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by Niobium
03 May 2012, 13:31
Forum: Balanced Annihilation
Topic: Jeffy on Jeffy micro: is it broken or do i remember wrong?
Replies: 5
Views: 803

Re: Jeffy on Jeffy micro: is it broken or do i remember wrong?

Jeffy/Weasel lasers are made up of a few shots over time, each hitting for part of the total damage. In the time between these shots the turret does not adjust it's angle to stay on target if the target and/or jeffy is moving. A diagram: http://i.imgur.com/rTV7K.png If you imagine that the target wa...
by Niobium
03 May 2012, 11:41
Forum: Lua Scripts
Topic: Unit Custom Range Rings Widget
Replies: 20
Views: 3403

Re: Unit Custom Range Rings Widget

This is... bad... Why is everything in the config a string? Is it to support old fbi format? Everything being a string is needlessly complicating the code*, especially the 'explode' function, which looks awful. The widget itself is also pretty bad. - GetAllUnits on every drawframe (I'd probably use ...
by Niobium
30 Apr 2012, 08:03
Forum: Balanced Annihilation
Topic: Another balance considerations: reloaded
Replies: 15
Views: 3210

Re: Another balance considerations: reloaded

Lets not forget that they are pretty much the same cost of a stumpy or raider. Panther: 307m + 4200e/50 = 391 Raider: 211m + 2200e/50 = 255 Stumpy: 201m + 1921e/50 = 240 If the panthers and core's T1 units go in a head on fight, the panthers just destroy Cost-for-cost, core T1 units beat panthers h...
by Niobium
24 Apr 2012, 04:31
Forum: Lua Scripts
Topic: Problem with TraceScreenRay
Replies: 12
Views: 2744

Re: Problem with TraceScreenRay

TraceScreenRay always checks for intersections with units/features, no matter the arguments. If 'onlyCoords' is on and the ray intersects with a unit or feature, it returns the point of intersection on the collision volume (rather than the unit or feature ID). I made a feature request some time ago,...
by Niobium
13 Apr 2012, 17:49
Forum: Feature Requests
Topic: ability to change faction ingame
Replies: 24
Views: 4116

Re: ability to change fraction ingame

I think that currently the inter-widget communication is done via WG-tables. is it better to use SetTeamRulesParam? Do not ever use any code that looks even remotely like the WG related stuff that was added to gui_faction_change/initial_queue. Seriously. The way to do it is to either poll the exist...
by Niobium
13 Apr 2012, 17:37
Forum: Lua Scripts
Topic: Widget::UnitDestroyed
Replies: 9
Views: 867

Re: Widget::UnitDestroyed

Jools wrote:Corrected that. Unit has either died or morphed. Morphed units receive new uID:s.
Morph == Destroyed and at the same time a completely new unit is spawned at the same position with the old commands, giving the appearance of just one unit changing types.
by Niobium
03 Apr 2012, 15:10
Forum: Lua Scripts
Topic: 1x1 Casualties widget
Replies: 19
Views: 1182

Re: 1x1 Casualties widget

Anarchid wrote:On a side note, does that mean that if an unit was once spotted by LOS and then after a long delay emerges from some other point in space as a radar blip, we get to know it's unit type?
Yes. This is what ghost radar uses.
by Niobium
03 Apr 2012, 11:41
Forum: Lua Scripts
Topic: 1x1 Casualties widget
Replies: 19
Views: 1182

Re: 1x1 Casualties widget

I wonder if there is any way to determine when a ghosted building was busted outside of LOS in a non-spectator widget-based way. Also, does anyone know if radar blips and los-sighted units share same uID? Or to detect when blips get killed? You can use :UnitEntered/LeftRadar in the same manner as :...
by Niobium
02 Apr 2012, 12:34
Forum: Balanced Annihilation
Topic: how to make multiple bombers bomb a line?
Replies: 13
Views: 2200

Re: how to make multiple bombers bomb a line?

This information should be on a load screen.

Protip: Holding alt will let you do unload commands in a line.
by Niobium
02 Apr 2012, 12:32
Forum: Balanced Annihilation
Topic: BA 7.68 - fix commander/con movement
Replies: 50
Views: 7104

Re: BA 7.68 - fix commander/con movement

Not sure if this is an engine or BA issue, but bombers do not auto-target dragon's claw and dragon's maw when they patrol or attack in an area. They do respond to manual bombing commands though. When the turrets pop up, they also start bombing it. BA has a gadget which sets dragon claws to neutral ...
by Niobium
01 Apr 2012, 12:57
Forum: Lua Scripts
Topic: Widget::UnitDestroyed
Replies: 9
Views: 867

Re: Widget::UnitDestroyed

local inLos = {} function widget:UnitEnteredLos(uID) inLos[uID] = true end function widget:UnitLeftLos(uID) inLos[uID] = nil end function widget:GameFrame(n) for uID, _ in pairs(inLos) do if not Spring.GetUnitDefID(uID) then Spring.Echo(uID .. ' has died !') inLos[uID] = nil end end end
by Niobium
01 Apr 2012, 12:40
Forum: Lua Scripts
Topic: Need help drawing a texture on the map
Replies: 12
Views: 1602

Re: Need help drawing a texture on the map

http://springrts.com/wiki/Lua_OpenGL_Ap ... Primitives

Code: Select all

gl.Texture('texture.png')
gl.DrawGroundQuad(x1, z1, x2, z2, true, true)
gl.Texture(false)
Wiki wrote:Note: x1,z1,x2 & z2 are rounded
by Niobium
29 Mar 2012, 08:39
Forum: Balanced Annihilation
Topic: BA 7.68 - fix commander/con movement
Replies: 50
Views: 7104

Re: BA 7.68 - fix commander/con movement

Johannes wrote:
And space to spread the buildorder over all builders selected.
what is this?
Buildsplit widget. Go grab 5 cons and tell them to build a line of 20 DT while holding space.
by Niobium
26 Mar 2012, 08:51
Forum: Balanced Annihilation
Topic: BA 7.68 - fix commander/con movement
Replies: 50
Views: 7104

Re: BA 7.68 - fix commander/con movement

Cannot reproduce. Thanks for reporting but I dont think it should be disabled based on a single complain. It should be done when more users have problems ofc. As far as I see there is room for performance optimization in that widget though. The widget creates the exact same display list every frame...
by Niobium
23 Mar 2012, 16:15
Forum: Balanced Annihilation
Topic: BA 7.66 Fixed area reclaim and cons getting stuck
Replies: 22
Views: 2777

Re: BA 7.66 Wall building...

Mark out the stretch of wall you want and watch in awe as the T2 conbots randomly construct portions of it. In fact get them to just build one bit of wall and gaze in wonder as they build it, then reclaim it. :roll: I saw this quite a while ago already. So I think its an engine issue but not a new ...
by Niobium
23 Mar 2012, 16:04
Forum: Balanced Annihilation
Topic: sonar changes in q to dragon eye (7.66 - test417)
Replies: 6
Views: 1443

Re: sonar changes in q to dragon eye (7.66 - test417)

The context build widget is poorly written, the main problem being that it permanently switches your build option each time, forgetting what you originally selected. Here's a scenario: - You want to build a sonar - You select the sonar from the list - By chance the the buildmenu is 'over' land, and ...
by Niobium
13 Mar 2012, 08:57
Forum: Lua Scripts
Topic: Unit Morphing at selectable location
Replies: 6
Views: 1260

Re: Unit Morphing at selectable location

My main advice: Do not use a widget! I'd personally use both a gadget and a widget. The gadget would handle just the command related business, and do no drawing or graphical anything. The widget would handle drawing the ghosts, highlighting invalid positions, possibly highlighting valid positions, ...
by Niobium
10 Mar 2012, 12:11
Forum: Lua Scripts
Topic: How to disable /info
Replies: 5
Views: 688

Re: How to disable /info

/info 0
by Niobium
07 Mar 2012, 09:45
Forum: Balanced Annihilation
Topic: Balanced Annihilation 7.63
Replies: 40
Views: 9205

Re: Balanced Annihilation 7.63

Beherith wrote:How I can get GPU type from lua?
See lups/lups.lua, in particular:

Code: Select all

local GL_VENDOR   = 0x1F00
local GL_RENDERER = 0x1F01
local GL_VERSION  = 0x1F02
...
local glVendor   = gl.GetString(GL_VENDOR)
...
isATI     = (vendor:find("ATI "))

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