Universal Damage Widget (Or Gadget)

Universal Damage Widget (Or Gadget)

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

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Wolfword
Posts: 60
Joined: 19 Dec 2009, 14:12

Universal Damage Widget (Or Gadget)

Post by Wolfword »

I wonder if there is the possibility of making a widget that turns on the Universal Damage. I mean, AA units can shoot to the ground, and other examples.

Or maybe an option...

Would it be possible? Because I loved that thing from OTA.
Last edited by Wolfword on 03 Mar 2010, 16:41, edited 1 time in total.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Universal Damage Widget

Post by imbaczek »

BA has it disabled by design. Play a different mod, like XTA.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Universal Damage Widget

Post by Argh »

Widget... no. A Gadget that could control this behavior? Absolutely yes.
Wolfword
Posts: 60
Joined: 19 Dec 2009, 14:12

Re: Universal Damage Widget

Post by Wolfword »

Thanks Argh. Now I most learn how to code (Lol?)

Do you know a good page (or book) in wich LuaScript is taught?
luckywaldo7
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Joined: 17 Sep 2008, 04:36

Re: Universal Damage Widget

Post by luckywaldo7 »

Unless you are trying to make your own mod you are barking up the wrong tree.

Try XTA or SA instead.
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Universal Damage Widget

Post by Tribulex »

last i heard SA was even more restrictive with aa/ground roles. Has this changed?
Wolfword
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Joined: 19 Dec 2009, 14:12

Re: Universal Damage Widget

Post by Wolfword »

What mod is SA?
(Suicide Annihilation?)
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SinbadEV
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Joined: 02 May 2005, 03:56

Re: Universal Damage Widget

Post by SinbadEV »

Wolfword wrote:What mod is SA?
(Suicide Annihilation?)
Supreme
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Universal Damage Widget

Post by Gota »

Tribulex wrote:last i heard SA was even more restrictive with aa/ground roles. Has this changed?
In SA Kbot aa vehi aa missile towers sea scouts and hovercraft aa shoot ground as well.
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SinbadEV
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Joined: 02 May 2005, 03:56

Re: Universal Damage Widget

Post by SinbadEV »

It would be feasible (technically) to produce a "mutator" style mod with the TA-based-spring-package of your choice as a prerequisite... this mod could contain a gadget that enables Universal Damage and be distributed to all the people who wish to play your variant. It can't be done by a widget because widgets can't change the rules of the game.
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Tribulex
A.N.T.S. Developer
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Joined: 26 Sep 2009, 21:26

Re: Universal Damage Widget

Post by Tribulex »

Gota wrote:
Tribulex wrote:last i heard SA was even more restrictive with aa/ground roles. Has this changed?
In SA Kbot aa vehi aa missile towers sea scouts and hovercraft aa shoot ground as well.
oh thats interesting. When SA first came out, scouts were weaponless and aa was restricted to air. I guess it has turned into something more xta-like? Just shows how long its been since I played that mod, and what a terrible impression it first made on me.
Wolfword
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Joined: 19 Dec 2009, 14:12

Re: Universal Damage Widget

Post by Wolfword »

MA has Universal Damage?
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KDR_11k
Game Developer
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Re: Universal Damage Widget (Or Gadget)

Post by KDR_11k »

There is no such thing as "Universal Damage".
Wolfword
Posts: 60
Joined: 19 Dec 2009, 14:12

Re: Universal Damage Widget (Or Gadget)

Post by Wolfword »

(I mean AA can shoot ground and normal weapons can shoot air)
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