dafault widgets explanation

dafault widgets explanation

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MasterZH
Posts: 54
Joined: 29 Aug 2009, 14:44

dafault widgets explanation

Post by MasterZH »

can some help me with those what they do:
Attack AoE
Prospector
Teleport Gui
Transporting
Units on Fire
FactoryGuard
MetalMakers
RelativeMinimap
Stockpiler
Build ETA
Customformations v2
Lups
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: dafault widgets explanation

Post by Pxtl »

Lups is used for in-game special effects like glowing fusion reactors.

Custom formations lets you rclick-draw curved lines that units will move to, instead of straight lines.

Build ETA gives you small numbers under constructions telling uyou how long till ready.

Stockpiler adds stockpile-orders to anti-nukes automatically when built.

MetalMakers automatically turns on/off your metal makers.

FactoryGuard auto-assigns newly built con-units to guard the factory.

Transporting lets transports work better.

Prospector tells you how much a metal extractor will get you.

Attack AOE shows the area-of-effect when you issue an attack-ground command. Iirc, there's some way to get it to show building explosion radii.

I'm guessing Units on Fire is a CA widget that makes units glow when they're on fire (or another game that includes units that are on fire).

Dunno about the rest.
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maackey
Posts: 490
Joined: 02 Jul 2008, 07:11

Re: dafault widgets explanation

Post by maackey »

Relative minimap just changes the size/aspect ratio of minimap iirc.

Teleport GUI i think is similar to jumpjet gui where it shows the path and max range of teleporting unit.
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oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Re: dafault widgets explanation

Post by oksnoop2 »

Wait. There's a teleport Gadget?
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maackey
Posts: 490
Joined: 02 Jul 2008, 07:11

Re: dafault widgets explanation

Post by maackey »

Its in The Cursed. It works almost the same as jumping units, except they can go through walls and stuff.
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