REQ: mexmaker widget - Page 2

REQ: mexmaker widget

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

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imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: REQ: mexmaker widget

Post by imbaczek »

yeah go duke it out on 1v1 CCR. post replays ^^
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adin_panther
Posts: 164
Joined: 06 Jan 2009, 14:14

Re: REQ: mexmaker widget

Post by adin_panther »

I don't think it was so wrong when i misread "Go nuke it out ..."

lol
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: REQ: mexmaker widget

Post by ginekolog »

adin_panther wrote:I don't think it was so wrong when i misread "Go nuke it out ..."

lol
hell yeah automated mex maker would give u so huge boost u could skip flashes and spam nukeSS!! Cheats!!


...NOT ;)

I support this widget idea.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: REQ: mexmaker widget

Post by lurker »

I see this best as a sort of 'area mex' command, where you drag out a big circle saying where you want mexes, be it that island over there or this half of the map. Could hook into dragging on mexes directly when the widget is on.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: REQ: mexmaker widget

Post by imbaczek »

^^^

that and 'auto rebuild mex on/off'.
dizekat
Posts: 438
Joined: 07 Dec 2007, 12:10

Re: REQ: mexmaker widget

Post by dizekat »

I was thinking of it too. Not sure how to get metal on map in LUA though.
If someone can tell me the function for
1:finding metal amount at point x,z , and
2:building a mex at point x,z
i could do it (dont have time for searching at the moment)
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: REQ: mexmaker widget

Post by 1v0ry_k1ng »

the code is in all ai's, how hard would it be to rip it and turn it into some form of gadget?
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: REQ: mexmaker widget

Post by Evil4Zerggin »

dizekat wrote:I was thinking of it too. Not sure how to get metal on map in LUA though.
If someone can tell me the function for
1:finding metal amount at point x,z , and
2:building a mex at point x,z
i could do it (dont have time for searching at the moment)
Look at my Prospector widget.
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adin_panther
Posts: 164
Joined: 06 Jan 2009, 14:14

Re: REQ: mexmaker widget

Post by adin_panther »

lurker wrote:I see this best as a sort of 'area mex' command, where you drag out a big circle saying where you want mexes, be it that island over there or this half of the map. Could hook into dragging on mexes directly when the widget is on.
That is a great idea.
dizekat
Posts: 438
Joined: 07 Dec 2007, 12:10

Re: REQ: mexmaker widget

Post by dizekat »

1v0ry_k1ng wrote:the code is in all ai's, how hard would it be to rip it and turn it into some form of gadget?
ai is something entirely different from lua widgets and gadgets, entirely different interface.
dizekat
Posts: 438
Joined: 07 Dec 2007, 12:10

Re: REQ: mexmaker widget

Post by dizekat »

Evil4Zerggin wrote:
dizekat wrote:I was thinking of it too. Not sure how to get metal on map in LUA though.
If someone can tell me the function for
1:finding metal amount at point x,z , and
2:building a mex at point x,z
i could do it (dont have time for searching at the moment)
Look at my Prospector widget.
k, thanks.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: REQ: mexmaker widget

Post by 1v0ry_k1ng »

actually cant wait for this now
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