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 PostPosted: 13 Nov, 2010 
 

Joined: 05 Oct, 2007
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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.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 14 Nov, 2010 
 

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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 PostPosted: 16 Nov, 2010 
 

Joined: 05 Oct, 2007
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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.

_________________
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: 16 Nov, 2010 
 

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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 PostPosted: 16 Nov, 2010 
 

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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.

_________________
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: 10 Apr, 2011 
 

Joined: 06 Dec, 2009
Posts: 7
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Wow, this one click thing is really awesome, thanks!


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 PostPosted: 18 Apr, 2011 
 
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Joined: 10 Nov, 2008
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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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 PostPosted: 18 Apr, 2011 
 
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Joined: 19 Jul, 2009
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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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 PostPosted: 18 Apr, 2011 
 

Joined: 05 Oct, 2007
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Code:
userUnit:GetMissileInfo()


Yeah, might be possible to add this.

_________________
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: 18 Apr, 2011 
 
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Joined: 19 Jul, 2009
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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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 PostPosted: 19 Apr, 2011 
 
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Joined: 20 Apr, 2007
Posts: 1524
Location: VT, USA
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Mithy wrote:
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.

http://forums.gaspowered.com/viewtopic.php?f=7&t=45294

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Nuke/Shield Collide Mod topic thread
My Mods


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 PostPosted: 27 Jul, 2012 
 

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 :P


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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