Auto skirm without widgets

Auto skirm without widgets

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

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Renofox
Posts: 25
Joined: 04 Jan 2007, 20:45

Auto skirm without widgets

Post by Renofox »

I have tried studying the Auto Skirm widget to figure out its workings, but when I turned it completely off, I realized it never had any effect to begin with.

Instead, Storms and Rockos plot their own patrol points, and shoot at enemies even with Hold Fire orders. Why does this happen?

On a related note, the Auto Skirm doesn't work on a friends computer either, but he doesn't have the auto-auto skirmishing kbots either.
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Auto skirm without widgets

Post by jK »

googlefrog converted the widget into a gadget ages ago.
He did so to workaround connection lag/ping.
(Afaik there is still a widget to send configs to the gadget.)
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: Auto skirm without widgets

Post by luckywaldo7 »

The gadget is only in Zero-K afaik.

You can turn this behavior off with the little lightbulb icon in the command menu:
Image

If you play around in the menu there is also ways to set default states for units, so you can turn it off for any or all units if you want.

Finally, units should inherit factory state, so if you turn it off in the factory all units produced out of it will have smart AI off.
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Auto skirm without widgets

Post by CarRepairer »

I think he converted it to a gadget also so that it would work with CAI (ZK's AI).
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