Take Reminder Widget v3.1

Take Reminder Widget v3.1

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

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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Take Reminder Widget v3.1

Post by Evil4Zerggin »

This widget pops up a indicator if there are units to .take and how many there are. You can .take as normal or click on the indicator to .take. In addition, you can configure the widget to automatically .take by setting autoTake = true.

Latest Version: v3.1

Changelog
v3.1: Only displays "T"s over allies.

v3.0: Now displays a yellow "T" over units that can be taken.

v2.2: Widget automatically removes itself if you become a spectator.

v2.1: Performance enhancements by jK. Note: jK also fixed the button press bug! See below.

Thanks to:

jK, for improving and fixing the code, and for code examples from Lups Manager.
CarRepairer, for spotting the appropriate Lua function to have the widget .take for you.
very_bad_soldier, for code examples from Defense Ranges.

Get it at caspring: http://trac.caspring.org/browser/trunk/ ... remind.lua
Last edited by Evil4Zerggin on 28 Dec 2008, 23:09, edited 7 times in total.
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Take Reminder Widget v2.0

Post by LordMatt »

What happens if several nubs auto .take? I don't think auto .take is a great idea because the better players tend to notice the .take situation first, and they are best able to handle the additional units + resources.
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Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: Take Reminder Widget v2.0

Post by Noruas »

What if two people .take at the same time, itd tear a hole in the universe!
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Take Reminder Widget v2.0

Post by Evil4Zerggin »

LordMatt wrote:What happens if several nubs auto .take? I don't think auto .take is a great idea because the better players tend to notice the .take situation first, and they are best able to handle the additional units + resources.
I'm actually not sure what happens if several people are running autotake at the same time, which is one of the reasons it's off by default. (The widget works by chatting ".take" on your behalf.) If it turns out to be a problem, I could do something like waiting a pseudorandom time before actually .take-ing.

In any case, autoTake isn't something that is terribly hard to implement for someone who knows Lua, especially provided the rest of this widget. If the general feeling is that those people who know Lua tend to be less likely to be autotaking nubs than people who don't know Lua, I suppose I could try to intentionally obfuscate the autoTake code. Of course, this then brings up the issue of whether knowledge of Lua should give one an advantage in playing the game.
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clumsy_culhane
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Joined: 30 Jul 2007, 10:27

Re: Take Reminder Widget v2.0

Post by clumsy_culhane »

Because its included in CA, now evry1 running CA (quite a lot of people) have this widget.. It worked beautifully that last game i played . So thanks :)
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Take Reminder Widget v2.0

Post by CarRepairer »

Thanks for making it. It sounds simple but this is actually one of the most useful things in the game. So often people don't notice a teammate has dropped among their countless scrolling messages.

Next step, find a cool picture to use as an icon for a take button. Something with a robot in it.. taking something. :mrgreen:
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Take Reminder Widget v2.0

Post by kiki »

taking your life
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Take Reminder Widget v2.0

Post by Beherith »

I love the widget, but I seem to have found two minor bugs in it:
It starts taking players when they leave after game end.
And it spams take messages if I raged, kept speccing then an ally dropped.

Otherwise, thanks for making it, it has helped alot :)
dizekat
Posts: 438
Joined: 07 Dec 2007, 12:10

Re: Take Reminder Widget v2.0

Post by dizekat »

really annoying thing - currently, only non-afk people .take , with this widget, afk people and noobs will autotake immediately.
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Take Reminder Widget v2.0

Post by Evil4Zerggin »

Beherith: Thanks for reporting. Hopefully the new version works properly in that respect.

dizekat: Is this happening already, or is it simply something that could happen?

In any case, if there is demand for it, I can disable autotake if no input from the user has been detected for a while. However it will be up to individual players to use the new version to spare their team the frustration of getting units taken by an afk player.
dizekat
Posts: 438
Joined: 07 Dec 2007, 12:10

Re: Take Reminder Widget v2.0

Post by dizekat »

well i did notice some people doing .take quickly recently and not doing anything with taken units, though looked more like clicking on button once it pops up.

If some player cant read chat, that player cant manage taken units either. Even if he can notice big button.
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Take Reminder Widget v2.0

Post by LordMatt »

I think this widget should have a slight delay (e.g. 5 seconds) before autotaking. That would allow an experienced player to .take first.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Take Reminder Widget v2.0

Post by [Krogoth86] »

I think this widget has quite a setback:

When I have it activated and am playing there is a small area where I cannot give orders anymore and it's most probably the one where the take reminder box would be. With that said for me at a resolution of 1280x1024 that box (where you can't give orders) is located pretty much left to the upper part of the defense range widget's icons and starts about below the word "energy" of the ressource bar...

This really is annoying as I often faced me being unable to give orders in that area resulting in some confusion (especially if you didn't notice the move or build commands you gave had no effect). Turning off the reminder widget solved the problem...
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Take Reminder Widget v2.0

Post by Evil4Zerggin »

Unfortunately I was unable to duplicate the error, and I don't have any idea how to solve this or how or why the widget might have this behavior. Is anybody else having the same issue? Does anybody know what might be causing this? Is it dependent on the widget handler (not that I know how that works)?
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Take Reminder Widget v2.0

Post by [Krogoth86] »

I uploaded a small DIVX video so you can have a look at it for yourself:
http://www.file-upload.net/en/download- ... g.avi.html
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Take Reminder Widget v2.0

Post by [Krogoth86] »

Well I've got some good news:
I upgraded to your most recent version 2.2 and it seems like you had subconsciously worked on this because it seems to be fixed now... :-)

Will do some more tests on it though to make sure it wasn't an exception...
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Take Reminder Widget v2.0

Post by Evil4Zerggin »

Looks like jK fixed it. It appears that as I originally coded it, the widget was appropriating mouse clicks in the button area (widget:MousePress returned true regardless of whether there were units to take).
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Take Reminder Widget v3.0

Post by Evil4Zerggin »

It's been a while, but here's an update: it now displays a yellow "T" over units that can be taken. This way you can know where the units you are taking are.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Take Reminder Widget v3.0

Post by Gota »

Add a small announcement in the middle of the screen saying "you have taken units".
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very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: Take Reminder Widget v3.0

Post by very_bad_soldier »

Probably a bug: When we played BA Chickens (6.6) I had that yellow "T" over all enemy chickens. I like the widget anyway :mrgreen:
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