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Re: Auto Swarm

Posted: 08 May 2009, 23:46
by zwzsg
Argh wrote:And I don't think NanoBlobs is a good mod to test this concept with
Yes, use KP instead! So that I already have my Lua AI done.

Re: Auto Swarm

Posted: 08 May 2009, 23:58
by Sabutai
1. Add an advance order (order to move X elmos the way it's facing)
2. Add a change facing order
3. Activate "copy commands" widget
4. Bind buildmenues to keys
5. Disable the mouse
6. ???
7. Profit

All hail the shift key! No wait... how'd you select a unit?

Re: Auto Swarm

Posted: 09 May 2009, 05:47
by eyu100
neddiedrow wrote:You simply use a white-list of permitted scripts.

I was for some time the only real dissenting voice on automation in CA, I still believe that it reduces the depth of play and creates a form of dependence upon the widgets among many users - a dependence which is actually favorable for sustaining an exclusive CA playerbase. However, we can still do it better than the widget can. Yes, I'm in agreement with your desires Wisse but until a widget can do it better than I can I'm not going to exert myself in full protest. I can be right without beating somebody over it.

You're still working at a tactical level, Rei, you just have a task-automator. There are no real time models of strategy, to be honest. Google, SC is so dependent on micro because it is overplayed and in design quite simple - to differentiate play people had to break it down into manual task oversight, and by some unfortunate twist of fate this became prevalent.

Respect one another, or do not speak.
You can change the mod file to make (for example) the LolUI widget do auto swarm (but still be called LolUI so it is on the whitelist) and change unitsync so it sends the same checksum (but it would require a lot of work).

Re: Auto Swarm

Posted: 28 May 2009, 01:09
by PhailQuail
If a player wins solely because of widgets, then there is something wrong with the gameplay of that mod.

Re: Auto Swarm

Posted: 01 Jun 2009, 05:37
by kburts
any chance this could come out for BA?

it'd be quite nice!

Re: Auto Swarm

Posted: 01 Jun 2009, 22:31
by TheFatController
kburts wrote:any chance this could come out for BA?

it'd be quite nice!
Not a chance in the mod archive but people are free to just use it in /widgets/ imo

Re: Auto Swarm

Posted: 02 Jun 2009, 02:06
by kburts
that's what i meant...

Re: Auto Swarm

Posted: 02 Jun 2009, 08:09
by Google_Frog
kburts wrote:any chance this could come out for BA?

it'd be quite nice!
It should work fine with BA. Most of the unit names are the same but you might want to change some.

Re: Auto Swarm

Posted: 13 Jul 2009, 11:39
by Jazcash
Hmm, this is epic, but currently I'm having to enable and disable it constantly cause when raiding bases, people try to avoid LLT etc and sneakily shoot something whilst protected by an enemy unit.

With this widget on, it circles around a unit and so gets hit by LLT or w/e.

I suggest disabling it's effects to work on any kind of non damaging unit.

Re: Auto Swarm

Posted: 13 Jul 2009, 13:23
by Google_Frog
I suggest disabling it's effects to work on any kind of non damaging unit.
You must be using verion 1.0. Version 1.1 has an array of units that are swarmed(swarmiees).

You can open up the file and enter the swarmers and swarmiees unit names in the Config section. Also it swarms radar dots, in the latest version(1.2) (Which I just uploaded) I have added a config option to disable swarming radar dots.

Re: Auto Swarm

Posted: 13 Jul 2009, 17:19
by Pxtl
Thinking it over, what about an auto-retreat-between-shots widget for units that take a long time to reload? Obviously there are only a handful of units with both the manoeverability and the pathetic ROF for this to be useful in any given mod, but it is a common gameplay paradigm.