Search found 456 matches
- 30 Nov 2011, 13:20
- Forum: Game Development
- Topic: attackable ghosted buildings
- Replies: 7
- Views: 893
Re: attackable ghosted buildings
It all depends on how the units are going to interact with the 'minerals'. Through reclaiming? Through attacking/damage? Completely through lua? I think fake units is a bad idea, and definitely avoidable.
- 24 Nov 2011, 21:11
- Forum: Lua Scripts
- Topic: Widged Fixes: mex_snap,defenseRange,bomber_control
- Replies: 4
- Views: 1374
Re: Widged Fixes: mex_snap,defenseRange,bomber_control
I've updated mex snap in the widget DB (link for the lazy), I don't have rights to update the others though, try contacting the authors.
- 19 Nov 2011, 01:50
- Forum: Feature Requests
- Topic: Can we be allowed to select enemy units?
- Replies: 4
- Views: 1078
Re: Can we be allowed to select enemy units?
You could redo the whole selection system in a widget, i.e. drawing the box yourself. 'Smart Select' does this already (I don't know how well) and has some filtering logic that you would want (i.e. If a box selects both enemies and allies, they probably just wanted the allied units)
- 19 Nov 2011, 01:49
- Forum: Lua Scripts
- Topic: Knockback.
- Replies: 14
- Views: 955
Re: Knockback.
You could look for hitting-the-ground damage in :PreDamaged, and if it was high enough (Indicating its going to have a noticible bounce) you could destroy it instead, or maybe use MoveCtrl to stop/slow it.
- 11 Nov 2011, 07:22
- Forum: Balanced Annihilation
- Topic: How do anti's really work?
- Replies: 13
- Views: 2770
Re: How do anti's really work?
Guy launches nuke inside anti range, anti fires, amazing.Floris wrote:Check replay:
- 28 Oct 2011, 17:35
- Forum: General Discussion
- Topic: Spring has less players
- Replies: 305
- Views: 44828
Re: Spring has less players
Imo this is a mod-side problem, not an autohost problem. While simultaneous cooperation between present and future autohosts on what settings to use might solve the problem, it isn't going to happen. If it is the case that a mod plays best with a particular amount of players, and has gameplay rapidl...
- 26 Oct 2011, 08:43
- Forum: Lua Scripts
- Topic: Arcing Lightning effect.
- Replies: 7
- Views: 1118
Re: Arcing Lightning effect.
just quickly did this as a demo: Is there a way to have the 'arcs' between units as a single textured "beam" (i.e. the lightning weapon in the screenshot) as opposed to a line of discrete CEGs? Generalizing it, how would one go about drawing a flat 2D texture (i.e. the lightning weapon te...
- 18 Sep 2011, 12:54
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation 7.60
- Replies: 82
- Views: 19614
Re: Balanced Annihilation 7.60
I posted this on the BA dev team forum almost 2 months ago, thread still hasn't got any replies.albator wrote:/take still does not give you an extra +1k storage and metal and energy are lost
Maybe it will be fixed in the next release, should only be a few months away.
- 13 Sep 2011, 13:24
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation 7.60
- Replies: 82
- Views: 19614
Re: Balanced Annihilation 7.60
I've explained the reasoning between T2 fighters & T2 economy revisions already in this thread I'd like to see more elaboration, something like this: http://springrts.com/phpbb/viewtopic.php?p=487981 . All you've said in this thread re economy/fighters is basically 'metalmaker ratios used to be...
- 13 Sep 2011, 12:13
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation 7.60
- Replies: 82
- Views: 19614
Re: Balanced Annihilation 7.60
- Core Can HP increased (4350->4850) - Arm Zeus weapon now does 50% splash damage to up to 2 nearby units - Arm Bulldog weapon damage increased (240->270), turret aim speed increased a little - Core Reaper weapon damage increased (97->109), turret aim speed increased a little These 4 changes go tog...
- 11 Sep 2011, 04:48
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation 7.60
- Replies: 82
- Views: 19614
Re: Balanced Annihilation 7.60
- Energy converter now uses correct efficiencies and capacities from BA 7.31 [code]7.42 T1 Normal: 60 @ 50:1 T1 Floati: 60 @ 50:1 T2 Normal: 600 @ 50:1 T2 Underw: 600 @ 50:1 7.50 T1 Normal: 60 @ 60:1 T1 Floati: 66 @ 60:1 T2 Normal: 720 @ 60:1 T2 Underw: 780 @ 60:1 7.60 (== 7.31) T1 Normal: 60 @ 60:...
- 09 Sep 2011, 18:36
- Forum: Lua Scripts
- Topic: Persistent build spacing
- Replies: 28
- Views: 3232
Re: Persistent build spacing
Statements such as return x = x make me crazy... assign x to x and return x? ... I guess in Lua this has some special meaning, please enlighten me. The following lines are equivalent, basically the left side gets treated as a string unless it is in [] return { xyz = xyz } return { ['xyz'] = xyz } W...
- 09 Sep 2011, 17:09
- Forum: Lua Scripts
- Topic: Persistent build spacing
- Replies: 28
- Views: 3232
Re: Persistent build spacing
Care to explain this? function widget:GetConfigData() return { buildSpacing = buildSpacing } end To be able to add further configuration table entries later? Pretty much, it also helps a lot if you end up having other versions out that use a different format for the configuration, or have the data ...
- 09 Sep 2011, 12:24
- Forum: Lua Scripts
- Topic: Persistent build spacing
- Replies: 28
- Views: 3232
Re: Persistent build spacing
Really cool idea. I didn't like the complexity of the widget though, so I recoded it, stripping out the unnecessary parts. -- Config local defaultSpacing = 0 -- Globals local lastCmdID = nil local buildSpacing = {} -- Speedups local spGetActiveCommand = Spring.GetActiveCommand local spGetBuildSpacin...
- 02 Sep 2011, 13:46
- Forum: Game Development
- Topic: emitted shot exploding on shooter
- Replies: 21
- Views: 1707
Re: emitted shot exploding on shooter
Check out the Scalpel (nsaclash) hover in Zero-K, fires 2 rockets simultaneously from different points using 1 weapon and projectiles=2smoth wrote:Nope. I tried before with the rx79 plus.
unless something has changed.
- 01 Sep 2011, 09:00
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation 7.6alpha2
- Replies: 75
- Views: 19892
Re: Balanced Annihilation 7.6alpha2
Not true.TheFatController wrote:Just a side note, 7.50 has more efficient metal makers than 7.31 so people have been playing with buffed metal makers for the last few months.
- 30 Aug 2011, 08:18
- Forum: Lua Scripts
- Topic: Spring.Pos2BuildPos - BUG ?
- Replies: 11
- Views: 2319
Re: Spring.Pos2BuildPos - BUG ?
Indeed it is a bug.
Pos2BuildPos doesn't take a facing argument and ends up using a hardcoded facing of 0 (south). So for non-square buildings facing west/east there can be a mismatch.
Pos2BuildPos doesn't take a facing argument and ends up using a hardcoded facing of 0 (south). So for non-square buildings facing west/east there can be a mismatch.
- 21 Aug 2011, 09:57
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation 7.50
- Replies: 147
- Views: 28855
Re: Balanced Annihilation 7.50
I also noticed Krog's crush weapon is broked, it just does not crush anything like it used to. That's due to a weapon/script change that synced the stomp with each of the krogs legs (and to only stomp units by the legs). A cool idea but the range was made too short, most of the time pathing causes ...
- 21 Aug 2011, 04:27
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation 7.50
- Replies: 147
- Views: 28855
Re: Balanced Annihilation 7.50
It seems that EMP launcher only emps a lolcannon for 3 seconds (although it reports 13 secs emp when hit, it only lasts for 3). Presumably that's a bug? I think it used to emp it for at least a minute. I posted about this on the BA dev forum almost a month ago, still haven't got a reply. BA develop...
- 19 Aug 2011, 09:09
- Forum: Lua Scripts
- Topic: Help please! Gadget is interfering with stealth=true,
- Replies: 2
- Views: 436
Re: Help please! Gadget is interfering with stealth=true,
Replace: function unhideUnit (uID) Spring.SetUnitCloak (uID, false ,2) Spring.SetUnitStealth (uID, false) end With: function unhideUnit (uID) Spring.SetUnitCloak (uID, false ,2) if not UnitDefs[Spring.GetUnitDefID(uID)].stealth then Spring.SetUnitStealth (uID, false) end end Note: Untested