Search found 456 matches
- 25 Jul 2009, 14:13
- Forum: Lua Scripts
- Topic: REQ: auto cancel producing unit
- Replies: 34
- Views: 5271
Re: REQ: auto cancel producing unit
I don't get what the fuss is over this widget. How often do people lose labs, that also have a near completed unit in them, and the unit also happens to be worth a lot, and the metal gained from canceling it will make a difference to their obvious predicament, which is that there are enemies in thei...
- 25 Jul 2009, 06:49
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation V6.96
- Replies: 270
- Views: 19459
Re: Balanced Annihilation V6.96
The easiest solution is to remove ships completely. There are a lot of issues with balancing ships with land, they just don't go together well. Take range for example, either ships outrange land, at which point they can siege land for free with the power to run away, or they don't outrange land, at ...
- 22 Jul 2009, 13:02
- Forum: Balanced Annihilation
- Topic: Antinuke Rocket Autobuild
- Replies: 25
- Views: 1772
Re: Antinuke Rocket Autobuild
Why can this widget not just be reduced to "when a missile is fired, queue 1 missile" ? Which could be done in like 3 lines, minus GetInfo. Seems to me like it would do the exact same thing (Combining with springs default behavior here), and would allow more ease of changing stockpile numb...
- 22 Jul 2009, 11:24
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation V6.96
- Replies: 270
- Views: 19459
Re: Balanced Annihilation V6.96
The exploit is fixed. Behavior will be as previously.
- 21 Jul 2009, 04:54
- Forum: Balanced Annihilation
- Topic: Antinuke Rocket Autobuild
- Replies: 25
- Views: 1772
Re: Antinuke Rocket Autobuild
widget:StockpileChanged(unitID, unitDefID, unitTeam, weaponNum, oldCount, newCount)
Makes it heaps easier :D
Makes it heaps easier :D
- 20 Jul 2009, 13:49
- Forum: Lua Scripts
- Topic: REQ: Loop Selection
- Replies: 20
- Views: 1399
Re: REQ: Loop Selection
Uploaded version 1.1 to springdownloader. Changelog: - Uses the ground rather than the screen - Works with moving camera - Connecting line added for clarity - Loop fades out after release Also, you only have to be holding meta when you first click, you can release it after/while you are dragging, wh...
- 19 Jul 2009, 04:47
- Forum: Balanced Annihilation
- Topic: Commbombing
- Replies: 49
- Views: 3534
Re: Commbombing
Extremely difficult to nap, possible if they turn slowly or a transport comes in on the right angle at the right time. Though also the most micro intensive dodgingeyu100 wrote:Does anyone know if turning (dancing) coms can be napped?
- 19 Jul 2009, 04:43
- Forum: Lua Scripts
- Topic: REQ: Loop Selection
- Replies: 20
- Views: 1399
Re: REQ: Loop Selection
Also Niob, making it prettier would be nice but I think you should make it stick to the map like Custom Formations line so it doesn't change when you move camera or zoom. Also, is there anyway I can make this default? I'd prefer this than rectangle. Originally it was going to stick to map, but then...
- 18 Jul 2009, 17:43
- Forum: Lua Scripts
- Topic: how to give commands on the minimap
- Replies: 5
- Views: 274
Re: how to give commands on the minimap
I can issue orders on minimap, with iceui and select through enabled
- 18 Jul 2009, 15:49
- Forum: Lua Scripts
- Topic: how to give commands on the minimap
- Replies: 5
- Views: 274
Re: how to give commands on the minimap
Its an option in spring settings.
- 18 Jul 2009, 15:48
- Forum: Lua Scripts
- Topic: REQ: Loop Selection
- Replies: 20
- Views: 1399
Re: REQ: Loop Selection
Just a note: It connects the end point to start point to complete the loop, then gets regions from there. Perhaps it should always show that line connecting end and start with a different color? Yeah, I thought about that, but I just did a solid white line to finish it off and release it. I'm not s...
- 18 Jul 2009, 15:08
- Forum: Lua Scripts
- Topic: REQ: Loop Selection
- Replies: 20
- Views: 1399
Re: REQ: Loop Selection
Just a note: It connects the end point to start point to complete the loop, then gets regions from there.
So you could do an L shape and it would select units in the triangle formed. Or you could do a figure 8 and it would select units in both the 'o's.
So you could do an L shape and it would select units in the triangle formed. Or you could do a figure 8 and it would select units in both the 'o's.
- 18 Jul 2009, 14:20
- Forum: Lua Scripts
- Topic: REQ: Loop Selection
- Replies: 20
- Views: 1399
Re: REG: Loop Selection
Uploaded properly now, uses meta (spacebar) this time
- 18 Jul 2009, 13:57
- Forum: Lua Scripts
- Topic: REQ: Loop Selection
- Replies: 20
- Views: 1399
Re: REG: Loop Selection
Yeah, I screwed something up with uploading, I'm very tired. Also 'alt' was a bad key to pick. I'll get a proper upload up sometime soon
- 18 Jul 2009, 13:16
- Forum: Lua Scripts
- Topic: REQ: Loop Selection
- Replies: 20
- Views: 1399
Re: REG: Loop Selection
Finished, uploaded to springdownloader. Called "Loop Select". Requires holding down alt.
- 18 Jul 2009, 05:23
- Forum: Lua Scripts
- Topic: REQ: Loop Selection
- Replies: 20
- Views: 1399
Re: REG: Loop Selection
Sounds interesting, though I cannot think of a situation where it would be useful and a rectangle would not suffice. A lot of the code can be taken from custom formations though. Will take a look at it sometime.
- 16 Jul 2009, 06:12
- Forum: Lua Scripts
- Topic: Custom Formations 2
- Replies: 112
- Views: 10421
Re: Custom Formations 2
Could we get support for a single unit? Just send the unit to a random point on the line. I often get annoyed by the sudden jump to the old wall-move instead of line-move. Factories get the wall-move, don't they? Sending the built units to a random location would be good for the factory orders. Fac...
- 15 Jul 2009, 12:57
- Forum: Lua Scripts
- Topic: Custom Formations 2
- Replies: 112
- Views: 10421
Re: Custom Formations 2
New version released, v2.0, highly recommended to update, many improvements over the old version. Note: New version uses the ALT instead of meta/spacebar. The optimal algorithm is now twice as fast, mostly from removing use of ipairs(). Which means it should be used for higher numbers of units. The ...
- 14 Jul 2009, 17:24
- Forum: Balanced Annihilation
- Topic: ctrl + 1 for lab
- Replies: 10
- Views: 855
Re: ctrl + 1 for lab
Are also covered by buildbarJohannesH wrote:WaypointsNiobium wrote:And why would you want a factory in a control group? Buildbar widget covers everything you would want to do with a lab, for all labs, from anywhere
- 14 Jul 2009, 17:01
- Forum: Balanced Annihilation
- Topic: ctrl + 1 for lab
- Replies: 10
- Views: 855
Re: ctrl + 1 for lab
This would be epic. Or maybe some kind of way to auto group a specific unit when it's made? So you could Ctrl+1 Flash in the lab, and every flash that is made in that lab is autogrouped in group 1. Already done, unit_auto_group.lua And why would you want a factory in a control group? Buildbar widge...