Widget Requests and Ideas

Widget Requests and Ideas

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

Moderator: Moderators

Post Reply
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Widget Requests and Ideas

Post by Jazcash »

Just two simple Widget requests, if anybody can make any of these or find existing ones, I'll be very grateful.

Com Counter GUI Display: Just a small on-screen number of how many enemy and ally Coms remain in play. There's a sort of version of this in existence already, but it's not always on-screen.

Auto-take: Just automatically takes untaken units as soon as possible.
This did exist a long time ago but I can't seem to find it any more.

Edit:

Ok, bit of an update. I have another request and one more idea

Widget Profiles: So I had 5 FPS in chickens when I had all my usual widgets on as normal. I wanted more FPS desperately so did /luaui disable. Took me to 220 FPS :|

Could use some tool which saves and loads widget profiles. Widget profiles being the states of widgets which are enabled or disabled. So when things get laggy, I could hit a keybind and it disables all the unnecessary widgets defined by myself.

Idea, Queue Saving and Loading: So this one would save and load build queues, orders and commands. When a player is ready, they could hit "record", and the widget would then save all actions performed by the player until the user hits "Stop recording". Then, in future games, the player could just load the queue and sit back and watch how it played out before :P

I suppose it's kinda cheating in a way but would be quite funlolzy in some cases.
Last edited by Jazcash on 07 Aug 2010, 03:16, edited 2 times in total.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Two Simple Widget Requests

Post by zwzsg »

Jazcash wrote:Auto-take: Just automatically takes untaken units as soon as possible.
This did exist a long time ago but I can't seem to find it any more.
This really shouldn't widgetised. Or clueless noobs will take units they won't even be aware of before a more competent player does.
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Two Simple Widget Requests

Post by Jazcash »

zwzsg wrote:
Jazcash wrote:Auto-take: Just automatically takes untaken units as soon as possible.
This did exist a long time ago but I can't seem to find it any more.
This really shouldn't widgetised. Or clueless noobs will take units they won't even be aware of before a more competent player does.
Yeh this is the exact reason I want it, so I can take them before a newb does :P
User avatar
manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Two Simple Widget Requests

Post by manolo_ »

but as a pro you should be faster on clicking on the blinking T, than a confused noob
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Two Simple Widget Requests

Post by knorke »

Modifying any take reminder widget should work.
Just look where it says Echo "there are free units to take" or whatever and add this:

Spring.SendCommands("take")

Com Counter is not so easy as enemy coms might die outside of LOS and widget can not see this.
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Two Simple Widget Requests

Post by Jazcash »

manolo_ wrote:but as a pro you should be faster on clicking on the blinking T, than a confused noob
Yeh, I always do, but some nub usually gets it because of mai tinternets being so slow.

Image
User avatar
BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Re: Two Simple Widget Requests

Post by BrainDamage »

having slow internet ( or to be correct, high ping to the host ), with auto take, will make sure that you'll never be the one to take because the one with lowest ping will win the race ( this assumes not just you will have it )

also, personally I find this widget idea rather silly, there's several factors to consider who should take the dropped player based on distance ( managing 2 bases at the same time all of a sudden is not very optimal ), front line disposition, etc; which cannot be easily automatized
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Two Simple Widget Requests

Post by Jazcash »

BrainDamage wrote:having slow internet ( or to be correct, high ping to the host ), with auto take, will make sure that you'll never be the one to take because the one with lowest ping will win the race ( this assumes not just you will have it )

also, personally I find this widget idea rather silly, there's several factors to consider who should take the dropped player based on distance ( managing 2 bases at the same time all of a sudden is not very optimal ), front line disposition, etc; which cannot be easily automatized
Yeh, I always give units to the appropriate person unless they're new.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: Two Simple Widget Requests

Post by Google_Frog »

Com Counter GUI Display: Just a small on-screen number of how many enemy and ally Coms remain in play. There's a sort of version of this in existence already, but it's not always on-screen.
How is a widget suppose to know if enemy comm is alive? They could only tell if the comm is in los when it dies.
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Two Simple Widget Requests

Post by Jazcash »

Google_Frog wrote:
Com Counter GUI Display: Just a small on-screen number of how many enemy and ally Coms remain in play. There's a sort of version of this in existence already, but it's not always on-screen.
How is a widget suppose to know if enemy comm is alive? They could only tell if the comm is in los when it dies.
I think Pako made one. It's just so easy to determine when a team loses a Com. Just something simple like if Com Wreck on map and != ally's then Enemy coms = Enemy coms -1.
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Two Simple Widget Requests

Post by hoijui »

1. could be considered cheating
2. there are games with more then 2 ally teams
3. you do not know of a wreck go reclaimed or resurrected, if it vanishes out of view

you could go the easy/save way, and display the number of coms for your ally team, and the known-lost-coms for all the enemy ally teams.
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Two Simple Widget Requests

Post by Jazcash »

hoijui wrote:1. could be considered cheating
2. there are games with more then 2 ally teams
3. you do not know of a wreck go reclaimed or resurrected, if it vanishes out of view

you could go the easy/save way, and display the number of coms for your ally team, and the known-lost-coms for all the enemy ally teams.
Hmm I suppose it could be considered cheating, I guess I'll pass on that one then :P
User avatar
aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: Two Simple Widget Requests

Post by aegis »

hoijui wrote:3. you do not know of a wreck go reclaimed or resurrected, if it vanishes out of view
yes you do?
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Two Simple Widget Requests

Post by CarRepairer »

aegis wrote:
hoijui wrote:3. you do not know of a wreck go reclaimed or resurrected, if it vanishes out of view
yes you do?
I believe it depends on a mod rule.
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Two Simple Widget Requests

Post by Jazcash »

CarRepairer wrote:
aegis wrote:
hoijui wrote:3. you do not know of a wreck go reclaimed or resurrected, if it vanishes out of view
yes you do?
I believe it depends on a mod rule.
By default, Aegis is right. Nobody ever changes the modrules though.
User avatar
BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Re: Two Simple Widget Requests

Post by BrainDamage »

you can check reclaim and resurrect values before it vanishes to determine the destiny, and about visibility, it depends on a mod rule and it's default OFF since few spring releases afaik ( see the drama about disappearing/hard to reclaim dragon teeth from few months ago), BA actually turns it ON, so I'd guess it's not cheating since it's the mod itself that allows it
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Two Simple Widget Requests

Post by Jazcash »

Fatty also made this: http://widgets.springrts.de/index.php#118

Yet, I can't seem to get it to work or display anything at all.
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Widget Requests and Ideas

Post by Jazcash »

Ok, bit of an update. I have another request and one more idea

Widget Profiles: So I had 5 FPS in chickens when I had all my usual widgets on as normal. I wanted more FPS desperately so did /luaui disable. Took me to 220 FPS :|

Could use some tool which saves and loads widget profiles. Widget profiles being the states of widgets which are enabled or disabled. So when things get laggy, I could hit a keybind and it disables all the unnecessary widgets defined by myself.

Idea, Queue Saving and Loading: So this one would save and load build queues, orders and commands. When a player is ready, they could hit "record", and the widget would then save all actions performed by the player until the user hits "Stop recording". Then, in future games, the player could just load the queue and sit back and watch how it played out before :P

I suppose it's kinda cheating in a way but would be quite funlolzy in some cases.
User avatar
aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: Widget Requests and Ideas

Post by aegis »

widgets could support multiple performance modes and a profiler could switch on in case of low framerate and tell the worst-performing widgets to become more efficient
Post Reply

Return to “Lua Scripts”