nuke attack marker when nuking

nuke attack marker when nuking

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

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TradeMark
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Joined: 17 Feb 2006, 15:58

nuke attack marker when nuking

Post by TradeMark »

its annoying when allies dont know where im nuking, also annoying to mark them myself...

make lua script to auto mark nuke attack points with markers, would be leet
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knorke
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Re: nuke attack marker when nuking

Post by knorke »

pro tip: these markers should autodelete after the nuke.
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Jazcash
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Re: nuke attack marker when nuking

Post by Jazcash »

Adding a nuke blast radius feature to this would be useful to. Maybe even calculating chain reaction blast radius expansion if somebody's clever enough...
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TradeMark
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Re: nuke attack marker when nuking

Post by TradeMark »

JAZCASH wrote:Adding a nuke blast radius feature to this would be useful to. Maybe even calculating chain reaction blast radius expansion if somebody's clever enough...
lol wut, why not make an AI to play the game for you
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Jazcash
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Re: nuke attack marker when nuking

Post by Jazcash »

TradeMark wrote:
JAZCASH wrote:Adding a nuke blast radius feature to this would be useful to. Maybe even calculating chain reaction blast radius expansion if somebody's clever enough...
lol wut, why not make an AI to play the game for you
lol wut, I dunt fink yoo understnd english blud. like gui isnt ai yoo newb. anyways dere is alweady widots dat play game 4 u am i rite yes i am so stfu n00b.
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TradeMark
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Re: nuke attack marker when nuking

Post by TradeMark »

did someone stole your bike?
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REVENGE
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Re: nuke attack marker when nuking

Post by REVENGE »

TradeMark wrote:did someone stole your bike?
specialized trispoke
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Pendrokar
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Re: nuke attack marker when nuking

Post by Pendrokar »

TradeMark wrote:
JAZCASH wrote:Adding a nuke blast radius feature to this would be useful to. Maybe even calculating chain reaction blast radius expansion if somebody's clever enough...
lol wut, why not make an AI to play the game for you
Yeah you need to be an atomic physicist to know how to do that.

[edit] IMO the widget needs to do this:
1) Check chain reaction of exploding units and also all debris that will fly which also involves checking the velocities of mobile units whenever they also get affected when the nuke reaches the target or the debris.
2) Check the amount of metal that will be left which involves checking which wreckages will be reduced or destroyed by explosions or flying debris.
3) Also check terrain deformation from the chain reaction to know which surviving units will get stuck.

The only problem is that this calculation might take so long that your base might be destroyed in one lag.

Of course all my [edit] is sarcasm. It is not impossible to make such a widget just impractical. Only an AI might find it very useful.


Anyways the idea JAZCASH pointed out is very good and not even slightly that difficult to do as TradeMark says.
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AF
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Re: nuke attack marker when nuking

Post by AF »

Pendrokar, I'm afraid while doing my daily rounds I made a mistake, your local nuclear plant is inherently unstable. I hereby relieve myself of any responsibility, and thus compensation claims you or your future children may file.
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TradeMark
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Re: nuke attack marker when nuking

Post by TradeMark »

Pendrokar wrote:Anyways the idea JAZCASH pointed out is very good and not even slightly that difficult to do as TradeMark says.
uh... i never said its difficult. and i was being sarcastic -_- he wanted to make script that removes yet another free-thinking from the game, which his widget would do for him... so basically he wants to not think anything while he plays: make an AI to play for himself.

next step would have been auto-nuke, in case he forgets to nuke by himself, so it would choose the best spot automatically and nuke automatically.

--

how the fuck my autonukeshotmarker idea ended up like this...? i just want my allies know where i am nuking... and i want to know where they are nuking too, so i wont nuke the same spot. it could show the area of effect too though, since there are 2 types of nukes...
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Pendrokar
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Re: nuke attack marker when nuking

Post by Pendrokar »

AF, did you work for USSR just before Chernobyl reactor blew up? Admit it you are 40 years old and had slowed your aging from some radiation just before you left!
how the fuck my autonukeshotmarker idea ended up like this...? i just want my allies know where i am nuking... and i want to know where they are nuking too, so i wont nuke the same spot. it could show the area of effect too though, since there are 2 types of nukes...
Won't be much of a problem to add that or make it as another widget! But this can help it determine the area of effect and the chain reaction so allies know which units might die from the blast or chain reaction.

I don't care about "Lua shouldn't do this stuff". I just find these calculations interesting. I wonder why is math interesting for Humans?


This code is only for one Self-D unit. Just a calculation not a workable widget! Need someone who has made mods to look at this lua code. Cause I don't know if there is some other way to find weapondef with certain name without going through them and if explosion damage depends on other unit armor(probably does).
http://pastebin.com/mca53dc5 (75 lines)
+ I made this without Spring because I don't have it here.
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TradeMark
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Re: nuke attack marker when nuking

Post by TradeMark »

so allies know which units might die from the blast or chain reaction.
-_- you would know that by watching where he is nuking at...
I wonder why is math interesting for Humans?
This is not meant to be a math puzzle game... if you want to puzzle with math, learn programming. dont fuck up our game with automated gameplay that leaves no thinking for players.
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AF
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Re: nuke attack marker when nuking

Post by AF »

If Im 40 and still beautiful, just imagine what experience Ive amassed since then ;D
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TradeMark
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Re: nuke attack marker when nuking

Post by TradeMark »

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smoth
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Re: nuke attack marker when nuking

Post by smoth »

It isn't automatic gameplay it is just an indicator. Not really so bad.

Whatever, you requested just a nuke marker and as always people are adding to the request trying to make it something more complex when you just want something simple.


I say take the ca radius marker and go from there.
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Jazcash
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Re: nuke attack marker when nuking

Post by Jazcash »

TradeMark wrote:
Pendrokar wrote:Anyways the idea JAZCASH pointed out is very good and not even slightly that difficult to do as TradeMark says.
uh... i never said its difficult. and i was being sarcastic -_- he wanted to make script that removes yet another free-thinking from the game, which his widget would do for him... so basically he wants to not think anything while he plays: make an AI to play for himself.
Erm, isn't that what a widget is?
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Pendrokar
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Re: nuke attack marker when nuking

Post by Pendrokar »

smoth wrote:Whatever, you requested just a nuke marker and as always people are adding to the request trying to make it something more complex when you just want something simple.
Then we have so many small widgets... Why not have a dozen of big ones that do everything the small one do?
smoth wrote: I say take the ca radius marker and go from there.
TradeMark Lua scripting? Just doesn't add up! :?:
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smoth
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Re: nuke attack marker when nuking

Post by smoth »

because having small ones would help more people learn lua.

if you want a bigger one you make nookradius2 - "thechain" see what I did there? you build on the smaller one to make a derivation with extra functionality.
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Pendrokar
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Re: nuke attack marker when nuking

Post by Pendrokar »

What trickery is that? Blasphemy!

A widget can work with different inner widgets without really relying on each other. Such as in this case... But yeah your right what JAZCASH wants added will need to be to that red ring widget. Now which is it...
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smoth
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Re: nuke attack marker when nuking

Post by smoth »

I am not saying dependency, I am saying make a new varient.


nothing wrong with variety.
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