GhostRadar v1.11 *fixed* - Page 4

GhostRadar v1.11 *fixed*

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

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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: GhostRadar v1.11 *fixed*

Post by Acidd_UK »

I'm pretty sure that blips do still move - I have had a ghost mex blip from this widget wandering all over the place, while the regular ghosted building is is the right place always. So I'm pretty sure blips still move around...
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Hoi
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Re: GhostRadar v1.11 *fixed*

Post by Hoi »

the cheat part here is that it saves unit id's, so if you lose radar sight and get it back again you will see what the enemy's units are again, without having to see them after you lost radar
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Acidd_UK
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Re: GhostRadar v1.11 *fixed*

Post by Acidd_UK »

Well, I'm bot sure that 'cheat' is the right term, it's completely within the rules of the game - ie the Lua widget interface the game makes available to you the player/widget maker... However, I agree that it shouldn't be this way and so needs a fairly complicated 'fix'...
Jim_Hatana
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Joined: 28 May 2008, 10:25

Re: GhostRadar v1.11 *fixed*

Post by Jim_Hatana »

its a cheat for sure
Hacked
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Joined: 15 Aug 2008, 18:06

Re: GhostRadar v1.11 *fixed*

Post by Hacked »

naa "cheating" is used so much that its meaning is dimmed a little.

since this widget exposes a little bit of information that normal, forum-ignorant players wont have, it must be an EXPLOIT, yeah? just like blowing up your commander for tech metal is not fair because not everyone thinks of that, and the extra tech gives that player an unfair ADVANTAGE.

naa screw that, its HACKING! going into the mechanics of the game to pry out information!, infact this whole lua scripting thing is hax because the scripts can, god forbid, be different (!!!) for each player. and that is simply no good!

for real, guys?

i thought it was funny when someone called it cheating, but i felt physical pain when someone suggested whitelisting widgets. SCREW LUA FOR SPRING!! *punch*
no pls.
i like the game the way it is.
Jim_Hatana
Posts: 15
Joined: 28 May 2008, 10:25

Re: GhostRadar v1.11 *fixed*

Post by Jim_Hatana »

Its clearly a cheat. Comm sniping is easy now. dots on map now all clear(just send few scouts too see them !ONCE!). radar blips guessing is part of strategy and now its gone. U can see exactly where Comm, where snipers, are this blips serious threat or just weasels. Cmon its not fair.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Re: GhostRadar v1.11 *fixed*

Post by NOiZE »

perhaos the use of radarjammers will become greater again =)
Hacked
Posts: 116
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Re: GhostRadar v1.11 *fixed*

Post by Hacked »

comsniping would be easy after building a targetting fac. or two
Google_Frog
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Re: GhostRadar v1.11 *fixed*

Post by Google_Frog »

Jim_Hatana wrote:Its clearly a cheat. Comm sniping is easy now. dots on map now all clear(just send few scouts too see them !ONCE!). radar blips guessing is part of strategy and now its gone. U can see exactly where Comm, where snipers, are this blips serious threat or just weasels. Cmon its not fair.
Comm has it's own radar icon so what the widget is trying to do doesn't add anything. It's a cheat atm but only because it's broken.
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very_bad_soldier
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Re: GhostRadar v1.11 *fixed*

Post by very_bad_soldier »

Google_Frog wrote:It's a cheat atm but only because it's broken.
No problem, if you (and the others who think this is a cheat) want I can do a "fixed" version where I force the widget to forget what it knows.
But you have to swear then that you use that "fixed" version and that you will forget about even the existence of the "broken" version. And you are never ever allowed to revert that "fix" by hand. 8)
Seriously, this issue cannot be fixed widget-side since the "pandora's box" is already open.

As far as I know, making this as a gadget is only possible in a hackish way in 0.76 (0.77 will allow better). But I would make a gadget out of it when 0.77 comes.
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manolo_
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Re: GhostRadar v1.11 *fixed*

Post by manolo_ »

if u r dead and a spec u still see the factory but it isnt really there
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very_bad_soldier
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Re: GhostRadar v1.11 *fixed*

Post by very_bad_soldier »

Hm strange, is it really a GhostRadar issue? Could you please press F11 next time and have a look if GhostRadar is still active (green) or has been removed already (yellow). Your log says it has been removed already...
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manolo_
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Re: GhostRadar v1.11 *fixed*

Post by manolo_ »

i will do it the next time (btw i reloaded lua)
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Peet
Malcontent
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Re: GhostRadar v1.11 *fixed*

Post by Peet »

That's actually a spring bug where ghosted buildings are not removed upon the player's death.
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DavetheBrave
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Joined: 22 Jun 2005, 02:52

Re: GhostRadar v1.11 *fixed*

Post by DavetheBrave »

rezzz
I like idea of the widget but it cheats. It remembers what a unit is even when it has moved our of radar range and re-entered.
I like idea of the widget but it cheats. It remembers what a unit is even when it has moved our of radar range and re-entered.
can this be fixed ASAP? this is game breaking!

You used to be able to use an llt to target an enemy comm and then you could always see that comm for the rest of the game. This is almost the same, except it requires less work :(
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Gota
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Re: GhostRadar v1.11 *fixed*

Post by Gota »

Stop making such lua...your not helping..arent there enough stuff to do with lua to improve gameplay instead of ruin it?fail widget.
Sure any bastard can do cheating lua for himself secretly..bla bla but why would you want to make one and release it for everyone?

this is fail..
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lurker
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Joined: 08 Jan 2007, 06:13

Re: GhostRadar v1.11 *fixed*

Post by lurker »

It'll take some work to do. Nothing complex, but easy to make mistakes on. My plan is as follows:
All the lua code is patched to use a fake id (one per allyteam) when dealing with LuaUI. These fake ids are outside of the normal unitid range so it's easy to determine if an id is fake or not. It is generated anew every time a unit comes into radar range. When a unit comes into los from radar, its LuaUI id changes to the real id, and a new callin is added for this. (Or UnitEnteredLOS gets the previous id added as another parameter.)

Besides this one :roll:, what widgets track enemy units in a way that they would break from these changes?
Masure
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Joined: 30 Jan 2007, 15:23

Re: GhostRadar v1.11 *fixed*

Post by Masure »

lurker wrote:It'll take some work to do. Nothing complex, but easy to make mistakes on. My plan is as follows:
All the lua code is patched to use a fake id (one per allyteam) when dealing with LuaUI. These fake ids are outside of the normal unitid range so it's easy to determine if an id is fake or not. It is generated anew every time a unit comes into radar range. When a unit comes into los from radar, its LuaUI id changes to the real id, and a new callin is added for this. (Or UnitEnteredLOS gets the previous id added as another parameter.)

Besides this one :roll:, what widgets track enemy units in a way that they would break from these changes?
That's exactly what I thought when reading the thread : Identifying units by radar through lua is cheat and this would need Id spoofing in LUA interface. However, I don't think devs will make something like that in priority :/.
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very_bad_soldier
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Re: GhostRadar v1.11 *fixed*

Post by very_bad_soldier »

Do I really have to mention "RadarAI" again?
Masure
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Joined: 30 Jan 2007, 15:23

Re: GhostRadar v1.11 *fixed*

Post by Masure »

Sorry didn't notice yet. I consider it in the same way. Being an AI or LUA widget doesn't matter.

Exposing data that can't be figured out by the player (eg : UnitId) is the problem (not a big one in this case however).
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