Display DPS v2.1

Display DPS v2.1

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

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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Display DPS v2.1

Post by TheFatController »

I figured this could use its own thread since it was quite popular on UF and this is the first time i've updated it in almost a year.

Display DPS v2.1
Image
- Shows damage done to allied units (or all units in replay and spectator mode) in Worms style white floating numbers.
- Also shows EMP damage.
- Can't show damage done to enemies in a normal game as that information is not available to luaui.


Change Log v2.1
- HUGE loading time improvement for widget, thanks to [LCC]Licho for pointing this out

Change Log v2.0
- Performance tweaks
- Made code easier to read for reference (proper variable names etc)
- Now each unit has its own DPS timer rather than being tied to a global clock
- Now shows damage after unit has died
- Now shows in red the damage of the shot(s) that killed a unit (dgun for big big numbers!)

Download and extract the zip file to spring/luaui/
http://pw3n.net/widgets/gui_display_dps.zip
Last edited by TheFatController on 28 May 2008, 20:03, edited 5 times in total.
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TheFatController
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Re: Display DPS v2.0

Post by TheFatController »

Image

Better picture of new death damage
el_matarife
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Joined: 27 Feb 2006, 02:04

Re: Display DPS v2.0

Post by el_matarife »

I'm going to go ahead and clarify for everyone that this is just a damage taken widget, it doesn't show damage dealt to enemies. Still, it is pretty useful to keep track of the damage your units are taking.

Also, it does show damage taken by enemies when you're either spectating or analyzing your replay, which makes this a must have for replay analysis.
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TheFatController
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Re: Display DPS v2.1

Post by TheFatController »

Bump - everyone using v2.0 must upgrade so you can grab that favorate DSD startpoint faster!
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smoth
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Re: Display DPS v2.1

Post by smoth »

so it is a damage taken indication correct? Not damage given to the enemy..
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KDR_11k
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Re: Display DPS v2.1

Post by KDR_11k »

It can't access the enemy's damage. You can still see both sides' damages in testing if you use spectator mode and godmode.
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smoth
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Re: Display DPS v2.1

Post by smoth »

cool, that oughta be pretty handy then :).
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lurker
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Re: Display DPS v2.1

Post by lurker »

Is the issue just a lack of running the callin? It would be simple enough to guess, or, better, set up a relay in gadgetland.
Also, despite the HUGE BOLD TEXT, for most people this will have no effect at all, it's just that some this widget used to take ages to load for some unknown reason, caused by it adding a value to unitdefs.
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Pxtl
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Re: Display DPS v2.1

Post by Pxtl »

On the lack of information on damage dealt - is that a cheat issue, or simply that the widget lacks this information? Becuase it seems fair to know damage dealt if the target is visible - you know how well you hit it, and the damage is deterministic, so it seems reasonable to know how much you did.
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Forboding Angel
Evolution RTS Developer
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Re: Display DPS v2.1

Post by Forboding Angel »

I use this widget religiously, in fact i've even started a cult recently.

Thanks Controller, It will be going in evo the moment I get home.
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TheFatController
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Re: Display DPS v2.1

Post by TheFatController »

Lurker - I thought the slowdown was caused by calling GetUnitDefDimensions on every unit model in the mod in a row rather than adding to the defs (didn't greatly test just fixed and happy)


As for the widget not showing all damage, it shows all the damage that passes through UnitDamaged so if the way that works was changed the widget would just start working. The way i feel is UnitDamaged should be called for all enemies that dont have "hideDamage = true" in their defs.
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