Context Build - build sea or land stuff depending to context
Posted: 30 Jul 2009, 22:07
There ya go:
http://dmytry.pandromeda.com/tmp/lua_fo ... _build.lua
(rightclick, 'save target as', save into your LuaUI/Widgets folder)
edit: BrainDamage added XTA stuff.
edit2: Added BA energy generating structures.
What it does do: for example, you want to build metal extractor. When your cursor is over water, this widget will auto-switch to underwater metal extractor, when over land, to land metal extractor.
Mostly useful in combination with custom keybindings for common buildings - now you don't need separate keys for land and sea. Also saves time if you rarely play sea/land - if you click on land buildings by mistake, its alright.
To add support for other unit groups and mods:
Edit the 'unitlist' table. It consists of groups of equivalent units that are iterated through to find the unit that can be built. For example, first group lists all t1 mexes, land and sea.
Todo: also remove redundant entries from build menu?
http://dmytry.pandromeda.com/tmp/lua_fo ... _build.lua
(rightclick, 'save target as', save into your LuaUI/Widgets folder)
edit: BrainDamage added XTA stuff.
edit2: Added BA energy generating structures.
What it does do: for example, you want to build metal extractor. When your cursor is over water, this widget will auto-switch to underwater metal extractor, when over land, to land metal extractor.
Mostly useful in combination with custom keybindings for common buildings - now you don't need separate keys for land and sea. Also saves time if you rarely play sea/land - if you click on land buildings by mistake, its alright.
To add support for other unit groups and mods:
Edit the 'unitlist' table. It consists of groups of equivalent units that are iterated through to find the unit that can be built. For example, first group lists all t1 mexes, land and sea.
Todo: also remove redundant entries from build menu?