Re: Widget request: Automatically paralyse and capture
Posted: 26 Jan 2011, 16:36
Rapid is included with the spring install.
In particular, you could use rapid-gui.exe
In particular, you could use rapid-gui.exe
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
These augment things the developer either forgot, cannot do or didn't have support for at the time. Outside of dgun helper(which I am unsure about) they all seem to be widgets that are aiding the design vs compromising it. For example, a ui mod for a fps shooter to give you an idea if the other player is armored would be an augment, probably should be added but cannot because the developers are obviously hard to reach but surely they would like you to see the armor. An aimbot though comprimises.klapmongool wrote:klapmongool wrote:@smoth2: there are dozens of widgets that reduce the need for players to have apm.Uhhm, I feel like we might mean different things here... but how about these examples from my widget dir:smoth wrote:Such as?
auto_reclaim_heal_assist.lua
gui_idle_builders_new.lua
unit_auto_group.lua
unit_bomber_control.lua
unit_cloakfirestate.lua
unit_dgun_stall_assist.lua
unit_customformations3.lua
unit_dgunhelper.lua
unit_improved_metal_maker.lua
unit_passive_nanos.lua
unit_marker.lua
gui_commandinsert.lua
unit_smart_nanos.lua
and a mouse does to.. man, you know what I meant. Sure you could argue that but it is sarcastic to make that argument, really, I would expect better than that from you.Google_Frog wrote:Pretty much all of them?
for example:
No resource bar -> lots of clicking required to figure out your income.
I understand what u mean. What I'd say, though, is that the difference isnt that easy to spot. In this case it may be clear (due to the developer actually stating that that is the intent of the unit) but I think that this is the wrong way of balancing units (especially if widgets can be made to overcome the mechanism). Balancing should thus be done through costs/dmg/range/health/awesomeness.smoth wrote:These augment things the developer either forgot, cannot do or didn't have support for at the time. Outside of dgun helper(which I am unsure about) they all seem to be widgets that are aiding the design vs compromising it. For example, a ui mod for a fps shooter to give you an idea if the other player is armored would be an augment, probably should be added but cannot because the developers are obviously hard to reach but surely they would like you to see the armor. An aimbot though comprimises.klapmongool wrote:klapmongool wrote:@smoth2: there are dozens of widgets that reduce the need for players to have apm.Uhhm, I feel like we might mean different things here... but how about these examples from my widget dir:smoth wrote:Such as?
auto_reclaim_heal_assist.lua
gui_idle_builders_new.lua
unit_auto_group.lua
unit_bomber_control.lua
unit_cloakfirestate.lua
unit_dgun_stall_assist.lua
unit_customformations3.lua
unit_dgunhelper.lua
unit_improved_metal_maker.lua
unit_passive_nanos.lua
unit_marker.lua
gui_commandinsert.lua
unit_smart_nanos.lua
that help explain what I was getting at?
I thought you said earlier he said he believed such a thing is impossible? if that is the case you are aiding him.due to the developer actually stating that that is the intent of the unit)
This is a dangerous line to cross, so because an exploit can be made due to a flaw in the engine, you will see to it said exploit is written. At which point you get into a lua fight with the dev. Not good imo.I think that this is the wrong way of balancing units (especially if widgets can be made to overcome the mechanism).
Wise words. I'll talk to him :)smoth wrote:I thought you said earlier he said he believed such a thing is impossible? if that is the case you are aiding him.due to the developer actually stating that that is the intent of the unit)This is a dangerous line to cross, so because an exploit can be made due to a flaw in the engine, you will see to it said exploit is written. At which point you get into a lua fight with the dev. Not good imo.I think that this is the wrong way of balancing units (especially if widgets can be made to overcome the mechanism).
Probably the best approach is to ask him to clearly define a few things:
First: why does he have the unit not auto firing?
Second: Is this because he does not have a good way to handle it(IE: holdposition gadget)?
Third: is he open to a solution?
If he is completely hardline on you, as I said, someone WILL write an exploit all the same. He needs to handle it at the very least. Due to the ambiguous nature of the unit and his unclear stance, i don't think you are compromising his design persay but I would advise you to get some clear answers as you can just end up in a lua war with the dev.
Well duh, wait until it loads!klapmongool wrote: @frog How is rapid supposed to work? I do have it, in my spring dir. When starting rapid-gui.exe it just loads a pretty much emtpy gui with two white spaces. Above the two twice 'Loading'.
Forboding Angel wrote:Well duh, wait until it loads!klapmongool wrote: @frog How is rapid supposed to work? I do have it, in my spring dir. When starting rapid-gui.exe it just loads a pretty much emtpy gui with two white spaces. Above the two twice 'Loading'.Then just double click on the thing you want. (sd:test)