Defense Range v6.12 - Page 8

Defense Range v6.12

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

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very_bad_soldier
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Joined: 20 Feb 2007, 01:10

Re: Defense Range v5.11

Post by very_bad_soldier »

BlueTemplar wrote:IMHO it's best to keep the widgets separate, so that you can de-activate some of them if you wish, but we do need to be able to separate them in different categories, a bit like in Ice UI.
Yeah, I think too its better to split it up since the functions are barely related to each other (ok, blast radius is arguable).
BlueTemplar wrote: BTW, did you fix the spec problem with the unit marker? (Specs are adding automatic markers too)
It might be interesting to keep it for some units, to show the specs when a player is building something that will change the game, like a t2 fac, a nuke, a big bertha/vulcan...
Yes it disables itself in spec mode. I dont really understand why to keep for some units even for specs. Specs can see the markers by players but they should IMO not interact with the actual game (and place markers on their own).

Extending the blast radius stuff a bit further sounds interesting (btw showing blast radius of selected units is already in by pressing space+x).
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BlueTemplar
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Re: Defense Range v5.11

Post by BlueTemplar »

Players can't see spec markers and drawings.
el_matarife
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Joined: 27 Feb 2006, 02:04

Re: Defense Range v5.11

Post by el_matarife »

very_bad_soldier wrote:Extending the blast radius stuff a bit further sounds interesting (btw showing blast radius of selected units is already in by pressing space+x).
My concern is that hitting space+x when you're building blocks of units with shift and control or alt is going to be way too difficult unless you're really flexible or have 6 fingers.
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BlueTemplar
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Re: Defense Range v5.11

Post by BlueTemplar »

And won't it interfere with the building spacing?
Hacked
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Joined: 15 Aug 2008, 18:06

Re: Defense Range v5.11

Post by Hacked »

yeah, alt ctrl and shift should all activate the blast radius, because this information is the most useful when trying to build many buildings close together. At least for me, i always have one hand near the ctrl alt shift area
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very_bad_soldier
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Re: Defense Range v6.0

Post by very_bad_soldier »

updated...
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manolo_
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Re: Defense Range v6.0

Post by manolo_ »

i added xta list, wy isnt it workin
Attachments
gui_defenseRange.lua
(39.72 KiB) Downloaded 134 times
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very_bad_soldier
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Re: Defense Range v6.0

Post by very_bad_soldier »

It's because you are using the armor tags from BA. You have to change them to XTA.

Code: Select all

modConfig["XTA"]["armorTags"] = {}
modConfig["XTA"]["armorTags"]["air"] = "group_landair"
modConfig["XTA"]["armorTags"]["ground"] = "default"
modConfig["XTA"]["dps"] = {}
modConfig["XTA"]["dps"]["ground"] = {}
modConfig["XTA"]["dps"]["air"] = {}
modConfig["XTA"]["dps"]["ground"]["min"] = 50
modConfig["XTA"]["dps"]["ground"]["max"] = 500
modConfig["XTA"]["dps"]["air"]["min"] = 80
modConfig["XTA"]["dps"]["air"]["max"] = 500
You may also need to change the min/max-dps values to setup the color circles correctly (if the dps-values differ from BA's).
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manolo_
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Re: Defense Range v6.0

Post by manolo_ »

thx works perfect

edit: maybe you could include the xta-part into the next version
Attachments
gui_defenseRange.lua
with xta working version
(39.74 KiB) Downloaded 143 times
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ginekolog
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Re: Defense Range v6.0

Post by ginekolog »

BUG: when i move V6 with ctrl+F11 around it wont stay there next time widget is started again. Thats why i still use 5.11.

I use iceui.. if it is related? donthink so. Other widgets stay where i put em.
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very_bad_soldier
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Joined: 20 Feb 2007, 01:10

Re: Defense Range v6.0

Post by very_bad_soldier »

Thanks for report, I noticed strange behavior too, but since I moved to a new house I didnt really had time to care about that.
Anyway, here is a (hopefully) fixed version.

But AFAIK BA does prefer mod-included widgets over user-installed widgets now, so you can't use it by just dropping it in your widget-folder.
Attachments
gui_defenseRange.lua
v6.1:
-TweakMode fixed
-XTA-Support (by manolo_)
(39.99 KiB) Downloaded 152 times
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manolo_
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Re: Defense Range v6.1

Post by manolo_ »

hey,

update the supported mod-list within the downloader
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TheFatController
Balanced Annihilation Developer
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Re: Defense Range v6.0

Post by TheFatController »

very_bad_soldier wrote:But AFAIK BA does prefer mod-included widgets over user-installed widgets now, so you can't use it by just dropping it in your widget-folder.
Not anymore
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very_bad_soldier
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Re: Defense Range v6.11

Post by very_bad_soldier »

New version: Missing water stuff added for BA...
thelawenforcer
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Joined: 20 Nov 2008, 18:00

Re: Defense Range v6.12

Post by thelawenforcer »

can we get this for nota???
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manolo_
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Re: Defense Range v6.12

Post by manolo_ »

thelawenforcer wrote:can we get this for nota???
u have to do it, copy paste the section of ba or xta or ca and add the turrets of nota (for the original names use moduane from trademark)
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