Widget Request: Unit-specific factory waypoints

Widget Request: Unit-specific factory waypoints

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

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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Widget Request: Unit-specific factory waypoints

Post by Pxtl »

I've been playing CA and I run into this problem: I want to have different starting orders for different units coming out of a factory. There are lots of workarounds for this - like the auto-factory-guard for builders, the patrol-fighters-only for air labs, etc... but a generic solution would be nice. For example, crawling bombs need to be kept seperate from mainline troops, and having them head to the same waypoint is dangerous.

Can you do drag-and-drop in Spring? If so, that would be the best UI - drag the unit icon from the factory buildlist onto the playfield, and it becomes a "move" order for that unit class. Hold shift while you do that and any sequential commands are applied exclusively to that unit class. General factory orders apply to any units without class-specific orders. Add a "clear orders" button to the factory to wipe out unit-specific orders.
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: Widget Request: Unit-specific factory waypoints

Post by CarRepairer »

I've considered this as well, specifically just for crawling bombs for simplicity's sake. I hate that all my units crowd into one spot with the crawling bombs. I have to constantly keep tabs on the rally point. If I'm distracted elsewhere, one enemy raider can trigger the bombs and blow up my entire standing army.

Perhaps a quick solution (your drag/drop idea is good as a general solution but I don't have the time) would just be set a single point on the map where newly built crawling bombs go, rather than their factory's waypoint.
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: Widget Request: Unit-specific factory waypoints

Post by JohannesH »

If ctrl grouping factories wasnt so tarded you could easily just change waypoint on the fly... :/
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Widget Request: Unit-specific factory waypoints

Post by Tribulex »

CarRepairer wrote: Perhaps a quick solution (your drag/drop idea is good as a general solution but I don't have the time) would just be set a single point on the map where newly built crawling bombs go, rather than their factory's waypoint.
Just make them automatically go to the enemy's commander.
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CarRepairer
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Joined: 07 Nov 2007, 21:48

Re: Widget Request: Unit-specific factory waypoints

Post by CarRepairer »

d_b wrote:
CarRepairer wrote: Perhaps a quick solution (your drag/drop idea is good as a general solution but I don't have the time) would just be set a single point on the map where newly built crawling bombs go, rather than their factory's waypoint.
Just make them automatically go to the enemy's commander.
Sure that's possible, but how do you make that inverted b?
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Widget Request: Unit-specific factory waypoints

Post by Tribulex »

CarRepairer wrote:
d_b wrote:
CarRepairer wrote: Perhaps a quick solution (your drag/drop idea is good as a general solution but I don't have the time) would just be set a single point on the map where newly built crawling bombs go, rather than their factory's waypoint.
Just make them automatically go to the enemy's commander.
Sure that's possible, but how do you make that inverted b?
Sorry for offtopic: Hey car 1v1 now. You chose mod, except you have to chose one that isnt CA.

Back on topic: Ill lua this up. When ANTS is publicly released you can see it.
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CarRepairer
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48

Re: Widget Request: Unit-specific factory waypoints

Post by CarRepairer »

Okay.. ANTS is a mod you're making? I'll choose ANTS.
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Widget Request: Unit-specific factory waypoints

Post by Tribulex »

CarRepairer wrote:Okay.. ANTS is a mod you're making? I'll choose ANTS.
Clever but since you dont have access to the game, you automatically lose.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Widget Request: Unit-specific factory waypoints

Post by smoth »

Well don't spoil the surprise dammit, I want to look forward to a surprising new project!
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Widget Request: Unit-specific factory waypoints

Post by Tribulex »

smoth wrote:Well don't spoil the surprise dammit, I want to look forward to a surprising new project!
Its rather unique, has nothing to do with my previous and still unfinished game. Will let u know when something passable is done.
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