Can widget unit AI controled via groupAI ?

Can widget unit AI controled via groupAI ?

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

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R-TEAM
Posts: 177
Joined: 22 Jan 2009, 19:25

Can widget unit AI controled via groupAI ?

Post by R-TEAM »

Hi,

have just learned that a metalmaker widget have only 2 states ->
Control ALL metal-makers or is OFF.

That is not a big deal by metal-makers [but i like to have a "core" of
a couple metal makers that allways on if i switch it not manualy off
and a bunch of others that going under metalmakerAI control..] but
it is sad by nano-turrets AIs.
This widget is very usefull in the base or in medium range from the battlefield.
But i have build one direct on the main defence line with dragons-teeth and
heavy DT [to heal by damage the DT] .. and what is he doing - > he reclaim
my dragons-teeth :\

But i cant deactivate the widget only for selectet nano-turrets :(
It is -> All or nothing ...

I like the full control over my units - so it would be good that this can be
configurable like the groupAI -> this unit(s) have the widgetAI enebled,other
have no AI and doing nothing self.

Regards
R-TEAM
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Can widget unit AI controled via groupAI ?

Post by zwzsg »

It would not be too hard to make a widget only manage the units that are selected at the instant you turn the widget on, or something like that. Or to make it ignore nano-turrets.
R-TEAM
Posts: 177
Joined: 22 Jan 2009, 19:25

Re: Can widget unit AI controled via groupAI ?

Post by R-TEAM »

Hi,
zwzsg wrote:It would not be too hard to make a widget only manage the units that are selected at the instant you turn the widget on, or something like that. Or to make it ignore nano-turrets.
it is not possible to integrate it in the groupAI selection ?
This is IMHO the best way to aktivate the widget for only the units
i want it.
Easy to aktivate [select the right AI] and easy to remove [select none AI].

Regards
R-TEAM
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Can widget unit AI controled via groupAI ?

Post by zwzsg »

The widget could also be made to add a new button to every unit, but that would be a little more complex to do. (Still alot more easier than trying to link the groupAI button to one specific widget)
R-TEAM
Posts: 177
Joined: 22 Jan 2009, 19:25

Re: Can widget unit AI controled via groupAI ?

Post by R-TEAM »

Hi,
zwzsg wrote:The widget could also be made to add a new button to every unit, but that would be a little more complex to do. (Still alot more easier than trying to link the groupAI button to one specific widget)
mhhh .. this sounds better ;)

but i musst say that for newbees it is a little bit confusing that the additional
AI control over an unit is placed in 2 seperate control elements .....

Still prefer all unit AI control on one place .. but the idea with the button
looks a good compromise.
But -> with a couple of unit AIs this will overload the control-panel ....

Maybe time for implement the possibility of link a widget unit AI to an groupAI
button in the core spring code ....

Regards
R-TEAM
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Can widget unit AI controled via groupAI ?

Post by lurker »

R-TEAM wrote: but i musst say that for newbees it is a little bit confusing that the additional AI control over an unit is placed in 2 seperate control elements .....
Meh, just hide the groupai button like CA does.
R-TEAM
Posts: 177
Joined: 22 Jan 2009, 19:25

Re: Can widget unit AI controled via groupAI ?

Post by R-TEAM »

Hi,
lurker wrote:
R-TEAM wrote: but i musst say that for newbees it is a little bit confusing that the additional AI control over an unit is placed in 2 seperate control elements .....
Meh, just hide the groupai button like CA does.
mmhh.. o.k. .. then you have only 1 visible option to aktivate a unit AI [widgets].

But then i musst say this is a big step back - only AI for all or none units
its really not the way a modern RTS is played .....
[and i have read anything like "Spring will get the best RTS ..."]

Regards
R-TEAM
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Can widget unit AI controled via groupAI ?

Post by SeanHeron »

I have to agree with R-Team, it would be quite neat to have that Group AI functionality for widgets - obviously game makers can put together all the included per unit widgets so that they are selectable from one button - as the Group AIs are.
But if this was to work for all widgets that are meant for this purpose, it would require either considerable standardisation of Widgets, or engine work and a little standardisation (ie including the property "is Unit selectable widget", or something along those lines). Now I don't see me doing either, so I can't expect others to do it, just trying to point out that I think R-Teams line of thought is solid.
(Oh, some sort of widget standardisation may be interesting to think about in any case... I know the AI guys were talking about they can have their (non-specific) AI's access Widget/Gadget info - don't know where that headed though, and again, I'm not expecting it to happen, just want to share my thoughts :P).
Ashnal
Posts: 104
Joined: 24 Jun 2008, 00:57

Re: Can widget unit AI controled via groupAI ?

Post by Ashnal »

Just forget about groupAI and have the widget add a button for its properties like Carrepairers retreat widget in CA, and the delay button on LRMT's in BA. So nano turrets would have auto repair, auto reclaim, and auto construction assist on/off buttons.
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