New Idlecons widget

New Idlecons widget

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

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Tim-the-maniac
Posts: 250
Joined: 22 Jul 2006, 19:58

New Idlecons widget

Post by Tim-the-maniac »

I remade my old idlecons widget to work with the new spring version.
Changes include:
- if too many cons are idle, cons of the same type get condensed into one icon (con bots in the screenshot)
- the unit you are about to select if hilighted in white and a red marker shows its position on the minimap (con bot in the screen shot)
- factories are counted as idle if their build queue is small ( < 8 maybe) so you can keep it topped up anywhere on the map (kbot lab in screenshot)
- tweakmode support. Enter tweakmode (ctrl-F11) and you can move the icons around by dragging them and alter the maximum number of icons by moving the mouse wheel. (cant take screenshots in tweak mode.. :( )



DL: http://www.unknown-files.net/spring/327 ... ders__NEW/

Comments and stuff please :)
Last edited by Tim-the-maniac on 16 Nov 2007, 16:59, edited 1 time in total.
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BigHead
Posts: 145
Joined: 12 Jul 2007, 18:55

Post by BigHead »

Awsome widget. However I must report some bugs.
I usually build necros (combat engeneers that can repair). They're cheap and useful so I have many. I use this widget mainly to keep track of my cons but with so many necros that it becomes confusing. I know that units become grouped when there are too many "idle builders". I opened your widget and found this:
local CONDENSE = false -- show one icon for all builders of same type
When I change it to true and built 2 cons and 2 necros, only 2 cons were visible (not grouped btw).

EDIT: Game doesn't crash becouse of the widget.
Tim-the-maniac
Posts: 250
Joined: 22 Jul 2006, 19:58

Post by Tim-the-maniac »

condensing units is actually set every frame:

Code: Select all

if unitCount >= MAX_ICONS then
	CONDENSE = true
else
	CONDENSE = false
end
Dunno why the 2 necros didnt show for you, maybe try going into tweak mode (ctrl-F11) and the maximum number of icons are drawn, if its low like 4 move your mouse over them and move the mouse wheel to increase.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I like this widget only I wish that I could changes its orientation from horizontal to vertical and then move it to the side like in supcom.

Also if it always shows commander units that would be helpful. Showing unit groups would then give a complete replica of the supcom version.

Otherwise, its a very nice widget.
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Post by ZellSF »

A way to exclude units would be nice. Also not use that ugly white color on units.

A way to change alignment (where new icons appear, to the left of the current icons, to the right) would also be nice.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Is it possible to detect if trepans highlighting shaders being used and to apply that instead?
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BigHead
Posts: 145
Joined: 12 Jul 2007, 18:55

Post by BigHead »

i've modified it a bit and it works the way i want.
thx for great widget again.
Tim-the-maniac
Posts: 250
Joined: 22 Jul 2006, 19:58

Post by Tim-the-maniac »

Made it so you can set it to vertical or horizontal (will be right click in tweakmode) and also added an always show commander option, given him a health bar too. Gonna test it in a few propper games before releasing, any more suggestions?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

There's a version made by someone else that allows hiding factories, would be useful since there's a buildbar widget already.
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Post by ginekolog »

KDR_11k wrote:There's a version made by someone else that allows hiding factories, would be useful since there's a buildbar widget already.
I tweaked it, just change line from
local NEAR_IDLE = 8
to
local NEAR_IDLE = 0

No more facs showing.
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Post by ZellSF »

They still show when they're idle. So no, that doesn't work.
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Post by ZellSF »

Tim-the-maniac wrote:Made it so you can set it to vertical or horizontal (will be right click in tweakmode) and also added an always show commander option, given him a health bar too. Gonna test it in a few propper games before releasing, any more suggestions?
Did the testing fail horribly, or why haven't you released it yet?
Tim-the-maniac
Posts: 250
Joined: 22 Jul 2006, 19:58

Post by Tim-the-maniac »

Forgot.. and now im at uni having left my spring pc at home. I also made a mex upgrader widget and a custom waypoint widget for factories but... :P
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BigHead
Posts: 145
Joined: 12 Jul 2007, 18:55

Post by BigHead »

Tim-the-maniac wrote:I also made a mex upgrader widget
Then we have two mex upgrading widgets :-)
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Tim-the-maniac wrote:Forgot.. and now im at uni having left my spring pc at home. I also made a mex upgrader widget and a custom waypoint widget for factories but... :P
Use remote desktop kthxbai.
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caldera
Posts: 388
Joined: 18 Oct 2005, 20:56

Post by caldera »

Use remote desktop
does it work? if im connected to my autohost via remotedesktop i always get: "Update Drivers Needed extention GL_ARB_texture_env_combine not found" error
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Not use remote desktop to play spring, but he could use it to transfer the files.
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Post by ZellSF »

I don't think there's a working vertical idle builders list at all yet, so that would be something new.
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