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BulletMagnet
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Posted: 13 Nov, 2010
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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What other mods you running?
I don't have GetArmy in my changes to worldview.lua. Heck, the original worldview doesn't even use GetArmy.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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Krapougnak
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Posted: 14 Nov, 2010
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Joined: 21 May, 2008 Posts: 706
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None, I uninstalled all of of them even the UI ones. I retested this morning and the error occurs only when your mod is installed and running.
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BulletMagnet
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Posted: 16 Nov, 2010
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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Just tried my copy of the mod; no errors that are my doing (that AI drops them from time to time when I kill his stuff).
That said, my copy has probably seen a bunch of changes and stuff (two minutes of playing told me there's one feature that still needs tweaking). So I'll post a new version once I get around to putting the time in on it.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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Wakke
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Posted: 16 Nov, 2010
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Joined: 22 Feb, 2007 Posts: 52
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Would it be possible that attack orders that are in the command queue raise the target to top priority? For example, select 5 tanks, shift click move and attack factory. While moving, the tanks would fire at the factory when possible.
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BulletMagnet
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Posted: 16 Nov, 2010
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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Not possible as a UI mod.
If you have Ultimate Overkill Control (no, not a UI mod) then you'll have that already.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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csoller
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Posted: 10 Apr, 2011
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Joined: 06 Dec, 2009 Posts: 7
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Wow, this one click thing is really awesome, thanks!
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WiseHero
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Posted: 18 Apr, 2011
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Joined: 10 Nov, 2008 Posts: 162
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Can we have one click (and a key) tactical missile launches? Basically something like press L and click to launch a tactical missile from any tactical missile launcher to the clicked target.
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Mithy
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Posted: 18 Apr, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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If there's a way to detect silo ammo in the user layer, I don't know what it is. Unless that's possible, no, you couldn't do a one-click launch. I thought someone made a UI mod that informed you when nuke ammo was available in any silo, but I can't find it now.
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BulletMagnet
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Posted: 18 Apr, 2011
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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Code: userUnit:GetMissileInfo() Yeah, might be possible to add this.
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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Mithy
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Posted: 18 Apr, 2011
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Joined: 19 Jul, 2009 Posts: 2972
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Yes, it's definitely doable, although it might hitch for a second, as you'll have to select all available tactical launchers, check for ammo, select one with ammo, and start commandmode with RULEUCC_Tactical.
It'll also need to support multiple presses to select a different launcher, in case the one initially selected is not in range-- or maybe you can just get world coords under the mouse cursor at the time of keypress and do range checks? That might get more work-intensive, though.
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FuryoftheStars
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Posted: 19 Apr, 2011
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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rogerc
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Posted: 27 Jul, 2012
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Joined: 05 Jun, 2008 Posts: 3
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AdmiralZeech wrote: Yeah. Basically, Autogroups are formed when you give some units some commands, right? So lets say I select 10 fighters and give them a patrol order - they form an autogroup, who are following the patrol order. So then I select 5 more fighters and right click on the icon of the autogroup above. These fighters are then added to the autogroup, and they also follow that patrol order. ---------------- In other words, because autogroups are formed based on "these units are following the same set of orders", I want the ability to add units to an existing autogroup. (as opposed to forming a new autogroup that includes the new units.) Lol, I'm trying to explain the same thing in as many different ways as possible  If this feature can be implemented, it would be an epic mod, it free player to focus on strategy instead of macros, which is scfa trying to achieve.
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