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[spoiler]
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\n
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[b]function widget:KeyPress(key, mods, isRepeat)
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[b]function widget:KeyPress(key, mods, isRepeat)
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--somehow "D" key id is 100
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--somehow "D" key id is 100
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local dKey=100[/b]
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local dKey=100[/b]
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D key is 100 because https://github.com/spring/spring/blob/develop/cont/base/springcontent/LuaHandler/Utilities/keysym.lua
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D key is 100 because https://github.com/spring/spring/blob/develop/cont/base/springcontent/LuaHandler/Utilities/keysym.lua
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=>
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=>
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[b]include("keysym.h.lua")
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[b]include("keysym.h.lua")
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local dKey = KEYSYMS.D[/b]
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local dKey = KEYSYMS.D[/b]
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\n
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\n
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Your commands are always given with {"shift"}) no matter if player pressed that key or not.
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Your commands are always given with {"shift"}) no matter if player pressed that key or not.
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\n
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\n
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Might want to look into:
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Might want to look into:
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-custom commands
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-custom commands
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-whatever zK does for hotkey system
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-whatever zK does for hotkey system
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\n
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\n
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\n
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\n
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\n
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\n
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[b]local tickAOE = 196 --armtick
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[b]local tickAOE = 196 --armtick
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...
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...
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\n
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\n
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if spGetUnitDefID(selectedUnits[i]) == UnitDefNames["armtick"].id then
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if spGetUnitDefID(selectedUnits[i]) == UnitDefNames["armtick"].id then
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unitAOE=tickAOE
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unitAOE=tickAOE
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elseif spGetUnitDefID(selectedUnits[i]) == UnitDefNames["corroach"].id then
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elseif spGetUnitDefID(selectedUnits[i]) == UnitDefNames["corroach"].id then
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unitAOE=roachAOE
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unitAOE=roachAOE
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elseif spGetUnitDefID(selectedUnits[i]) == UnitDefNames["corsktl"].id then
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elseif spGetUnitDefID(selectedUnits[i]) == UnitDefNames["corsktl"].id then
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unitAOE=skuttleAOE
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unitAOE=skuttleAOE
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elseif spGetUnitDefID(selectedUnits[i]) == UnitDefNames["blastwing"].id then
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elseif spGetUnitDefID(selectedUnits[i]) == UnitDefNames["blastwing"].id then
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unitAOE=blastwingAOE[/b]
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unitAOE=blastwingAOE[/b]
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\n
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\n
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-same thing multiple times: spGetUnitDefID(selectedUnits[i])
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-same thing multiple times: spGetUnitDefID(selectedUnits[i])
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-the conditons look messy, the unit's name are not so lost in all the ([]=][[){])
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-the conditons look messy, the unit's name are not so lost in all the ([]=][[){])
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\n
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\n
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Imo nicer to read like:
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Imo nicer to read like:
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[b]
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[b]
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selectedUnitName = UnitDefs[spGetUnitDefID(selectedUnits[i])]
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selectedUnitName = UnitDefs[spGetUnitDefID(selectedUnits[i])]
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if (selectedUnitName == "corroach") then
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if (selectedUnitName == "corroach") then
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unitAOE=roachAOE
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unitAOE=roachAOE
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elseif (selectedUnitName == "corskt")
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elseif (selectedUnitName == "corskt")
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then unitAOE=skuttleAOE
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then unitAOE=skuttleAOE
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elseif (selectedUnitName == "blastwing") then
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elseif (selectedUnitName == "blastwing") then
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unitAOE=blastwingAOE
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unitAOE=blastwingAOE
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end
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end
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[/b]
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[/b]
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\n
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\n
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\n
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\n
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BUT:
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BUT:
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=> Lua can read unit & weapon defs: https://springrts.com/wiki/Lua_UnitDefs , https://springrts.com/wiki/Lua_WeaponDefs
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=> Lua can read unit & weapon defs: https://springrts.com/wiki/Lua_UnitDefs , https://springrts.com/wiki/Lua_WeaponDefs
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\n
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\n
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And/or use a table instead of the if-chain like:
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And/or use a table instead of the if-chain like:
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[b]
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[b]
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unitsSeperationDistance =
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unitsSeperationDistance =
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{
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{
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[UnitDefNames["blastwing"].id] = 50,
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[UnitDefNames["blastwing"].id] = 50,
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[UnitDefNames["corsktl"].id] = 100,
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[UnitDefNames["corsktl"].id] = 100,
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...
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...
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}[/b]
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}[/b]
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\n
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\n
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\n
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\n
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\n
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\n
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This is 25 times similiar thing:
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This is 25 times similiar thing:
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[b]
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[b]
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if i==1 then
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if i==1 then
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x,y,z = spGetUnitPosition(selectedUnits[i])
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x,y,z = spGetUnitPosition(selectedUnits[i])
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spGiveOrderToUnit(selectedUnits[i], CMD_MOVE, {x,0,z}, {"shift"})
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spGiveOrderToUnit(selectedUnits[i], CMD_MOVE, {x,0,z}, {"shift"})
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elseif i==2 then
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elseif i==2 then
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spGiveOrderToUnit(selectedUnits[i], CMD_MOVE, {x,0,z+unitAOE}, {"shift"})
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spGiveOrderToUnit(selectedUnits[i], CMD_MOVE, {x,0,z+unitAOE}, {"shift"})
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...
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...
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elseif i==25 then --
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elseif i==25 then --
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spGiveOrderToUnit(selectedUnits[i], CMD_MOVE, {x+(unitAOE*2),0,z-(unitAOE*2)}, {"shift"})
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spGiveOrderToUnit(selectedUnits[i], CMD_MOVE, {x+(unitAOE*2),0,z-(unitAOE*2)}, {"shift"})
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[/b]
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[/b]
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\n
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\n
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Find a better way to convert the unit's number i to X-Z coordinates.
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Find a better way to convert the unit's number i to X-Z coordinates.
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\n
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\n
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Something along:
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Something along:
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[b]
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[b]
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function getXZ(i)
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function getXZ(i)
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local size = 4
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local size = 4
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return i%size, math.floor(i/size)
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return i%size, math.floor(i/size)
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end
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end
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...
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...
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local x,z = getXZ (i)
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local x,z = getXZ (i)
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spGiveOrderToUnit(selectedUnits[i], CMD_MOVE, {x+(unitAOE*2),0,z-(unitAOE*2)} [/b]
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spGiveOrderToUnit(selectedUnits[i], CMD_MOVE, {x+(unitAOE*2),0,z-(unitAOE*2)} [/b]
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\n
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\n
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or
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or
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\n
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\n
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[b]
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[b]
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--define the coordinates of each position
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--define the coordinates of each position
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position [1] = {x=0,z=0}
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position [1] = {x=0,z=0}
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position [2] = {x=0,z=1}
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position [2] = {x=0,z=1}
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position [2] = {x=1,z=1}
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position [2] = {x=1,z=1}
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...
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...
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position [15] = {x=7,z=2}
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position [15] = {x=7,z=2}
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\n
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\n
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function getXZ (i)
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function getXZ (i)
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return position[i].x * seperationDistance, position[i].z * seperationDistance
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return position[i].x * seperationDistance, position[i].z * seperationDistance
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end
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end
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[/b]
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[/b]
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\n
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\n
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\n
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\n
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At top of file, all this:
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At top of file, all this:
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[b]local blablabla.Thing = blaThing[/b]
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[b]local blablabla.Thing = blaThing[/b]
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Maybe personal taste, but I find it not helpful.
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Maybe personal taste, but I find it not helpful.
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For performance it is mostly irrelevant except for drawing graphics etc.
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For performance it is mostly irrelevant except for drawing graphics etc.
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\n
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\n
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Half the local-things you do not even use. = Forms bad habits.
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Half the local-things you do not even use. = Forms bad habits.
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\n
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\n
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It only saves 5 characters to type sp VS Spring.
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It only saves 5 characters to type sp VS Spring.
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If removing those 5 letters are supposed to make a line of code look nicer, then the chance is there is too much things in one line anyway.
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If removing those 5 letters are supposed to make a line of code look nicer, then the chance is there is too much things in one line anyway.
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This is not even shorter:
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This is not even shorter:
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[b]CMD_MOVE = CMD.MOVE[/b]
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[b]CMD_MOVE = CMD.MOVE[/b]
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\n
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\n
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\n
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\n
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Declarations of constants or variables sometimes get mixed into the local-things, like here:
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Declarations of constants or variables sometimes get mixed into the local-things, like here:
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[b]
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[b]
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...
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...
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local CMD_MOVE = CMD.MOVE
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local CMD_MOVE = CMD.MOVE
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local CMD_UNIT_SET_TARGET = 34923 // this one is not like the others!
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local CMD_UNIT_SET_TARGET = 34923 // this one is not like the others!
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local CMD_GUARD = CMD.GUARD
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local CMD_GUARD = CMD.GUARD
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...
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...
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[/b]
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[/b]
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Looking at variables/constants is quick way to figure out what a script does:
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Looking at variables/constants is quick way to figure out what a script does:
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This makes them harder to spot.
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This makes them harder to spot.
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Also seeing the CMD_GUARD makes reader assume it will be used in script, but it is not.
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Also seeing the CMD_GUARD makes reader assume it will be used in script, but it is not.
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\n
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\n
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\n
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\n
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Risk to accidently create evil errors like:
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Risk to accidently create evil errors like:
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[b]local spGetMyTeamID = Spring.GetMyTeamID()[/b]
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[b]local spGetMyTeamID = Spring.GetMyTeamID()[/b]
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VS
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VS
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[b]local spGetMyTeamID = Spring.GetMyTeamID[/b]
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[b]local spGetMyTeamID = Spring.GetMyTeamID[/b]
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\n
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[/spoiler]
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