Range Widget, Alpha 2 - Page 3

Range Widget, Alpha 2

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

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Range Widget, Alpha 2

Post by smoth »

widgets get out dated and require maintenance
Hacked
Posts: 116
Joined: 15 Aug 2008, 18:06

Re: Range Widget, Alpha 2

Post by Hacked »

i hope theres no widget-abolishing agenda here
widgets are great. theyre options and a reason to check the spring file sites once in a while

widgets for each player will be different in the same way the computer is different player. coders who make their own widgets might get an advantage just like a rich kid buys the latest intel i7 processor and gets better performance. just like technology, widgets allow this game to transform and advance without the labor of spring/mod devs. some ppl will take advantage of this some wont
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Range Widget, Alpha 2

Post by KDR_11k »

All I can add is that it felt like a big improvement when I added the sensor range display to THIS (it also shows the LOS radius for enemies).
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Re: Range Widget, Alpha 2

Post by tombom »

Argh wrote:]I'm not complaining. I actually did something about the problem. And hell... I'm damn-near always the Lightning Rod of Controversy anyhow, so it's not like this is new or something.
What did you do about the problem? What problem? I'm sorry if you've already explained this somewhere it's pretty much impossible to tell

Also being "the Lightning Rod of Controversy " isn't a ruddy badge of honour
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lurker
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Joined: 08 Jan 2007, 06:13

Re: Range Widget, Alpha 2

Post by lurker »

Argh wrote:CA guys wouldn't tell anybody how to do it
1. control cee.
2. control vee.
Two files, the ones with luaui in the name. It even installs some documentation about how the ca changes can be overridden, telling you what needs to be changed for a lockdown mod.

I disagree with your interpretation of "beyond the bounds of normal gameplay"

And about hiding energy: If you want a hidden resource, you're making a mess of a hack if you use energy for it. You should be doing something entirely in scripting.

And if you could show parts of the map normally hidden with widgets there would be widgets that do this.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Range Widget, Alpha 2

Post by KDR_11k »

First off, you should consider the user and all his widgets combined the "player". If you want to hide information then hide it from that larger player, not just the user within. For values you don't want the player to know you mustn't use publically accessible values. For your energy example, WHY ARE YOU USING ENERGY? That's a public variable, why the hell are you storing a private value in there? If you don't want it to be public then use a variable that isn't.

For an example, Kernel Panic Div0 allowed in earlier versions to send attack commands to a flying nuke in order to redirect it because there was no way to tell betwee user and synced commands. A player could theoretically (through LuaUI) give the unit orders to keep it circling over his base indefinitely or fly around and scout or whatnot and amass a huge number of flying nukes with just a few terminals. For that reason the nuke has a 120 second timer after which it just dies. Even if the player did order his nukes around like that they'd still die after a while so he couldn't amass them for a surprise strike. The game mechanics make it impossible to abuse this too much (I know I could have changed it to be even less abusable but meh...). The lesson is that if you want something to be impossible then make it impossible through the synced rules, not by making it hard to input.
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