I think he's saying just type "/luaui stockpilecount 100" into the chat window once and it will save it. You won't have to bind or type anything ever again unless you want to change it.manolo_ wrote:i dont want to bind /luaui stockpilecount 100 to a key, so how could i change it without modify the widget itself?
Antinuke Rocket Autobuild
Moderator: Content Developer
Re: Antinuke Rocket Autobuild
Re: Antinuke Rocket Autobuild
im lazy and want to avoid all kind of work (e.g. i asked for auto group com widgetvery_bad_soldier wrote:Yeah same version here. It's strange, dont know, absolutely reproducable for me. Can't run it two times in a row, spring doesn't start anymore after the widget disabled originalStockpile once. Have to out-comment that line or enable origStockpiler again (makes me able to run it one more time).SirMaverick wrote:Spring version? I don't have any problems with 0.79.1.2 (single thread).very_bad_soldier wrote:This line makes my spring.exe freeze on "Loading LuaUI" if Stockpiler is already disabled.Code: Select all
Spring.SendCommands{"luaui disablewidget Stockpiler"} -- Disable the old stockpiler widget which could conflict
Besides that, great widget!
@manolo:
Just type that command in chat.


edit: at troy ah k, good 2 know, thougt for every game
- BrainDamage
- Lobby Developer
- Posts: 1164
- Joined: 25 Sep 2006, 13:56
Re: Antinuke Rocket Autobuild
updates on sirmaverick's fixes:
- when you issues /luaui stockpilecount it updates the amount of stockpile for all units istantly
- reduced some code duplication
- removed the automatic disable of old stockpiler widget until i figure out a way to detect if it's enabled itfp
- when you issues /luaui stockpilecount it updates the amount of stockpile for all units istantly
- reduced some code duplication
- removed the automatic disable of old stockpiler widget until i figure out a way to detect if it's enabled itfp
- Attachments
-
- unit_stockpile_dynamic.lua
- (4.59 KiB) Downloaded 18 times
Re: Antinuke Rocket Autobuild
Why can this widget not just be reduced to "when a missile is fired, queue 1 missile" ? Which could be done in like 3 lines, minus GetInfo.
Seems to me like it would do the exact same thing (Combining with springs default behavior here), and would allow more ease of changing stockpile number, i.e. you just queue 10, and it would max at 10, queue 9, it maxes at 9, etc...
Seems to me like it would do the exact same thing (Combining with springs default behavior here), and would allow more ease of changing stockpile number, i.e. you just queue 10, and it would max at 10, queue 9, it maxes at 9, etc...
- BrainDamage
- Lobby Developer
- Posts: 1164
- Joined: 25 Sep 2006, 13:56
Re: Antinuke Rocket Autobuild
it has more functionality:
it replaces current stockpiler widget with possibility to chose ingame amount of stockpiled units (queued up on build) and saves it
when you capture/recieve an unit it adjusts the stockpile queue so it only stockpiles the desidered amount and not the previous value set by the other player
it replaces current stockpiler widget with possibility to chose ingame amount of stockpiled units (queued up on build) and saves it
when you capture/recieve an unit it adjusts the stockpile queue so it only stockpiles the desidered amount and not the previous value set by the other player
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- Posts: 834
- Joined: 19 May 2009, 21:10
Re: Antinuke Rocket Autobuild
If you reduce it to just that, the user would need to queue the initial amount manually.Niobium wrote:Why can this widget not just be reduced to "when a missile is fired, queue 1 missile" ?