1 |
How
much
you
destroyed
and
how
much
you
lost,
yes.
To
precision
allowed
you
your
LOS
and
assorted
bugs
and
such.
|
1 |
How
much
you
destroyed
and
how
much
you
lost,
in
individual
units
and
metal
value.
To
precision
allowed
you
your
LOS
and
assorted
bugs
and
such.
|
2 |
\n
|
2 |
\n
|
3 |
Another possible feature would be to display the relation between those, but i'd rather get it to work accurately first in spite of morphs and such.
|
3 |
Another possible feature would be to display the relation between those, but i'd rather get it to work accurately first in spite of morphs and such.
|
4 |
\n
|
4 |
\n
|
5 |
On that: i've tried intercepting MorphFinished by doing widgetHandler:RegisterGlobal('MorphFinished', MorphFinished) like the healthbar widget does. But it seems consumed by whoever registers first, and healthbars exposes no way to retrieve that information either - so that path can't work in a non-breaking fashion :(
|
5 |
On that: i've tried intercepting MorphFinished by doing widgetHandler:RegisterGlobal('MorphFinished', MorphFinished) like the healthbar widget does. But it seems consumed by whoever registers first, and healthbars exposes no way to retrieve that information either - so that path can't work in a non-breaking fashion :(
|