Enabling custom widgets

Enabling custom widgets

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

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SnS CEO
Posts: 10
Joined: 20 Apr 2010, 05:14

Enabling custom widgets

Post by SnS CEO »

So, for some reason the widgets I have installed in /LuaUI/Widgets do not show up when I press F11. According to http://springrts.com/wiki/Lua_Widgets I need to make sure that I have 'checked the "Enable LuaUI widgets" box in SpringSettings.' I can find no option in SpringSettings. Is there some file I can check to make sure it will find those widgets?
SirMaverick
Posts: 834
Joined: 19 May 2009, 21:10

Re: Enabling custom widgets

Post by SirMaverick »

SnS CEO wrote:According to http://springrts.com/wiki/Lua_Widgets I need to make sure that I have 'checked the "Enable LuaUI widgets" box in SpringSettings.' I can find no option in SpringSettings.
That option is obsolete. They should always show up.

Look in infolog.txt if you see any errors for your widget.

CA has custom widgets blocked by default. They can be enabled.
SnS CEO
Posts: 10
Joined: 20 Apr 2010, 05:14

Re: Enabling custom widgets

Post by SnS CEO »

SirMaverick wrote:
SnS CEO wrote:According to http://springrts.com/wiki/Lua_Widgets I need to make sure that I have 'checked the "Enable LuaUI widgets" box in SpringSettings.' I can find no option in SpringSettings.
That option is obsolete. They should always show up.

Look in infolog.txt if you see any errors for your widget.

CA has custom widgets blocked by default. They can be enabled.
I've only investigated this problem in BA actually. The list simply doesn't display the widgets in questions (in particular, ImmobileBuilder from unit_immobile_buider.lua [why is it misspelled? :P). It's not like they show up in orange.
SnS CEO
Posts: 10
Joined: 20 Apr 2010, 05:14

Re: Enabling custom widgets

Post by SnS CEO »

On further investigation of infolog.txt, it seems only widgets from the BA mod are being loaded, but none from LuaUI/Widgets.

Code: Select all

[      0] Using LUAUI_DIRNAME = LuaUI/
[      0] Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
[      0] LuaUI: bound F11 to the widget selector
[      0] LuaUI: bound CTRL+F11 to tweak mode
[      0] Loaded widget from mod:   Red_UI_Framework    <red_ui_framework.lua>
[      0] Loaded widget from mod:   BlurApi             <api_gfx_blur.lua>
...
[      0] Loaded widget from mod:   CustomFormations2   <unit_customformations2.lua>
[      0] LuaUI v0.3
[      0] Finalizing...
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d-gun
Posts: 126
Joined: 03 Jan 2010, 18:32

Re: Enabling custom widgets

Post by d-gun »

i think mods do that on purpose to stop cheating
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Enabling custom widgets

Post by Forboding Angel »

Not so much to stop cheating. More to stop widgets like autoskirm and various other forms of widgets that "Make the game too easy and give a massive advantage for one player over the others".
SirMaverick
Posts: 834
Joined: 19 May 2009, 21:10

Re: Enabling custom widgets

Post by SirMaverick »

Forboding Angel wrote:Not so much to stop cheating. More to stop widgets like autoskirm and various other forms of widgets that "Make the game too easy and give a massive advantage for one player over the others".
There are mods that include those widgets.

BA does not block custom widgets.
SnS CEO
Posts: 10
Joined: 20 Apr 2010, 05:14

Re: Enabling custom widgets

Post by SnS CEO »

In particular, I was playing with a guy that could use custom widgets, but I was unable to use them, so it wasn't a server/mod setting as far as I can tell.
SnS CEO
Posts: 10
Joined: 20 Apr 2010, 05:14

Re: Enabling custom widgets

Post by SnS CEO »

OK, the issue was that I didn't know the F11 menu is scrollable. Issue resolved. Feel free to close this thread. Btw, where does it mention that F11 is scrollable?! Someone had to tell me in game.
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