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Not tested, but it should do because it works by just reducing com counts from initial player counts whenever it detects a new wreck, and as decoys don't have wrecks then it should work fine.Jools wrote:Does it count also decoys?
An old widget, similar to this used to be done with the widgetHandler UnitDestroyed, UnitCreated and so on but it got changed so they only work for units within ally LOS. Wrecks however, are still visible globally, with or without LOS.knorke wrote:the counting of wrecks and all that is imo quite stupid.
cleanest would be to have a gadget that keeps track of living commanders. Then tell the player/widget as much as he can see.
With the hardcoded unitnames it is specific to BA anyway, so why not make it as gadget?
What is a commander?Beherith wrote:Lua has always kinda made decoy commanders obsolete. I dont know if there is a method of hiding the decoy nature of things from the user in widget space, unless we override a lot of luaui.lua.
gadget tables widgets cannot access.Jools wrote:There is no foolproof way of making a decoy that lua cannot detect. We have the same problem as in Seinfeld in 'the contest' (about who can last longest without performing autoerotic activities). They use they honour method.
there are limits to that:smoth wrote:gadget tables widgets cannot access.Jools wrote:There is no foolproof way of making a decoy that lua cannot detect. We have the same problem as in Seinfeld in 'the contest' (about who can last longest without performing autoerotic activities). They use they honour method.
Don't worry, I'll update the thread when there is one. I have a lot of uni work to do over Christmas too so I'm focussing more on that atm.klapmongool wrote:Posting cos interested in more developed version.
Not that I have a horse in this race, but I would argue that Nanoturrets are what made decoy comms obsolete.Beherith wrote:Lua has always kinda made decoy commanders obsolete. I dont know if there is a method of hiding the decoy nature of things from the user in widget space, unless we override a lot of luaui.lua.
If a decoyunit has decoyFor tag, can widgets really figure it out that it is a decoy? I would expect that GetUnitDefID and similiar return the decoyFor-ID, not the real one?Beherith wrote:Lua has always kinda made decoy commanders obsolete. I dont know if there is a method of hiding the decoy nature of things from the user in widget space, unless we override a lot of luaui.lua.