Nuke Button
Moderator: Moderators
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Nuke Button
Displays a graphical button that informs you about loading progress of your nuke launchers.
Left-Click to select next nuke launcher.
Double-Click to actually aim with next nuke launcher.
Next nuke launcher is the one that has the most stockpiled nukes ready.
Compatible mods: CA,BA,XTA
(Others can be added by extending the internal unit list)
Idea by manolo_.
Download via SpringDownloader or at http://www.springinfo.info/?p=695.
Left-Click to select next nuke launcher.
Double-Click to actually aim with next nuke launcher.
Next nuke launcher is the one that has the most stockpiled nukes ready.
Compatible mods: CA,BA,XTA
(Others can be added by extending the internal unit list)
Idea by manolo_.
Download via SpringDownloader or at http://www.springinfo.info/?p=695.
- Attachments
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- screen000.png (26.04 KiB) Viewed 2500 times
Re: Nuke Button
coool! :D
is the nuke icon hidden as long as you dont have nuke silos?
would be good i think, would make nukes/this part of the widget more special when it is visible.
also, when seeng this, i immediatly though on "the big red button" :D
maybe an other icon.. then, when you have like 4 or 5 nukes (in one or better multiple silos), you select a target for each of them...
and when you press the big red button, they all launch, and the widget plays Wagner (as in Apocalypse Now).
:D
is the nuke icon hidden as long as you dont have nuke silos?
would be good i think, would make nukes/this part of the widget more special when it is visible.
also, when seeng this, i immediatly though on "the big red button" :D
maybe an other icon.. then, when you have like 4 or 5 nukes (in one or better multiple silos), you select a target for each of them...
and when you press the big red button, they all launch, and the widget plays Wagner (as in Apocalypse Now).
:D
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: Nuke Button
lol yeah, would be nice
I would even have a proper icon for it (from my first try), looks a bit more "brutal"
PS. Yes, button is only visible when you actually got at least one nuke silo.
I would even have a proper icon for it (from my first try), looks a bit more "brutal"
PS. Yes, button is only visible when you actually got at least one nuke silo.
- Attachments
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- Alternative Icon
- nuke_button_64_old.png (5.05 KiB) Viewed 2475 times
Re: Nuke Button
thx :)
edit: suggestion: when i click on the nuke button, dont select the building, i want to have the attack command inserted
edit: suggestion: when i click on the nuke button, dont select the building, i want to have the attack command inserted
Last edited by manolo_ on 26 Jul 2009, 10:57, edited 1 time in total.
- ChaosMonkey
- Posts: 180
- Joined: 06 Jul 2009, 21:21
Re: Nuke Button
i find it annoying that it shows allies nukes aswell
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: Nuke Button
This is considered a feature to protect yourself from nuking yourself by accident. Just double-click.manolo_ wrote:thx :)
edit: suggestion: when i click on the nuke button, dont select the building, i want to have the attack command inserted
oops yes. Its fixed hopefully, thx for the hint. Could not test the fix though.ChaosMonkey wrote: i find it annoying that it shows allies nukes aswell
Re: Nuke Button
How can I use it with other mods?
I added this lines to the widgetcode
But the Widget/Spring tells me "Unsupported Game, shutting down...".
Have I to change things in my mod like adding some files or else?
I added this lines to the widgetcode
Code: Select all
unitList["shortnameofmymod"] = {} --initialize table
unitList["shortnameofmymod"]["mysuperweapon"] = {}
Have I to change things in my mod like adding some files or else?
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: Nuke Button
Hm, thats the correct way to do it. But I did something stupid probably:
If it still doesnt work, maybe send me your mod and I will take a look.
I compare to the uppercase version of modShortName. So if your mods shortname is "myMod", try entering "MYMOD" in the table. I dont know why I did it in the first place frankly.curModID = upper(Game.modShortName or "")
if ( unitList[curModID] == nil ) then
spEcho("<Nuke Icon> Unsupported Game, shutting down...")
widgetHandler:RemoveWidget()
return
end
If it still doesnt work, maybe send me your mod and I will take a look.
Re: Nuke Button
Thx it works.
At first I tried to change the shortname of my mod (modinfo.tdf). When I started spring the shortname was the same as before. Only after replace the whole mod from the modfolder and starting spring again then exit spring and put the mod into the modfolder spring changed the name. Doesn't spring look on eveery start for the modnames or is there a bug? (I use 0.79.1.0)
At first I tried to change the shortname of my mod (modinfo.tdf). When I started spring the shortname was the same as before. Only after replace the whole mod from the modfolder and starting spring again then exit spring and put the mod into the modfolder spring changed the name. Doesn't spring look on eveery start for the modnames or is there a bug? (I use 0.79.1.0)
Re: Nuke Button
it would be nice if clicking on button wouldn't select nuke launcher that already have attack command... otherwise, if you have 2 silos (or more) and launch first missile, you need to wait before nuke launches or manually select another silo
also, may i suggest to add a possibility to select all silos ready to fire?
also, may i suggest to add a possibility to select all silos ready to fire?