Auto Skirm widget

Auto Skirm widget

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

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Google_Frog
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Auto Skirm widget

Post by Google_Frog »

http://spring.jobjol.nl/show_file.php?id=1644

This makes idle skirmishers automatically move away from nearby enemies. It could be improved, atm it doesn't take into account complex situations like multiple attack directions but it will work most of the time so ignoring your skirmishers for a few seconds is much less punishing.

It's currently using CA unit names (should work with BA). Change the units that it thinks are skirms by changing unitArray in the lua file.
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Decimator
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Joined: 24 Jul 2005, 04:15

Re: Auto Skirm widget

Post by Decimator »

Excellent, I've been wanting something like this for nearly forever. Any chance of setting it up so it can use per mod settings?
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Gota
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Re: Auto Skirm widget

Post by Gota »

Oh no....
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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

Re: Auto Skirm widget

Post by Noruas »

WHAT HAVE U DONE THIS IS THE END OF MICRO.
Google_Frog
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Re: Auto Skirm widget

Post by Google_Frog »

Decimator wrote:Excellent, I've been wanting something like this for nearly forever. Any chance of setting it up so it can use per mod settings?
I think you can already do that. Add the unitnames from all the mods you want to the unitArray and they'll be treated like skirms.
Sheekel
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Joined: 19 Apr 2005, 19:23

Re: Auto Skirm widget

Post by Sheekel »

Mod devs have the ability to block the use of certain widgets in their mods, right?
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aegis
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Joined: 11 Jul 2007, 17:47

Re: Auto Skirm widget

Post by aegis »

yeah
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Auto Skirm widget

Post by imbaczek »

too bad that mod devs don't have the ability to stop file renames.

anyway, haven't looked at it yet, but i think that the widget's behavior can be used against the player running it.
Sheekel
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Joined: 19 Apr 2005, 19:23

Re: Auto Skirm widget

Post by Sheekel »

imbaczek wrote:too bad that mod devs don't have the ability to stop file renames.
Dont the spring devs. think this is an issue?

If the user relies heavily on this widget in place of micro i can certainly see how it could be used against him
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lurker
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Re: Auto Skirm widget

Post by lurker »

If you want to block a widget, use a whitelist. If you just want to disable one by default, use a blacklist.
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Auto Skirm widget

Post by imbaczek »

Sheekel wrote:Dont the spring devs. think this is an issue?
We do, but it's close to impossible to solve, so we're not bothering.
Google_Frog
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Re: Auto Skirm widget

Post by Google_Frog »

This widget cannot replace skrim micro anyway. It simply makes them move away. When microing skirmishers there's choice involved that players must make; do they want to do the maximum damage with increased risk? which direction should they retreat in?
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smoth
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Re: Auto Skirm widget

Post by smoth »

Sheekel wrote:Mod devs have the ability to block the use of certain widgets in their mods, right?
I sure as fuck will block this.
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lurker
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Joined: 08 Jan 2007, 06:13

Re: Auto Skirm widget

Post by lurker »

smoth wrote:I sure as fuck will block this.
When all it does is make units run away? Heck, 'move away from enemies' could be an engine move state.

Now, if it gets developed into a viable skirmish AI that actively targets and monitors the terrain...
beejayzed
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Joined: 01 Aug 2007, 07:19

Re: Auto Skirm widget

Post by beejayzed »

Its seems as if the skirmisher has to be on hold fire for this to work.
Google_Frog
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Re: Auto Skirm widget

Post by Google_Frog »

The skirmishers have to be on hold position or else the engine will give them attack orders and they won't count as idle anymore. When they hold position they still shoot at things but they don't get an order.
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KDR_11k
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Re: Auto Skirm widget

Post by KDR_11k »

smoth wrote:
Sheekel wrote:Mod devs have the ability to block the use of certain widgets in their mods, right?
I sure as fuck will block this.
What for? It makes units turn around, in Gundam that's an invitation to shoot them in the back.

Yeah, those engine attack orders are annoying, they also set the hasUserTarget flag on the weapons which probably is what makes commandfire misbehave and make it harder to use the value to determine what's a manual attack command.
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TheFatController
Balanced Annihilation Developer
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Re: Auto Skirm widget

Post by TheFatController »

It would be great if every new widget release didn't become a discussion about mod lua blocking so people could actually discuss the widget..
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Hoi
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Joined: 13 May 2008, 16:51

Re: Auto Skirm widget

Post by Hoi »

TheFatController wrote:It would be great if every new widget release didn't become a discussion about mod lua blocking so people could actually discuss the widget..
Hacked
Posts: 116
Joined: 15 Aug 2008, 18:06

Re: Auto Skirm widget

Post by Hacked »

i don't understand why the most vocal forum users are so scared of lua recently
i believe the widget that auto moves units (built by other mobile units) was taken very well because it removed micro. people were happy and thankful. this widget might remove some micro as well, although most people are actually there in the heat of battle. this widget doesn't let you do anything special.

anyways, if there's a tag that indicates a limited horizontal weapon angle, this coupled with range and other stats might allow this widget to detect which units to handle. i think the whitelist is a little cumbersome

or perhaps a on/off state button on units?
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