Antinuke Rocket Autobuild - Page 2

Antinuke Rocket Autobuild

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troycheek
Posts: 80
Joined: 22 May 2009, 19:13

Re: Antinuke Rocket Autobuild

Post by troycheek »

manolo_ wrote:i dont want to bind /luaui stockpilecount 100 to a key, so how could i change it without modify the widget itself?
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.
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Antinuke Rocket Autobuild

Post by manolo_ »

very_bad_soldier wrote:
SirMaverick wrote:
very_bad_soldier wrote:

Code: Select all

Spring.SendCommands{"luaui disablewidget Stockpiler"} -- Disable the old stockpiler widget which could conflict
This line makes my spring.exe freeze on "Loading LuaUI" if Stockpiler is already disabled.
Spring version? I don't have any problems with 0.79.1.2 (single thread).
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).
Besides that, great widget! :mrgreen:

@manolo:
Just type that command in chat.
im lazy and want to avoid all kind of work (e.g. i asked for auto group com widget ;) and i dont want a certain widget for this line, k i want it :mrgreen: )

edit: at troy ah k, good 2 know, thougt for every game
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BrainDamage
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Posts: 1164
Joined: 25 Sep 2006, 13:56

Re: Antinuke Rocket Autobuild

Post by BrainDamage »

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
Attachments
unit_stockpile_dynamic.lua
(4.59 KiB) Downloaded 18 times
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Niobium
Posts: 456
Joined: 07 Dec 2008, 02:35

Re: Antinuke Rocket Autobuild

Post by Niobium »

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...
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BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Re: Antinuke Rocket Autobuild

Post by BrainDamage »

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
SirMaverick
Posts: 834
Joined: 19 May 2009, 21:10

Re: Antinuke Rocket Autobuild

Post by SirMaverick »

Niobium wrote:Why can this widget not just be reduced to "when a missile is fired, queue 1 missile" ?
If you reduce it to just that, the user would need to queue the initial amount manually.
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