FactoryQ Manager 1.21

FactoryQ Manager 1.21

Discuss Lua based Spring scripts (LuaUI widgets, mission scripts, gaia scripts, mod-rules scripts, scripted keybindings, etc...)

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very_bad_soldier
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FactoryQ Manager 1.21

Post by very_bad_soldier »

Saves and loads factory queues as presets.

How to use:
Select one factory (exactly one) and hold down the META-key (SPACE by default).
-To load a preset press a number 0-9 in addition to the META-key.
-To save a preset press META + ALT + 0-9.
-To clear a factorys queue press META+C

Example:
Select your vehicle factory and press "SPACE + 5" to load preset 5.
or
Press SPACE+ALT+7 to save the current queue as preset 7.

Image

Changelog:
1.21:
added: Press Meta+C to clear currently selected factories queue
added: some speedups, but its still quite hungry will displaying menu

1.2:
added: "Repeat"-State gets saved. Repeating queues show up as green preset number labels, non-repeated in gray as usual
added: Queues can be loaded by left-clicking on the preset box
added: Queues get saved for each mod seperately


Download at jobjol.nl
http://spring.jobjol.nl/show_file.php?id=1179
Last edited by very_bad_soldier on 19 Jul 2008, 02:41, edited 4 times in total.
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AF
AI Developer
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Re: FactoryQ Manager 1.0

Post by AF »

Perhaps a point and click interface might be better?
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LordMatt
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Re: FactoryQ Manager 1.0

Post by LordMatt »

Does this save them across games, or just within a game?
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very_bad_soldier
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Re: FactoryQ Manager 1.0

Post by very_bad_soldier »

The presets get saved as LUA config, so yes, next time you play spring they are still there.
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LordMatt
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Re: FactoryQ Manager 1.0

Post by LordMatt »

Would it also be possible to save repeat status (on or off)? If so, I would find this widget quite useful. :-)
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KDR_11k
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Re: FactoryQ Manager 1.0

Post by KDR_11k »

Does it store separate sets for each mod?
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very_bad_soldier
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Re: FactoryQ Manager 1.2 *UPDATED*

Post by very_bad_soldier »

Both added...
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LordMatt
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Re: FactoryQ Manager 1.2 *UPDATED*

Post by LordMatt »

Thanks, I will give this widget a try.
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Gota
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Re: FactoryQ Manager 1.2 *UPDATED*

Post by Gota »

Soldier think you can make a widget that allows to use stuff like cntrl+z cntrl+w cnrl+b by clicking buttons?
Would make noob's lives much easier..u should also include the key shortcut that al;lows t osurround a building or a unit with another building or unit.
Bes tthing would be to allow u to add byuttons with different shortcuts.
ZellSF
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Joined: 08 Jul 2006, 19:07

Re: FactoryQ Manager 1.2 *UPDATED*

Post by ZellSF »

How do I delete presets from the ingame ui?
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very_bad_soldier
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Re: FactoryQ Manager 1.2 *UPDATED*

Post by very_bad_soldier »

Saving an empty queue will delete the preset entirely.

@Gota:
Yeah sure would be possible I think, but I am not sure if it would be that useful. A noob who downloads and installs LUA widgets is in fact some kind of "advanced noob" and is probably also capable of dealing with keyboard hotkeys.
Would have to be a default widget that comes with spring like the great and beloved Eyes-widget.
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Teutooni
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Re: FactoryQ Manager 1.2 *UPDATED*

Post by Teutooni »

very_bad_soldier wrote:like the great and beloved Eyes-widget.
lol

+1 vbs, I doubt it'd be useful - The build menu is way too slow to use already, not to mention some additional selection menu thingy.
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clumsy_culhane
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Re: FactoryQ Manager 1.2 *UPDATED*

Post by clumsy_culhane »

Thanks for update, will use :-)
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Beherith
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Re: FactoryQ Manager 1.2 *UPDATED*

Post by Beherith »

Its wonderful, I love the widget, but could I ask you have it also load firestate and movestate of the factory? Because I always set my labs to hold pos so that all units coming from it get it too
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LordMatt
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Re: FactoryQ Manager 1.2 *UPDATED*

Post by LordMatt »

Ever tried quantum's hold position widget? It will set specific units you choose to hold position.
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REVENGE
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Re: FactoryQ Manager 1.2 *UPDATED*

Post by REVENGE »

Amazing...
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Gota
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Re: FactoryQ Manager 1.2 *UPDATED*

Post by Gota »

very_bad_soldier wrote:Saving an empty queue will delete the preset entirely.

@Gota:
Yeah sure would be possible I think, but I am not sure if it would be that useful. A noob who downloads and installs LUA widgets is in fact some kind of "advanced noob" and is probably also capable of dealing with keyboard hot keys.
Would have to be a default widget that comes with spring like the great and beloved Eyes-widget.
It doesn't have to be usable even.
All it has to do is introduce noobs to these keys automatically without anyone having to explain it to them.
Like the eye widget,yes.
As long as we dont have a tutorial these basic things can help new players get acquainted with different short keys that are not mentioned anywhere...
It will bu up to the mods to add this as a gadget to their mods but those that will,will help noobs greatly IMO.If this was inserted inside ba and turned on by default all the community would know about these short keys immediately.
I don't understand whats not to like about this idea.
Also modders might take this and modify it and make it better.
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LordMatt
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Re: FactoryQ Manager 1.2 *UPDATED*

Post by LordMatt »

Gota wrote: I don't understand whats not to like about this idea.
Perhaps he doesn't want to spend his time implementing it.
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Gota
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Re: FactoryQ Manager 1.2 *UPDATED*

Post by Gota »

Yeah i was actually thinking of teutooni's post.
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Teutooni
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Re: FactoryQ Manager 1.2 *UPDATED*

Post by Teutooni »

Well, the keybindings (uikeys, selectionkeys) are really a mystery to many users, so you do have a point there. Still, to address that problem something like this would be better imo. It's a bit outdated, I've refined my binds many times over after that, but thats the point - everyone should make their own unique binds and refine them.
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