In making of my 2 widgets, and planning of a few more, I came across... well, let's just call it an ethical issue.
I know the game engine accepts custom widgets and this is hard to control but I would like to ask if there is some sort of unspoken "do not go here" zone for widget creation.
A point beyond which widgets are not meant to go. So to speak.
Saktoth said:
"Zero-K is all about open development. If you can make a widget that plays the game better than a player, go ahead. If it breaks the game, its the game that needs fixing. "
Ok, so I know what Saktoth thinks then.
But how about this?
I am going through LuaSyncRead and looking at the functions. If some of them work the way I think they do, I can detect incoming projectiles.
With some calculation mirroring the engine's projectile movement code, I can make constructors drop a HLT in the way between them and the projectile then cancel it 1 frame later...
nanowalling widget
Or how about this.
If I ever end up being able to target empty space (currently does not work), I could make turrets/units fire back to the earliest known spot a sniper shot came from if it is within los.
Give it to snipers and...
countersnipers widget
Can you continue to support these kind of widgets?
I don't mind having a go at them, but the nano-walling widget idea seems to push the boundaries of cheesiness to me.