Search found 456 matches
- 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...
- 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 ...
- 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...
- 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,...
- 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...
- 13 Apr 2012, 17:37
- Forum: Lua Scripts
- Topic: Widget::UnitDestroyed
- Replies: 9
- Views: 867
Re: Widget::UnitDestroyed
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.Jools wrote:Corrected that. Unit has either died or morphed. Morphed units receive new uID:s.
- 05 Apr 2012, 06:56
- Forum: Lua Scripts
- Topic: Simple Question: How do I tell which unit is selected?
- Replies: 1
- Views: 287
- 03 Apr 2012, 15:10
- Forum: Lua Scripts
- Topic: 1x1 Casualties widget
- Replies: 19
- Views: 1182
Re: 1x1 Casualties widget
Yes. This is what ghost radar uses.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?
- 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 :...
- 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.
Protip: Holding alt will let you do unload commands in a line.
- 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 ...
- 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
- 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
- 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
Buildsplit widget. Go grab 5 cons and tell them to build a line of 20 DT while holding space.Johannes wrote:what is this?And space to spread the buildorder over all builders selected.
- 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...
- 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 ...
- 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 ...
- 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, ...
- 10 Mar 2012, 12:11
- Forum: Lua Scripts
- Topic: How to disable /info
- Replies: 5
- Views: 688
Re: How to disable /info
/info 0
- 07 Mar 2012, 09:45
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation 7.63
- Replies: 40
- Views: 9205
Re: Balanced Annihilation 7.63
See lups/lups.lua, in particular:Beherith wrote:How I can get GPU type from lua?
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 "))