Request:ba/sa bladwing fix - Page 2

Request:ba/sa bladwing fix

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

Moderator: Moderators

User avatar
TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Request:ba/sa bladwing fix

Post by TheFatController »

Or maybe its cause CA fanbois never miss an opportunity to harp on about their mod even in a thread where it's totally irrelevant :roll:
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Re: Request:ba/sa bladwing fix

Post by Machiosabre »

yeah, nobody mention existing fixes for problems anymore!
User avatar
TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Request:ba/sa bladwing fix

Post by TheFatController »

viewtopic.php?p=301091#p301091
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Re: Request:ba/sa bladwing fix

Post by Machiosabre »

what dbzbritish didn't know there was a bladewing in CA and it was explained? oh the humanity! call the Hague!
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Request:ba/sa bladwing fix

Post by Jazcash »

Bladewings, and Gunships should be set to " Fly " on default when you have stable E to power them hovering.

I mean, we've all seen the situation where someone makes krows and then flies them over enemy structures and then the krows land in the middle and just get raped because the user has forgotten to set it to Fly.

A default Fly setting would prevent this, I suggest flying units that hover should be set to fly by default and units that don't hover set to Land by default.
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Request:ba/sa bladwing fix

Post by Hoi »

In short, a new fbi tag, flydefault=1/0
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Request:ba/sa bladwing fix

Post by Jazcash »

Hoi wrote:In short, a new fbi tag, flydefault=1/0
In short, " Yes I agree ".
User avatar
Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: Request:ba/sa bladwing fix

Post by Acidd_UK »

CA Rocks!
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Request:ba/sa bladwing fix

Post by Jazcash »

But deep deep down, you know you want BA.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Request:ba/sa bladwing fix

Post by Gota »

WTF are u all bsing about..
CA didnt fix the baldewing behaviour...
Do not listen to otherside.

FFS...check first comment laterz.
#1 read basic's 1st post.
#2 update CA.
#3 check bladewing behaviour in CA.
#4 apologize for being rude to basic for no perticuler reason.
#5 feel good aobut yourself cause you did the right thing.
User avatar
KingRaptor
Zero-K Developer
Posts: 838
Joined: 14 Mar 2007, 03:44

Re: Request:ba/sa bladwing fix

Post by KingRaptor »

In CA bwings are set to Fly by default, and while they don't auto engage target s properly, once completing orders they will remain airborne and EMP nearby enemies.

If you want such complex behavior as that detailed in the OP you're more than welcome to code your own widget.
#4 apologize for being rude to basic for no perticuler reason.
No-one was rude to you.
UAF
Posts: 96
Joined: 02 Jan 2008, 19:25

Re: Request:ba/sa bladwing fix

Post by UAF »

This is not 100% on topic, but Krows ignore the "Fly" setting and land regardless of it...
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Request:ba/sa bladwing fix

Post by Jazcash »

UAF wrote:This is not 100% on topic, but Krows ignore the "Fly" setting and land regardless of it...
Thats not true ;)
Post Reply

Return to “Lua Scripts”