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by Niobium
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...
by Niobium
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 ...
by Niobium
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...
by Niobium
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.
by Niobium
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
by Niobium
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...
by Niobium
19 Jul 2009, 04:47
Forum: Balanced Annihilation
Topic: Commbombing
Replies: 49
Views: 3534

Re: Commbombing

eyu100 wrote:Does anyone know if turning (dancing) coms can be napped?
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 dodging
by Niobium
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...
by Niobium
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
by Niobium
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.
by Niobium
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...
by Niobium
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.
by Niobium
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
by Niobium
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
by Niobium
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.
by Niobium
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.
by Niobium
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...
by Niobium
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 ...
by Niobium
14 Jul 2009, 17:24
Forum: Balanced Annihilation
Topic: ctrl + 1 for lab
Replies: 10
Views: 855

Re: ctrl + 1 for lab

JohannesH wrote:
Niobium 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
Waypoints
Are also covered by buildbar
by Niobium
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...

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