widget request: auto dgun - Page 2

widget request: auto dgun

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

Moderator: Moderators

Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: widget request: auto dgun

Post by Regret »

Forboding Angel wrote:The concept of the dgun is kind of retarded anyway. It would be much more useful to remove the dgun and the pew pew laser and replace it all with a short range superpwered anni laser with a 1 sec recharge. The downside is that you lose the ability to kill lines of stuff. The upside is that you can kill low flying aircraft easily and you don't have to micro your comm.

The fact that you have to manually aim your dgun isn't really a feature...

Moreso a necessary limitation so that the AI doesn't cause you to dgun everything you own.

Even better idea. Dgun doesn't damage friendly units and fires automagically. Set com to return fire if you prefer old behavior. The fact that the dgun destroys any building wreckage is also not a feature. Cause if you're really hard up you might actually need to dgun your own factory to kill that flashtank, at the very least it would be nice to be able to reclaim the dead fac and not be totally fucked.

I just don't care for the dgun idea. It was novel in 1997, but it's just annoying now because there are so many other ways to accomplish the same thing.
I'm guessing you're just raging due to failing horribly a few times in some game with DGun involved. But still:

DGun is a weapon that can kill anything but has to be used with thought put into it. Which is a fair trade considering how fragile the commander is and how short-ranged DGun is.

It certainly is a feature in many games on Spring, with every quirk it has.
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: widget request: auto dgun

Post by Otherside »

obvious troll thread is obvious
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: widget request: auto dgun

Post by Forboding Angel »

Regret wrote: I'm guessing you're just raging due to failing horribly a few times in some game with DGun involved. But still:

DGun is a weapon that can kill anything but has to be used with thought put into it. Which is a fair trade considering how fragile the commander is and how short-ranged DGun is.

It certainly is a feature in many games on Spring, with every quirk it has.
What? Gramma, duz yous uze it?!?

What I'm saying is that the WAY the dgun is IMPLEMENTED is SILLY by TODAY'S standards, compared to most modern RTS games.

Me saying this doesn't mean I've ever had any trouble using the dgun, it's just and observation. Obvious troll was obvious.
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: widget request: auto dgun

Post by Regret »

Forboding Angel wrote:What? Gramma, duz yous uze it?!?
?
Forboding Angel wrote:What I'm saying is that the WAY the dgun is IMPLEMENTED is SILLY by TODAY'S standards, compared to most modern RTS games.
Most modern RTS games are dumbed down to the point where they have no depth whatsoever.
Forboding Angel wrote:Me saying this doesn't mean I've ever had any trouble using the dgun, it's just and observation. Obvious troll was obvious.
Your observation is wrong. As are your statements that DGun mechanics are not features.
dizekat
Posts: 438
Joined: 07 Dec 2007, 12:10

Re: widget request: auto dgun

Post by dizekat »

I sometimes enable auto-dgun-up for transports. Generally helps against ally comm-napping, the only problem is not forgetting to disable it otherwise. It only dguns transports, and in rare case someone gives you a transport it may be rather annoying.

I'm waiting for a post of someone accusing me of ruining the game by stopping ally commnap...
User avatar
TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: widget request: auto dgun

Post by TheFatController »

dizekat wrote:I'm waiting for a post of someone accusing me of ruining the game by stopping ally commnap...
Image
User avatar
TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: widget request: auto dgun

Post by TheFatController »

On a serious note I did waste an afternoon working out exactly where the dgun will land for the modified attack AoE embedded within BA, combined with the dgun assist widget which is (only roughly) accurate at showing where to shoot you could make a pretty good auto dgun which avoided allies by hammering these together.

I might try it sometime when I get bored but I really prefer dgunning myself (I do prefer to play this game as a game and some things are just less fun if you automate them!)
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: widget request: auto dgun

Post by AF »

Look at the dgunning AIs in NTai and AAI. Some of you will remember that with enough meddling and calculation a commander can dgun a hawk and other fast aircraft flying at full pelt.
dizekat
Posts: 438
Joined: 07 Dec 2007, 12:10

Re: widget request: auto dgun

Post by dizekat »

AF wrote:Look at the dgunning AIs in NTai and AAI. Some of you will remember that with enough meddling and calculation a commander can dgun a hawk and other fast aircraft flying at full pelt.
don't hawks fly too high?
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: widget request: auto dgun

Post by 1v0ry_k1ng »

AF wrote:Look at the dgunning AIs in NTai and AAI. Some of you will remember that with enough meddling and calculation a commander can dgun a hawk and other fast aircraft flying at full pelt.
I remember, although it sure was system hungry
User avatar
Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: widget request: auto dgun

Post by Spawn_Retard »

Forboding Angel wrote:The concept of the dgun is kind of retarded anyway. It would be much more useful to remove the dgun and the pew pew laser and replace it all with a short range superpwered anni laser with a 1 sec recharge. The downside is that you lose the ability to kill lines of stuff. The upside is that you can kill low flying aircraft easily and you don't have to micro your comm.

The fact that you have to manually aim your dgun isn't really a feature...

Moreso a necessary limitation so that the AI doesn't cause you to dgun everything you own.

Even better idea. Dgun doesn't damage friendly units and fires automagically. Set com to return fire if you prefer old behavior. The fact that the dgun destroys any building wreckage is also not a feature. Cause if you're really hard up you might actually need to dgun your own factory to kill that flashtank, at the very least it would be nice to be able to reclaim the dead fac and not be totally fucked.

I just don't care for the dgun idea. It was novel in 1997, but it's just annoying now because there are so many other ways to accomplish the same thing.

GTFO, manual aiming is a feature for sure.
Post Reply

Return to “Lua Scripts”