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Re: REQ: mexmaker widget

Posted: 21 Jan 2009, 21:48
by imbaczek
yeah go duke it out on 1v1 CCR. post replays ^^

Re: REQ: mexmaker widget

Posted: 21 Jan 2009, 21:51
by adin_panther
I don't think it was so wrong when i misread "Go nuke it out ..."

lol

Re: REQ: mexmaker widget

Posted: 22 Jan 2009, 16:59
by ginekolog
adin_panther wrote:I don't think it was so wrong when i misread "Go nuke it out ..."

lol
hell yeah automated mex maker would give u so huge boost u could skip flashes and spam nukeSS!! Cheats!!


...NOT ;)

I support this widget idea.

Re: REQ: mexmaker widget

Posted: 22 Jan 2009, 17:06
by lurker
I see this best as a sort of 'area mex' command, where you drag out a big circle saying where you want mexes, be it that island over there or this half of the map. Could hook into dragging on mexes directly when the widget is on.

Re: REQ: mexmaker widget

Posted: 22 Jan 2009, 17:12
by imbaczek
^^^

that and 'auto rebuild mex on/off'.

Re: REQ: mexmaker widget

Posted: 22 Jan 2009, 18:04
by dizekat
I was thinking of it too. Not sure how to get metal on map in LUA though.
If someone can tell me the function for
1:finding metal amount at point x,z , and
2:building a mex at point x,z
i could do it (dont have time for searching at the moment)

Re: REQ: mexmaker widget

Posted: 22 Jan 2009, 19:14
by 1v0ry_k1ng
the code is in all ai's, how hard would it be to rip it and turn it into some form of gadget?

Re: REQ: mexmaker widget

Posted: 22 Jan 2009, 19:17
by Evil4Zerggin
dizekat wrote:I was thinking of it too. Not sure how to get metal on map in LUA though.
If someone can tell me the function for
1:finding metal amount at point x,z , and
2:building a mex at point x,z
i could do it (dont have time for searching at the moment)
Look at my Prospector widget.

Re: REQ: mexmaker widget

Posted: 22 Jan 2009, 19:24
by adin_panther
lurker wrote:I see this best as a sort of 'area mex' command, where you drag out a big circle saying where you want mexes, be it that island over there or this half of the map. Could hook into dragging on mexes directly when the widget is on.
That is a great idea.

Re: REQ: mexmaker widget

Posted: 22 Jan 2009, 20:24
by dizekat
1v0ry_k1ng wrote:the code is in all ai's, how hard would it be to rip it and turn it into some form of gadget?
ai is something entirely different from lua widgets and gadgets, entirely different interface.

Re: REQ: mexmaker widget

Posted: 22 Jan 2009, 20:24
by dizekat
Evil4Zerggin wrote:
dizekat wrote:I was thinking of it too. Not sure how to get metal on map in LUA though.
If someone can tell me the function for
1:finding metal amount at point x,z , and
2:building a mex at point x,z
i could do it (dont have time for searching at the moment)
Look at my Prospector widget.
k, thanks.

Re: REQ: mexmaker widget

Posted: 22 Jan 2009, 22:45
by 1v0ry_k1ng
actually cant wait for this now