I plan on putting the 10 dots around the ability that makes the minions. I *think* they will all fit--I might have to shrink them a tad.
bman654
The rollover ally info will cause slowdown but it should only be while you have the mouse over an ally. The team panel currently should cause the most slowdown because it is updating on every screen refresh - I have a new version I am working on that only updates on every sim beat which should make it play nicer. This is the one that is probably the culprit. The minion overlay will cause no slowdown if you have no summoning totems (or summoning abilities whenever I
on player dropping - what would be great would be to have the computer compare the player's build to the available builds and find the "closest fit" and essentially come up with a skill plan "on the fly" to line it up as best it can.
I have a new version I've not finished yet that should reduce the lag caused by the mod. As for leaving the DG at 0 hp...if you ever notice it again, please upload the replay and tell me the approximate time it happens and hopefully I can repeat the error and fix it.
Yeah it takes abit of processing each sim beat to check the health of the minions. I've optimized it as much as I can. If it eats up too much of your cpu you'll have to disable it. And if you notice the circle not refreshing or something, save the replay and send me a link to it along with the approximate time of the error so I can view the replay and hopefully repeat the problem. Otherwise I'll probably never be able to find the random occurrence here and there
[e digicons]:sun:[/e]
btw, I've been using GVIM to edit the lua files. Works great if you know how to use VI.
My id is [email protected] . Add me as a Comitter. We'll see if that is enough permissions to set up the subversion. Sometime tonight I'll set it up based on the latest version you have released then probably post a small tutorial on using subversion.
Also...you should be able to use this same hook technique for the hero builds. I recall you said you had to hack the code which picks a build to make it skip past the standard builds and only use your new builds. Another way is with this hook technique to just add code in your hook file to just remove the standard builds from the table using table.remove(). For example, if the file adds 3 default builds to the "SednaBuilds" table and you dont want the game to use them, then
@Peppe: The trick is to remember you can put whatever LUA code you want in your hook files. Don't try to use the same template syntax in your hook file. Instead just either override individual values or replace entire code. Example of how to override the PurchaseItems goal using a hook file for ItemGoals.lua: [code="javascript"]HeroAIGoalTemplates.Purchases.BaseInsistence = 2[/code] Example of how to override an entire complex goal (instead of just changing
[quote who="pacov" reply="53" id="2458456"]So... I... uh... noticed that you can see other players gold. Just did a 1v1 to test. I could see my opponents gold in MP. Uh... I thought these assets were supposed to be locked down so you couldn't view the other teams information. If I can view the other teams gold... does this mean someone could code a mod to see all of my items/mana as well? [/quote] I don't think you will ever be able to see enemy
ok v0.5 released. Special minions still not implemented, but all features I plan on implementing are now working for totem minions.
probably the best way to stop the buy/sell loop is to modify the code that processes the priorities so that it won't even consider selling something it has bought in the last X minutes. Hopefully once that is coded and it can't sell the thing it just bought, it will value the other items it owns more than that next flag-lock. If you aren't sure how to code that, point me at the file that does the buying/selling and I'll code it for you. Also what might be nice is if the bu
Goto http://pcsx2.dyndns.org/ , click the little disk icon at the top of the page to download/install vc++ 2010 beta redistributable. I think that will fix the error.
Even though this first version has problems, I figured people might still find it useful so I have released it.
Features - Displays the number of minions you control under the ability button for that minion type. - Displays health indicators of each minion (green=healthy, yellow=about half health, red=almost dead). - Click on a health indicator to select that one minion (or hold SHIFT to add to selection). - Click on minion count to select all minions of that type. - Hover mouse o
^^^ yeah that's one of the ones I noticed.
Keep in mind we should be able to teach the AI to use skills a bit better also. It's an aspect I've wanted to take a look at when I get some time.
It is certainly possible I suppose. I am updating on each Frame (which I think is the screen refresh). In the next version I'll try using the "beat" instead, which I think is the simulator beat. Maybe that will make it have less of an impact.
@Izuz: On a small resolution that position definately covers up the "character info" box thingy you can get that shows your armor values and stuff. I'm pretty sure it also covers up the chat area. I'm actually surprised it doesn't cover up one or both of these things at your nice big widescreen resolution. As for learning LUA - Just google for LUA tutorial or something. Or if you want me to explain some bit of the code you did not understand just ask and I'll try
once you have a function name, use WinGrep to search for that function in all the LUA and you'll usually find some place where it is being used and/or defined and so can infer the functions. Maybe a LUA expert can give you a better way though :) One good method I found was repr(anyvariable) which will dump the contents of the variable/table/object whatever. I suppose you could pass it a function and see what it dumps out about it?
@Thanatosesc: See my earlier post about scaling - the engine supports both scaled and fixed-size UI components. But as long as this component is attached to the ability panel it needs to use the same method as the ability panel - which is fixed-size. If you can find another location for the panel that doesn't cover up something else when playing in a low resolution, then we can move it and make it scaled instead.
@Thanatosesc: if you tweak it, test it by playing a GENERAL in a single player skirmish with 4 allies. That way you can see the worst-case scenario.
My problem is that I've placed it ontop of the ability panel, which is not scaled for resolution. So if I scale mine by resolution, then it will start to overlap the ability panel, most noticably if you are playing a general. And just about every other location on the screen is already taken up by something if you are playing at a lower resolution. There's just not alot of screen real estate to work with. Anyway, if you want to fiddle with the size of the font/bars,
yes. Open up hook\lua\ui\game\chat.lua and find this code: function SetupIgnoreList() local armies = GetArmiesTable() local focus = armies.focusArmy for id, army in armies.armiesTable do -- Can't ignore yourself, as much as you may want to if id != focus and army.human then ignoredPlayers[string.lower(army.nickname)] = false end end end Now change the line that sets ignoredPlayers to false