widget request:"more than" simple formations

widget request:"more than" simple formations

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

Moderator: Moderators

User avatar
srapop
Posts: 94
Joined: 02 Oct 2009, 16:55

widget request:"more than" simple formations

Post by srapop »

hi.one thing that i think could improve micromanagement of units dramatically would be a widget(or something)that advises units to go in a predefined formation,squad or array.like,you cover some shellshockers with stumpies,and far in front are some scouts.(ok,ok i admit i play ba)
the widget even could even suggest a special unit formation based on the range of the units.
if there is already something like this,tell me and i m happy. :lol:
what do ya think of the idea?any suggestions?
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: widget request:"more than" simple formations

Post by Gota »

srapop wrote:hi.one thing that i think could improve micromanagement of units dramatically would be a widget(or something)that advises units to go in a predefined formation,squad or array.like,you cover some shellshockers with stumpies,and far in front are some scouts.(ok,ok i admit i play ba)
the widget even could even suggest a special unit formation based on the range of the units.
if there is already something like this,tell me and i m happy. :lol:
what do ya think of the idea?any suggestions?
very complex problem.
User avatar
JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: widget request:"more than" simple formations

Post by JohannesH »

Just remember that if you let the game play itself for you your micro will always stay crap.

What would be great though is customformations (which is NOT simple) that'd work a bit better, ie. always make units choose the point on the line closest to them and not constantly cross each others paths...
User avatar
srapop
Posts: 94
Joined: 02 Oct 2009, 16:55

Re: widget request:"more than" simple formations

Post by srapop »

JohannesH wrote:Just remember that if you let the game play itself for you your micro will always stay crap.
do you mean,if i have a widget that plays for me,it wont be fun!?!
i agree with this point,but do you have fun microing five or more squads like this...i havent :P
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: widget request:"more than" simple formations

Post by AF »

Taking the script.txt and renaming spring.exe to spring2.exe, then inserting a file that inserts skirmishaidll=ntai.dll; into script.txt, then launches spring, would do this..
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: widget request:"more than" simple formations

Post by Jazcash »

srapop wrote:
JohannesH wrote:do you have fun microing five or more squads like this...i havent :P
That's where the element of actually playing the game comes in.
User avatar
srapop
Posts: 94
Joined: 02 Oct 2009, 16:55

Re: widget request:"more than" simple formations

Post by srapop »

AF wrote:Taking the script.txt and renaming spring.exe to spring2.exe, then inserting a file that inserts skirmishaidll=ntai.dll; into script.txt, then launches spring, would do this..
would do what,play the game for you or handle formations!?!
User avatar
srapop
Posts: 94
Joined: 02 Oct 2009, 16:55

Re: widget request:"more than" simple formations

Post by srapop »

JAZCASH wrote:
srapop wrote:
JohannesH wrote:do you have fun microing five or more squads like this...i havent :P
That's where the element of actually playing the game comes in.
isnt that more of a philosophic question.i kinda agree now,but its still wrong topic for that,isnt it?
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: widget request:"more than" simple formations

Post by Google_Frog »

If you hold alt or control (I forget which) the units will move to stay in their current relative positions. It is not that powerful so a widget would be needed for proper formations.

This sounds like quite an easy widget to make. Disable custom formations so that drag movement creates a movement front. Detect the command, the 6 params give you formation width and direction. Then get the selected units, sort them into type and assign them a position based on a custom variable or just use unit range. The grid is just made up of the movefront vector and a perpendicular one. Then give units move orders based on the grid. A hard bit could be a sort algorithim within the unit types to minimise walk times.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: widget request:"more than" simple formations

Post by Argh »

A hard bit could be a sort algorithim within the unit types to minimise walk times.
Steal that math from Custom Formations, space it out over several frames even, it's not that important if the order arrives in 5 frames and it could greatly help CPU cost.
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: widget request:"more than" simple formations

Post by CarRepairer »

Google_Frog wrote:If you hold alt or control (I forget which) the units will move to stay in their current relative positions. It is not that powerful so a widget would be needed for proper formations.
ctrl
User avatar
Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: widget request:"more than" simple formations

Post by Tribulex »

cough cough*THIS*cough cough
User avatar
srapop
Posts: 94
Joined: 02 Oct 2009, 16:55

Re: widget request:"more than" simple formations

Post by srapop »

d_b wrote:cough cough*THIS*cough cough
i dont get it.
User avatar
srapop
Posts: 94
Joined: 02 Oct 2009, 16:55

Re: widget request:"more than" simple formations

Post by srapop »

Google_Frog wrote:If you hold alt or control (I forget which) the units will move to stay in their current relative positions. It is not that powerful so a widget would be needed for proper formations.

This sounds like quite an easy widget to make. Disable custom formations so that drag movement creates a movement front. Detect the command, the 6 params give you formation width and direction. Then get the selected units, sort them into type and assign them a position based on a custom variable or just use unit range. The grid is just made up of the movefront vector and a perpendicular one. Then give units move orders based on the grid. A hard bit could be a sort algorithim within the unit types to minimise walk times.
yeah and i noticed it works with alt too,but then the units ways are crossing and its messy.
that idea looks great to me,although i have no clue of programming,so anyone got the time and passion to do it?
User avatar
Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: widget request:"more than" simple formations

Post by Tribulex »

srapop wrote:
d_b wrote:cough cough*THIS*cough cough
i dont get it.
cough cough cough cough cough*THIS*cough cough
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: widget request:"more than" simple formations

Post by Forboding Angel »

Might make more sense if you said "T.H.I.S."
User avatar
Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: widget request:"more than" simple formations

Post by Tribulex »

Forboding Angel wrote:Might make more sense if you said "T.H.I.S."
good work ill put it into red bold big text for u
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: widget request:"more than" simple formations

Post by lurker »

But THIS doesn't stand for anything.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: widget request:"more than" simple formations

Post by FLOZi »

THis Is a Seriously-annoying-mod-name :roll:
User avatar
srapop
Posts: 94
Joined: 02 Oct 2009, 16:55

Re: widget request:"more than" simple formations

Post by srapop »

d_b wrote:cough cough*THIS*cough cough
yeah,i tried,like it,
nonetheless didnt find anything like formations.
may you help my old brain to figure out what you mean :?
Post Reply

Return to “Lua Scripts”