Loading...
  OR  Zero-K Name:    Password:   

Widgets release

34 posts, 2420 views
Post comment
Filter:    Player:  
Page of 2 (34 records)
sort
These are two widgets I made at the request of Antelope. Since it looks like PW isn't ever going to happen, I figure I should just release them instead.


Outlaw Fire
http://www.mediafire.com/?21dd01uya3youa7
- This makes outlaws fire all the time

Wolverine Mines
http://www.mediafire.com/?89unxbk77k85455
- This makes wolverines lay mines at 90% max range in direction of a fight command
- It stops doing this if there is an enemy in max range


Both of these widgets scale down automatically as your unit count increases to stay within the packet limit. Might have some issues if you do a hundred outlaws but should be fine for normal games. (unit count < 30)

EDIT:
Both of them stop the firing if the unit is on hold fire. I think.
+0 / -0
14 years ago
what is the package limit?
Is this making me crash on big games?

Do you want to introduce another package heavy widget?
You are evil jseah XD
+0 / -0
14 years ago
The packet limit is the limit of information that any player can send. I'm not sure what that limit is, but it's something like 30 or 60 commands per second. (30-60 individual packets that is)

You get some wobble room though. Exceeding over the limit is ok if you don't do that too much.
+0 / -0

14 years ago
Outlaw needs an always-fire state button...
+0 / -0


14 years ago
I suspect that sooner or later we will have to block custom widgets.
+0 / -0

14 years ago
This is...
A. A part of the design of the outlaw that we couldn't get working easily.
B. Possible anyway, Godde does it all the time (though im not sure how, he seems to use the target priority command deal) and it works great.
C. Open development model is good for encouraging participation, nobody has done anything thus far that I would consider 'Cheating'.
D. Units should be easy to use if they can be, if it's just 'hard' to make the outlaw always fire but it's OP if you do, the unit needs a nerf, this isn't a unit power issue.
+0 / -0


14 years ago
Outlaw was not meant to be always active because it completely negates all cloakers..

Best way/sometimes only way to counter shield/felon blob is with cloaked crawlers (burrowed).

Outlaw would explode them from safe distance while felon can insta kill moving decloaked crawlers making the shieldbots completely immune to crawling bombs.

Something we certainly dont want.

Please don't use this widget. If you do we will be forced to block client side widgets to level the playing field.
+0 / -0

14 years ago
>Please don't use this widget. If you do we will be forced to block client side widgets to level the playing field.

I've been using it for over a month. No one has complained.
+0 / -0
What are you talking about, cloaked crawling bombs are the thing thats likely to be hyper-exploitable here, not shieldblobs. Almost every factory has some kind of mid ranged weapon that makes them virtually immune to crawlies (Warrior, Mace, Slasher, Venom, Moderator) or a cheap unit to explode them (Glaive, Dart, Flea). Shield blob is ESPECIALLY vulnerable to crawlies due to AoE ignoring shields and clumping. They NEED a way to be immune to crawlies more than any other factory. Worse, an outlaw will lose 50% of its HP to a roach if it's moving in while firing- the roach will still hit most of the shieldball if the outlaw is not at the front (It's slower with low HP, so it rarely is).

If you think outlaw (Or shield blob) is OP we can discuss that and nerf it if it truly is (I don't think so myself). Disallowing the always on thing is absurd: Especially because Godde already does this using the target priority thing and no widgets at all (AFAIK).
+0 / -0


14 years ago
Simply make a state toggle for it and link it to the unit script. It could even be on/off. Unfortunately this is impossible because Sak is stumped and the script is written in COB.

"Outlaw would explode them from safe distance"

This is just plain false. Do some experimenting on how Outlaw AOE works and you will find crawlies can always reach the Outlaw and detonate on it.
+0 / -0
Simply slowdown outlaw when it is firing and make it faster when it dont.

By the way isint animation of those waves really to big? I tested and even if it looks that unit is in range it actually is not.
+0 / -0
14 years ago
If you want to make a fire/no fire state, I can adapt the widget.

Just give the outlaw an Active/Inactive state button and I can add it.
+0 / -0

14 years ago
I suggest that outlaw and wolverine have some sort of penalty when firing so we can avoid this issue.
+0 / -0
14 years ago
Just made a new one since I started playing air.

Fighters Air Only
http://www.mediafire.com/?jxldwzwcugfd3q6

Vamps whose current command is an attack command and the target is a land target get their command removed.

This should facilitate area attacks given to vamps.
+0 / -0


14 years ago
jseah could you make useful gadgets and unit scripts instead? As in I would not include the Outlaw widget because it can be done with unit script much more nicely.
+0 / -0
Gadgets? I don't have anything currently in mind that requires gadgetizing.
AA micro is about stable right now and no further changes are planned. (so can we try it again?)

Also, I can't open the .cob files and .bos seems to be animation scripts. How would I fiddle with unit scripts?


You might note that making more widgets is a sort of protest against Licho's proposed local widget block. I want to show how widgets allow the game to progress.
+0 / -0


14 years ago
If something can be reasonably gadgetised it probably should be. Gadgets don't have latency or packet quota issues. They also make adding commands not painful. For example a widget that causes Outlaws to always fire could not be included because pressing F11 should not be a requirement of using the UI. Outlaws must have a toggle for it.

Cob is an outdated animation script thing, lua can do the same stuff and more. There is a simple method for turning cob into lua:
1. Find KingRaptor.
2. Poke KingRaptor.
3. Tell KingRaptor how awesome the idea is and what needs to be luaed.
4. Make puppy-dog eyes.
5. Wait.
+0 / -0
Ah ok, you just want me to gadgetize outlaw fire? Sure.

EDIT: might not have time/motivation to do it now, maybe in a few days.
+0 / -0
King Raptor please...

+0 / -0


14 years ago
I think reducing the outlaws move-speed while it fires is actually a pretty intelligent solution, and then an always fire option could be available without being compulsory. They could be buffed elsewhere to compensate (HP maybe).
+0 / -0
Page of 2 (34 records)