New widget: Enemy Spotter - Page 3

New widget: Enemy Spotter

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

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jK
Spring Developer
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Re: New widget: Enemy Spotter

Post by jK »

Niobium wrote:In my case I have three widgets that are faster because of the global visunits widget I posted; healthbars, teamplatter, and unit experience.
Healthbars uses its own tables which do NOT get updated each frame -> faster, so in the case of healthbars such a solution is slower.
There is a much cleaner and faster solution for this, but i don't use it cuz all my widgets update their visUnit table per pasted time and not per frame.
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jK
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Re: New widget: Enemy Spotter

Post by jK »

Niobium wrote:In my case I have three widgets that are faster because of the global visunits widget I posted; healthbars, teamplatter, and unit experience.
Healthbars uses its own tables which do NOT get updated each frame -> faster, so in the case of healthbars such a solution is slower.
There is a much cleaner and faster solution for this, but i don't use it cuz all my widgets update their visUnit table per passed time and not per frame.
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Niobium
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Re: New widget: Enemy Spotter

Post by Niobium »

jK wrote:
Niobium wrote:In my case I have three widgets that are faster because of the global visunits widget I posted; healthbars, teamplatter, and unit experience.
Healthbars uses its own tables which do NOT get updated each frame -> faster, so in the case of healthbars such a solution is slower.
There is a much cleaner and faster solution for this, but i don't use it cuz all my widgets update their visUnit table per passed time and not per frame.
The widget I posted is time-based just like your healthbars widget is.
SirMaverick
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Re: New widget: Enemy Spotter

Post by SirMaverick »

jK wrote:There is a much cleaner and faster solution for this, ...
That would be?
slogic
AI Developer
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Re: New widget: Enemy Spotter

Post by slogic »

Is it possible to override colour of radar dots via Lua? It would be nice to mark this dot as red from yellow since enemy unit becomes visible.


EDIT: my fool, i forgot that radar dots show only enemies.
Last edited by slogic on 05 Dec 2009, 23:27, edited 1 time in total.
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very_bad_soldier
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Re: New widget: Enemy Spotter

Post by very_bad_soldier »

I really like it and the fading circles look fancy! Good stuff tm! I would still like it even more if the circles would be red (indeed most people think enemy=red) and a bit smaller than in the standard version.
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TradeMark
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Re: New widget: Enemy Spotter

Post by TradeMark »

if i made them smaller, it would be harder to see the color under them, sure you can edit them, but i like how it is now...

you can test the size by editing the lua widget, and every time you make changes just reload the widget again by disabling/enabling it from F11.

feel free to suggest the "best" settings :wink:
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jK
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Re: New widget: Enemy Spotter

Post by jK »

SirMaverick wrote:
jK wrote:There is a much cleaner and faster solution for this, ...
That would be?
using a wrapper for Spring.GetVisibleUnits().

pseudo code

Code: Select all

local origFunc =Spring.GetVisibleUnits
Spring.GetVisibleUnits = function(...)
  local buf = GetBufferedByArguments(...)
  if (buf.time < threshold) then
     return buf.result
  else
     return UpdateBuf(...)
  end
end
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1v0ry_k1ng
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Re: New widget: Enemy Spotter

Post by 1v0ry_k1ng »

why not make the platters teamcoloured?
SirMaverick
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Re: New widget: Enemy Spotter

Post by SirMaverick »

1v0ry_k1ng wrote:why not make the platters teamcoloured?
Team colors can be less visible. One color for enemy is better to remember/recognize.
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TradeMark
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Re: New widget: Enemy Spotter

Post by TradeMark »

yep, think about white on a white map... you cant see it. There are rarely blue maps, so thats also why blue is best for it.

And why would you care about the color of the enemy... you win nothing by knowing that. you can always see the color in minimap and by zooming in if its really that important...
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JohannesH
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Re: New widget: Enemy Spotter

Post by JohannesH »

You gain nothing by knowing whos attacking you? Oo
If the skill levels in enemy team vary a lot then its very important to know.
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TradeMark
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Re: New widget: Enemy Spotter

Post by TradeMark »

use minimap for that purpose as i said... mostly you can see skill level by the appearance of the units how they are placed.
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smoth
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Re: New widget: Enemy Spotter

Post by smoth »

TradeMark wrote:mostly you can see skill level by the appearance of the units how they are placed.
you have piqued my interest, what does one look for?
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AF
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Re: New widget: Enemy Spotter

Post by AF »

extra information is ALWAYS a good thing when presented well. In this case knowing who is attacking you has uses OTHER than telling yout eh skill level of whose attacking you.
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TradeMark
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Re: New widget: Enemy Spotter

Post by TradeMark »

dude... ive never really needed such information, if i did, i took it from minimap or by looking the units textures...

no need to splat some huge color under every fucking one just because of that, its not that important part of the game... this isnt kernel panic...
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Gota
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Re: New widget: Enemy Spotter

Post by Gota »

AF wrote:extra information is ALWAYS a good thing when presented well. In this case knowing who is attacking you has uses OTHER than telling yout eh skill level of whose attacking you.
This all depends on the type of gameplay you want to create.
Same thing,IMO,with what some call "useless" or "pointless" micro.
It all depends on how you want your player to experiance the game and the overall gameplay.

If I am to understand what you wrote literally than what you are saying is that a player should be able to,say,see the entire map and know exactly what the enemy is doing.
There will still be a way to win but it will be different and will focus on different things than a game that does not show the player the entire map.
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AF
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Re: New widget: Enemy Spotter

Post by AF »

This is an optional widget not a BA balance discussion thread
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Gota
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Re: New widget: Enemy Spotter

Post by Gota »

AF wrote:This is an optional widget not a BA balance discussion thread
Your right.
I was just addressing your statment.
Perhaps i assumed it was a general statment wrongfully?If so disregard my post.
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TradeMark
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Re: New widget: Enemy Spotter

Post by TradeMark »

srsly... how many times you look at which color the incoming enemy is? you will just react to them... no matter what color they are, you will do the same thing to everyone when you see enemies coming... if you are smart and you dont underestimate anyone in the game...

this widget is to spot enemies that comes at you, not enemies you attack at... so i dont see any fucking point drawing them with different color since it wont matter a shit.
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