
- 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...
- 08 Aug 2009, 03:29
- Forum: Balanced Annihilation
- Topic: effectiveness of cb'ing best enemy player
- Replies: 45
- Views: 3335
Re: effectiveness of cb'ing best enemy player
I hate you.
- 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
Really you should just order them how you want, and theyll stay that way
- 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)
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)
- 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.
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.
- 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...
- 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...
- 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
( number teamID ) ->
nil | number killed,
number died,
number capturedBy,
number capturedFrom,
number received,
number sent
- 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 ...
- 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...
- 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.
- 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.
- 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.