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Few widget requests V3

Posted: 21 Dec 2010, 15:38
by Jazcash
Passable Terrain Viewing: Basically a widget that allowed a player to see veh F2 map without actually having to build a vehicle first. Currently to see the bot map without building a bot you have to select the Com and press F2. Perhaps it would make more sense to have say, scrollable F2 maps so pressing say, Space+F2 once would show bot height map and pressing it again would show veh height map?

Prioritising: I've requested this before but I still think it'd be useful. This widget would make units attack specified units if possible instead of other units. For example, fighters would attack bombers first if bombers are within LOS or w/e, or Janus would attack Flash rather scouts. I can think of loads of scenarios where this would be useful.

Custom Reminders: A widget that allows players to write their own ingame reminders that popup at a specified time. I know, this would help myself significantly, I'd have things like "build an antinuke" popup at say 17 minutes in or something, or "make aa!" at 10 mins. I just think it would allow people to improve on their weak areas by reminding themself what they need to do, eventually, it will become natural and the notifications can be changed or deleted. Sheep has post-it notes on his walls with things like "make mines", "aa" and stuff on :lol:

Re: Few widget requests V3

Posted: 21 Dec 2010, 19:23
by knorke
Custom Reminders:
How would you want to edit your reminders?
Would editing the widget or a widget config file be ok for you or do you want to set them ingame?

Re: Few widget requests V3

Posted: 21 Dec 2010, 19:24
by KaiserJ
custom reminder : set your custom reminders!

Re: Few widget requests V3

Posted: 21 Dec 2010, 19:48
by Jazcash
knorke wrote:Custom Reminders:
How would you want to edit your reminders?
Would editing the widget or a widget config file be ok for you or do you want to set them ingame?
I'm fine for editing the file, as long as it's easy enough. Although, it is a relatively simple widget, so maybe making an ingame editor or perhaps checkboxes you can tick would give it a special something.

Re: Few widget requests V3

Posted: 22 Dec 2010, 14:52
by Google_Frog
Passable Terrain Viewing
I've wanted this for quite a while but have never thought it possible with a widget. I think it would require the game to spawn you a dummy unit for every path type.
Prioritising
I strongly recommend against trying to do this with a widget as widgets can only give attack commands, basically I think it would work poorly especially with player latency. If you want to put work into smart target categories build it directly into your game with the inbuilt target categories and/or a gadget.

The gadget stuff for unit targeting is really powerful as I think there is a new allowTarget callin in the latest spring.
Custom Reminders
Seems a bit pointless as there is a vast amount of data and logic that can be used to make specific reminders. The editing of a good custom reminders widget would basically be as hard as actually writing lua in the widget. For this widget I think a better idea would be a framework that gets the writers over the initial hurdles of making a working widget and displaying reminder text on the screen.

Re: Few widget requests V3

Posted: 22 Dec 2010, 16:23
by Pxtl
@Frog - it would still be nice in CA. Spawn the dummy units along with the comm, and give us the F2 map when we hover over each lab when choosing to build a lab.

Re: Few widget requests V3

Posted: 23 Dec 2010, 00:13
by aegis
it can definitely be done in a widget

Re: Few widget requests V3

Posted: 23 Dec 2010, 00:24
by knorke
kernel panic's "automatic tip dispenser"?
i lazily started doing a "game message" widget that would show game-related messages next to normal chat. ie in mission it would always show your objective and in normal games it might show stuff like "you have low energy!" or "your base is being attacked!" without causing you to miss messages in player chat.
The idea is that other widgets/gadgets can talk to that "game message" widget. Ie the mining-gadget might send the message "resource mined out", the idle builder widget might send the message "your builder is idle" etc.
Then it would be to make a reminder widget that sends messages too and blabla

Or if you just want a really simple version do something like

widget:GameFrame (frame)
local sec=frame/30
if sec == 1 then spring.echo ("the game is starting!") end
if sec == 10 then spring.echo ("make 3 mex and 2 solar") end
if sec == 60 then spring.echo ("did you forget radar again?") end
if sec == 300 then spring.echo ("go raid a bit!") end
if sec == 400 then spring.echo ("did you forget radar again?") end
if sec % 60 == 0 then spring.echo ("do not stop expanding!") end
if sec == 900 then spring.echo ("i hope you have T2 by now!") end
end

Re: Few widget requests V3

Posted: 23 Dec 2010, 03:41
by Google_Frog
aegis wrote:it can definitely be done in a widget
How? The easy way or the hard way?

Can you send a spring message off that will display the pathing map for a movetype? If it is I have not seen documentation for it anywhere.

I really don't want to do the hard way which is to read the entire heightmap and draw a massive ground quad with a generated texture.

Re: Few widget requests V3

Posted: 28 Dec 2010, 11:31
by Manoa
all of the things you requested Jazcash are for terrible players, you are not supposed to have passable terrain viewing - you are supposed to know the map.

prioritizing is your problem, and I think you know what I would have to say about the last one by now...

keep in mind that if this keeps up - spring will not need you or any of us at all, it might play by itself because of all this.

automatic resource sharing (like in BA) was bad enough, some things need to be done, others not because they destroy the gameplay, and the gameplay is all about you managing the units, the resources, the priorities, the map, and certainly most of all - you should have your reminders in your head and not a plugin tell you what to build and when - otherwise why bother telling you what to build and when - it might as well just build it by itself no need for you in the game.

how does the say goes ?
from smart people with stupid terminals to stupid people with smart terminals

doing what you are asking will not make your game more interresting, it will be opposite

Re: Few widget requests V3

Posted: 28 Dec 2010, 11:46
by Jazcash
Manoa wrote:all of the things you requested Jazcash are for terrible players, you are not supposed to have passable terrain viewing - you are supposed to know the map.

prioritizing is your problem, and I think you know what I would have to say about the last one by now...

keep in mind that if this keeps up - spring will not need you or any of us at all, it might play by itself because of all this.

automatic resource sharing (like in BA) was bad enough, some things need to be done, others not because they destroy the gameplay, and the gameplay is all about you managing the units, the resources, the priorities, the map, and certainly most of all - you should have your reminders in your head and not a plugin tell you what to build and when - otherwise why bother telling you what to build and when - it might as well just build it by itself no need for you in the game.

how does the say goes ?
from smart people with stupid terminals to stupid people with smart terminals

doing what you are asking will not make your game more interresting, it will be opposite
You must be new here.

Re: Few widget requests V3

Posted: 28 Dec 2010, 13:36
by Satirik
knorke wrote:Custom Reminders:
How would you want to edit your reminders?
Would editing the widget or a widget config file be ok for you or do you want to set them ingame?
best would be /luaui reminder antinuke 180 MAKE A FUCKIN ANTINUKE NOOB

Re: Few widget requests V3

Posted: 28 Dec 2010, 17:24
by very_bad_soldier
Satirik wrote:
knorke wrote:Custom Reminders:
How would you want to edit your reminders?
Would editing the widget or a widget config file be ok for you or do you want to set them ingame?
best would be /luaui reminder antinuke 180 MAKE A FUCKIN ANTINUKE NOOB
Yeah, you could then also make a second reminder widget that reminds you to enter that reminder command to activate the reminder when the game begins.
If you know what I mean.

Re: Few widget requests V3

Posted: 28 Dec 2010, 17:30
by BaNa
i could live with a lua widget that accesses my own database of player rankings, and discretely places a label on those allies I have tagged in their various stages of noobery, in given times to remind them to do intelligent things. Like "make 3 metal extractors, 2 solars and a vechicle lab" at start for absolute noobs. Or "an antinuke would be a good idea" at 15-16 minutes. Or "Make flash/instagators or rocko/storm" based on lab and faction at 3 mins. Or "Right click on your lab with your constructors for faster production"

:D

Re: Few widget requests V3

Posted: 28 Dec 2010, 17:40
by KaiserJ
custom reminder : request a custom reminders widget

Re: Few widget requests V3

Posted: 30 Dec 2010, 14:33
by Johannes
Jazcash wrote:
Manoa wrote:snip
You must be new here.
He's also right pretty much. Other than the passability map widget, it just means it's easier to try new map and less shitty to play a badly made map. Added on widget crap might make you play better but it doesn't really make the game more enjoyable.