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 PostPosted: 05 Aug, 2010 
 

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That wasn't a UI mod.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 06 Aug, 2010 
 
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BulletMagnet wrote:
Area commands are going to be a no-show for a UI mod. The best I might be able to do is something like in Sup2, where holding down the mouse for a second turns it into a paintbrush and selects all that it passes over.
.

You realise I would pretty much do ANYTHING to get this. Anything. ;)

Name wise, here's a few ideas.

Everything-Every-Other-UI-Couldn't-Do-UI

BMs UI ?
Remmys UI ? :P
Heiwa UI ? - It's japanese for peace, but just thought it sounded cool.. :oops:
I'll think of more, when i've had some tea.

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Last edited by _Remmy_ on 06 Aug, 2010, edited 1 time in total.

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 PostPosted: 06 Aug, 2010 
 
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_Remmy_ wrote:
BulletMagnet wrote:
Area commands are going to be a no-show for a UI mod. The best I might be able to do is something like in Sup2, where holding down the mouse for a second turns it into a paintbrush and selects all that it passes over.
.

You realise I would pretty much do ANYTHING to get this. Anything. ;)


.... A few topics down and it exists.... Am I on a bunch of people's enemy list?

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 PostPosted: 06 Aug, 2010 
 
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Are you saying you've made this seiya? If so, it should be your boots i'm licking. Link me up? :)

Edit: Found it, looks nice, but I think what bulletmagnet 'plans' to make is actually a 'paint reclaim' function. This would mean I could select and engineer or my commander, and spread over an area, and have him reclaim it! That's what i'm really after, though your mod will also be useful to have.

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 PostPosted: 06 Aug, 2010 
 
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seiya wrote:
_Remmy_ wrote:
BulletMagnet wrote:
Area commands are going to be a no-show for a UI mod. The best I might be able to do is something like in Sup2, where holding down the mouse for a second turns it into a paintbrush and selects all that it passes over.
.

You realise I would pretty much do ANYTHING to get this. Anything. ;)


.... A few topics down and it exists.... Am I on a bunch of people's enemy list?


It's not UI only. Also, Goom made an Area Commands mod sometime ago.


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 PostPosted: 06 Aug, 2010 
 
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First person to get me a paint reclaim Edit: UI mod can have some of my winnings on fa-ladder!

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 PostPosted: 06 Aug, 2010 
 
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Neruz wrote:
seiya wrote:
_Remmy_ wrote:
BulletMagnet wrote:
Area commands are going to be a no-show for a UI mod. The best I might be able to do is something like in Sup2, where holding down the mouse for a second turns it into a paintbrush and selects all that it passes over.
.

You realise I would pretty much do ANYTHING to get this. Anything. ;)


.... A few topics down and it exists.... Am I on a bunch of people's enemy list?


It's not UI only. Also, Goom made an Area Commands mod sometime ago.


UI only might be possible, but as far as I know it isnt. If you have a copy of Goom's then you might want to put it somewhere. As it stands,I have a PM sent out to him for permission/a working download location.

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 PostPosted: 06 Aug, 2010 
 
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Just tried the mod out. I actually either don't understand the grouping system, or it doesn't work in the way I want it too. Could you make it something I can enable/disable? It was selecting factories when I selected units. >(

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 PostPosted: 06 Aug, 2010 
 

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seiya, I have a copy of it; http://code.google.com/p/healthandmana/ ... mmands.zip

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 06 Aug, 2010 
 
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just had a game iwth this mod to test it out... and im really pissed off

first, its very cool when you build mexes just clicking at mass point. but it becomes very sad when trying to upgrade that mex with engies on assist (engies still trying to build mex so i had to select 'assist' command and then click on mex with it)
second, since a unit assigned to autogroup you have absolutely no chance to get it back (for example, i was bulilding storages near mexes with t2 engie and ~10 t1 engies. and when i tried to build t2 pgen... guess what?)
and third, when i was managing units assigned to an autogroup it was stuttering like hell! especially on late game


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 PostPosted: 06 Aug, 2010 
 
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It did the same for me, even with the auto-select-groups 'disabled'. It then completely locked and I had to end FA. I love it though. :P. Raging, just press I when the engies are selected and assist, although I managed to do it without doing that. :?

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 PostPosted: 07 Aug, 2010 
 

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If you have bugs, can you please list the mods (UI and sim ones that also affect the UI) and try to post a log. I really can't do much to fix things if I can't find the errors.

Also, right now I'm splitting the mod up into the two parts because everyone wants that, you'll also get the one-click rebuilding and repairing as part of that because it's part of the one file.


But before I release it I'll need a name for it. So, I propose a competition;

    the 40th post in this thread decides the name of the mod. One post per person. I may ask OrangeKnight to delete posts if a really good 40th is suggested.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 07 Aug, 2010 
 

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Yeah this mod is really awesome. The auto-group function is great for units! I love it :)


However auto-group is annoying with buildings, for buildings I prefer to use normal control groups. I got a few factories in with my autogroups on accident and it really made things a pain. Although any ideas I can come up with to remedy the situation would probably be improbable....


If you could make auto-groups only work with units that would be grand!

And the one-click build of mexes is great till you wanna upgrade, then you have to hit assist first to have something assist the mex, and if you have a builder selected while trying to click a mex to upgrade, you have to hit escape then go about upgrading and assisting. So while the one-click-build saves time initially, by inhibiting the upgrades of mexes it is ultimately just a tradeoff for saving time sooner to waste time with extra button-presses and clicks later.

If you can clean that up it would be closer to perfect. I'm not sure how you'd go about it though to be honest.

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 PostPosted: 08 Aug, 2010 
 

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One-click mex and hydro build, one-click structure re-build, and paint-brush attack selection à la Supcom2 I love.

But I hate auto-grouping with a passion. So here's another vote for separate mods :)


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 PostPosted: 08 Aug, 2010 
 

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Bayard wrote:
One-click mex and hydro build, one-click structure re-build, and paint-brush attack selection à la Supcom2 I love.

But I hate auto-grouping with a passion. So here's another vote for separate mods :)


I don't know, the auto-grouping in this is much better than SC2 because there is no huge UI overtake with large bubbles floating around making things stupid.


The autogroups in bullet's mod are actually useful, because you can arrange them and easily pick one group from another while retaining the ability to single out units.

Although a few times some units got into more than three autogroups, and that was annoying lol.

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 PostPosted: 08 Aug, 2010 
 
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I say Bullet should name the mod.....

The One Click Wonder

Autogroups can die in a fire thought ;p Someone else will have to come up with a name for that.

Mike

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 PostPosted: 08 Aug, 2010 
 
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When you select a multiple of units can you have it show the total amount of resources they use/produce. Also is their any chance of displaying more detailed unit stats such as Weapon Damage/Speed/ROF/Cost per shot?

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 PostPosted: 08 Aug, 2010 
 

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Kenquinn wrote:
When you select a multiple of units can you have it show the total amount of resources they use/produce. [...]

I can do that, shouldn't be too hard.

Kenquinn wrote:
[...] Also is their any chance of displaying more detailed unit stats such as Weapon Damage/Speed/ROF/Cost per shot?

As long as it's only the blueprint values; upgraded weapons (especially ones from TV) will be impossible as a UI mod.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 09 Aug, 2010 
 

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I want a cool picture to put in my OP, and some icons for the mod-manager.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 09 Aug, 2010 
 
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**** YEAH.
Also, i'll see what I can do as icons, etc.

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 PostPosted: 09 Aug, 2010 
 
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I GOT JUST THE THING!

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Or

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Both are EXCELLENT choices ;p

Mike

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 PostPosted: 09 Aug, 2010 
 

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Great mod Bulletmagnet, can't wait to try it out! Really am looking forward to something which allows for intuitive autogrouping. Gooms good old one is working well, to take full advantage of it requires some getting used to.

@Kenquinn: shift+f6 does display the blueprint values directly in game, changeable.
Also had a mod project going to bring a supcomdb-esque display into FA, but the game mangled some particular calculations. Saw no point in it when dps calculations weren't reliably consistent.
As Bulletmagnet said, querying blueprints on their own is simple enough, though.

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 PostPosted: 12 Aug, 2010 
 
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I have a request.

Those making mods for ACUs have always had the issue where in the standard 2x4 grid for buttons there are only 2 free slots. My request is for you to be able to incorporate into the mod a method for it to dynamically change its size based on how many buttons are trying to be loaded, but all without changing the actual physical area the layout consumes from the screen.

So, say someone loads a mod that adds 2 more buttons to the screen. No change would be required.

Then they load another mod that adds another button. Now the layout is resized so that the grid slots are 50% their original size, allowing the addition of two more columns and one more row, thus making it a 3x6 but fitting within the original area that was taken up by the 2x4.

This idea can perhaps go up to a 100% reduction in size, allowing a 4x8 grid layout. Much smaller than that and I think it'd start being counter productive as things would become too small to see.

I hope I explained that right....

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 PostPosted: 12 Aug, 2010 
 

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I understand that, would have to learn how to mess with textures and UI elements first though.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 14 Aug, 2010 
 
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Nice work. A quick suggestion for OCW: Mex Auto-build would be to key deposit_markers with position hashes, and then poke that table for the few hashes that might be in range of the location clicked. e.g. if the click is at 130.05340730578 x 103.39991213 or whatever, you would check your table for the 9 possible hashes +/- 1 from that location (129x102 to 131x104).

Or, for that matter, you could pre-load all of these potential adjacent hashes into deposit_markers, even doing 6x6 or 9x9 for hydrocarbons. Then you'd only have to check for the hash at the current click position.

I'm not sure exactly how performance intensive doing 50-200 VDist2s per mouse click is, but I have to imagine it's having some impact.


Also, once you've determined it's a deposit click, you might want to check for a structure at that location already, and perform a normal automode command instead of a mex build. This would solve everyone's complaints about not being able to assist mexes without pressing I.


Edit: To elaborate on what I mean with deposit_markers, something like:
Code:
deposit_markers = {}

for markerName, markerTable in saveData.Scenario.MasterChain['_MASTERCHAIN_'].Markers do
   if markerTable.type == 'Mass' or markerTable.type == 'Hydrocarbon' then
      local min, max = math.floor(math.max(markerTable.size, 2)*-1), math.floor(math.max(markerTable.size, 2))
      for x=min, max do
         for z=min, max do
            local hash = tostring(math.floor(0.5 + x + markerTable.Position[1])) .. "," .. tostring(math.floor(0.5 + z + markerTable.Position[3]))
            deposit_markers[hash] = markerTable.type
         end
      end
   end
end
to populate the hash table, then:
Code:
if IsKeyDown('Menu') and rebuildBP and table.find(buildableUnits, rebuildBP) then
   buildBP = rebuildBP
elseif deposit_markers[mouseHash] and not IsDepositAlreadyTaken() then --imaginary function that you should make, nudge nudge
   local depositType = 'MASSEXTRACTION'
   
   if deposit_markers[mouseHash] == 'Hydrocarbon' then
      depositType = 'HYDROCARBON'
   end
   
   for id, blueprintId in buildableUnits do
      local cats = __blueprints[blueprintId].Categories
      
      if table.find(cats, "TECH1") and table.find(cats, depositType) then
         buildBP = blueprintId
         
         break
      end
   end
end
to check against it.


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