cmd_protective_guard
gui_blastRadius
gui_commanderwarning_gui
gui_IceUI
gui_unit_stats
gui_windDisplay
radar_range
spy_range
unit_auto_group2.lua
unit_crawling_bomb_range
unit_transporter_2
But some might be double with now included widgets.
Search found 860 matches
- 23 May 2014, 09:30
- Forum: Balanced Annihilation
- Topic: Best BA widgets / Most useful key commands.
- Replies: 9
- Views: 2844
- 21 May 2014, 08:37
- Forum: Balanced Annihilation
- Topic: Limit D-Gun range
- Replies: 21
- Views: 4433
Re: Limit D-Gun range
??? There is a tab in tasclient with modptions. It should be there, just select it from there. Yes, that tab is in. But I cannot change anything there. Got 'Bot admin' status on the host. I guess you have to actually own the host for that to work? The '?' (information button does provide informatio...
- 20 May 2014, 21:48
- Forum: Balanced Annihilation
- Topic: Limit D-Gun range
- Replies: 21
- Views: 4433
Re: Limit D-Gun range
klapmongool, I was showing off that weblobby has the functionality to control SPADS (and Springie) mod options with a dialog. The benefit of which is you don't have to search or memorize commands in the !help nor enter them on the command line. Showing off weblobby huh :P I guess it does deserve it...
- 20 May 2014, 09:11
- Forum: Balanced Annihilation
- Topic: DSD no longer most played map!
- Replies: 31
- Views: 7837
Re: DSD no longer most played map!
The stats are minutes per player per map.Floris wrote:But I believe it still is! ....because people play crowded dsd's.
- 20 May 2014, 08:21
- Forum: Balanced Annihilation
- Topic: DSD no longer most played map!
- Replies: 31
- Views: 7837
- 20 May 2014, 07:46
- Forum: Balanced Annihilation
- Topic: Limit D-Gun range
- Replies: 21
- Views: 4433
Re: Limit D-Gun range
I guess we both remember different histories.
- 18 May 2014, 20:31
- Forum: Balanced Annihilation
- Topic: Limit D-Gun range
- Replies: 21
- Views: 4433
Re: Limit D-Gun range
the combomb 'weapon' was too powerful to have right from the start? No - some version of Limit Dgun range has always been available, but the reason the current incarnation exists is that the old one which comes in basecontent can't handle non-square maps well so (about 6 months ago) I rewrote it wi...
- 17 May 2014, 08:45
- Forum: Balanced Annihilation
- Topic: Limit D-Gun range
- Replies: 21
- Views: 4433
Re: Limit D-Gun range
I dislike the solution altogether but this
would be only fair. After all, wasn't the justification that the combomb 'weapon' was too powerful to have right from the start?Kapytii wrote:Only it wouldnt have to last the entire game, just the first 10-15 mins of the battle.
- 16 May 2014, 21:25
- Forum: Lua Scripts
- Topic: Commander under attack widget
- Replies: 23
- Views: 3189
Re: Commander under attack widget
Set the C omm to some group number and point to it. very_bad_soldier , we don't count survived comms. But this is too relatively - best micro'ers always can fail in this, in fact in teamgame if I was super-duper player, I'll leave my comm to die and kill medium to large group of enemy units. Then w...
- 15 May 2014, 22:46
- Forum: Lua Scripts
- Topic: Commander under attack widget
- Replies: 23
- Views: 3189
Re: Commander under attack widget
Ctrl-c !
- 15 May 2014, 22:44
- Forum: Balanced Annihilation
- Topic: Limit D-Gun range
- Replies: 21
- Views: 4433
Re: Limit D-Gun range
It was introduced as an mod option. Don't know how to disable it host-side though.. Who knows the command?
- 13 May 2014, 07:44
- Forum: Balanced Annihilation
- Topic: [BA GuideLines]Mercury
- Replies: 3
- Views: 732
Re: [BA GuideLines]Mercury
Yea, nothing wrong with mercury/screamer these days.
- 13 May 2014, 07:43
- Forum: Help & Bugs
- Topic: How do I run Spring in -i (isolation) exactly ?
- Replies: 18
- Views: 4826
Re: How do I run Spring in -i (isolation) exactly ?
Lemme know what worked for you :)Jonny5isalivetm wrote:or even the more I think about it..might work as its simply telling tasclient to load spring.exe -isolation
- 12 May 2014, 19:40
- Forum: Help & Bugs
- Topic: How do I run Spring in -i (isolation) exactly ?
- Replies: 18
- Views: 4826
Re: How do I run Spring in -i (isolation) exactly ?
Also interested in the answer.
- 09 May 2014, 08:14
- Forum: Map Creation
- Topic: [ASK FIX] Small Supreme BattleField V2
- Replies: 14
- Views: 2624
Re: [ASK FIX] Small Supreme BattleField V2
Also, I played small supreme v2 a lot and never had this issue (that all players go desync).
- 07 May 2014, 21:13
- Forum: Game Development
- Topic: What is "flat balance?"
- Replies: 32
- Views: 4940
Re: What is "flat balance?"
I like this concept.SinbadEV wrote:Perfect Imbalance? https://www.youtube.com/watch?v=e31OSVZF77w
edit: there are other interesting videos by the same maker. For example: https://www.youtube.com/watch?v=EitZRLt2G3w
- 07 May 2014, 08:44
- Forum: Infrastructure Development
- Topic: Forum looks bad
- Replies: 74
- Views: 13374
Re: Forum looks bad
Why not start with making everything a tad smaller?
- 05 May 2014, 20:34
- Forum: Balanced Annihilation
- Topic: Unacceptable unbalance tactical nukes
- Replies: 31
- Views: 8055
Re: Unacceptable unbalance tactical nukes
Well, I know of a bunch of players that stopped reporting them and I know of a multitude of bugs that aren't being reported.Silentwings wrote:No, because many are.Do you even wonder why hardly any bugs are reported?
- 05 May 2014, 20:29
- Forum: Balanced Annihilation
- Topic: Unacceptable unbalance tactical nukes
- Replies: 31
- Views: 8055
Re: Unacceptable unbalance tactical nukes
No. I tried reasoning for a long time. A series of decisions made led me to believe it would be better for me to quit the channel.smoth wrote:So because they don't just take your feedback as fact, without question, you raged?
- 05 May 2014, 20:25
- Forum: Balanced Annihilation
- Topic: Anti nuke ships can't guard a number of buildings
- Replies: 6
- Views: 1342
Re: Anti nuke ships can't guard a number of buildings
Not managed to isolate the bug here yet - it seems (even in your replay) that its rare and not easily reproducible. The real failure here is your idle builders widget using the wrong criteria to recognize an idle builder - it should not classify air repair pads as builders since they cannot recieve...