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Widget ideas/wishlist

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Date Editor Before After
4/16/2020 5:29:15 PMITrankThomas1 before revert after revert
Before After
1 mex build splitter 1 mex build splitter
2 when more mexes are queued cons are split around 2 when more mexes are queued cons are split around
3 \n 3 \n
4 \n 4 \n
5 disable flea to avoid moving key scouts when select all 5 disable flea to avoid moving key scouts when select all
6 or something stronger than wait command that can only be removed by issuing the same command 6 or something stronger than wait command that can only be removed by issuing the same command
7 \n 7 \n
8 \n 8 \n
9 scale icons when zoomed out 9 scale icons when zoomed out
10 \n 10 \n
11 \n 11 \n
12 queue jump, hit J twice to jump when off cooldown in the direction of mouvement 12 queue jump, hit J twice to jump when off cooldown in the direction of mouvement
13 \n 13 \n
14 \n 14 \n
15 screening keeps selected units infront of your army at a set distance
16 \n
17 \n
15 large build % progress spotter with eta prediction 18 large build % progress spotter with eta prediction
16 \n 19 \n
17 \n 20 \n
18 maximum space between solar and winds for grid building, horizontal and diagonal, issued with a hotkey 21 maximum space between solar and winds for grid building, horizontal and diagonal, issued with a hotkey
19 \n 22 \n
20 \n 23 \n
21 idle builder or area repair ones, will catch retreating from the autoretreat widget units and repair , those units will stop 24 idle builder or area repair ones, will catch retreating from the autoretreat widget units and repair , those units will stop
22 for repair 25 for repair
23 \n 26 \n
24 \n 27 \n
25 Lobster widget for fast travel, 28 Lobster widget for fast travel,
26 issue move order to group of units comtaining lobster, while holding a modifier key 29 issue move order to group of units comtaining lobster, while holding a modifier key
27 rescue mission lobster widget, travels to select unit and brings it back, 30 rescue mission lobster widget, travels to select unit and brings it back,
28 abdustion widget lobster same as above. 31 abdustion widget lobster same as above.
29 \n 32 \n
30 \n 33 \n
31 teleport djinn ai ? 34 teleport djinn ai ?
32 \n 35 \n
33 \n 36 \n
34 Call transport when it decreases travel time, and when traversing inpassable terrain 37 Call transport when it decreases travel time, and when traversing inpassable terrain
35 option: only for builders 38 option: only for builders
36 toggle for select transports or select units to be transported around 39 toggle for select transports or select units to be transported around
37 \n 40 \n
38 \n 41 \n
39 give high priority to build queue that is issued by pressing hotkey x seconds after issuing it 42 give high priority to build queue that is issued by pressing hotkey x seconds after issuing it
40 real high priority, turns off facs caretakers and build orders to ensure that the bp available for target construction is saturated with e and m. 43 real high priority, turns off facs caretakers and build orders to ensure that the bp available for target construction is saturated with e and m.
41 option above current high priority 44 option above current high priority
42 \n 45 \n
43 \n 46 \n
44 Set high priority for buildings near completion (when bp is not saturated) to free builders and not waste e, fluidifies queues 47 Set high priority for buildings near completion (when bp is not saturated) to free builders and not waste e, fluidifies queues
45 \n 48 \n
46 \n 49 \n
47 scouting command , units wont get in range of enemy stuff while given this move order, they go around if possible instead, return to original position when "stuck"", if a move order is queued after the scout order 50 scouting command , units wont get in range of enemy stuff while given this move order, they go around if possible instead, return to original position when "stuck"", if a move order is queued after the scout order
48 \n 51 \n
49 \n 52 \n
50 Ai toggle 53 Ai toggle
51 for selected units or all units, with a gui to know which units are currently toggled or when connecting mexes 54 for selected units or all units, with a gui to know which units are currently toggled or when connecting mexes
52 \n 55 \n
53 \n 56 \n
54 gridding command 57 gridding command
55 with terraforming option with hotkey 58 with terraforming option with hotkey
56 makes the most efficient use of pylons, solars and wind 59 makes the most efficient use of pylons, solars and wind
57 issued like area mex 60 issued like area mex
58 \n 61 \n
59 \n 62 \n
60 army managment 63 army managment
61 responds to what is infront, 64 responds to what is infront,
62 raiders>move riot infront 65 raiders>move riot infront
63 air> move aa infront 66 air> move aa infront
64 arti> set light units to dodge shots in fornt 67 arti> set light units to dodge shots in fornt
65 basically does formations in function of the oppoennets army and formation 68 basically does formations in function of the oppoennets army and formation
66 turns on when units where not select for X amount of time and doesnt move away from the area where units are currently 69 turns on when units where not select for X amount of time and doesnt move away from the area where units are currently
67 some more evolved form would move units around and engage targets when its sure that its cant be dmged and the target is easily destroyed 70 some more evolved form would move units around and engage targets when its sure that its cant be dmged and the target is easily destroyed
68 \n 71 \n
69 \n 72 \n
70 stalling response 73 stalling response
71 increase build power by building caretaker or assisting while making caretaker, turn on factories or build llt radar caretaker 74 increase build power by building caretaker or assisting while making caretaker, turn on factories or build llt radar caretaker
72 if energy stalling aswell make small energy buildings on hi priiority, if unable to avoid stall build terraformed storage 75 if energy stalling aswell make small energy buildings on hi priiority, if unable to avoid stall build terraformed storage
73 automorphgeo 76 automorphgeo
74 automorph commander 77 automorph commander
75 should be intelligent in the response to the type of stall and amount 78 should be intelligent in the response to the type of stall and amount
76 m excess no e stall 79 m excess no e stall
77 m excess and e stall 80 m excess and e stall
78 e stall no m excess 81 e stall no m excess
79 \n 82 \n
80 \n 83 \n
81 eco expander 84 eco expander
82 Builds a grid with pylons when toggled if energy is sufficient to payback with overdrive, 85 Builds a grid with pylons when toggled if energy is sufficient to payback with overdrive,
83 otherwies expands economy )mexes and energy with small gens in radar range, auto build radar and stops when near enemy 86 otherwies expands economy )mexes and energy with small gens in radar range, auto build radar and stops when near enemy
84 tries to for-see metal income increases such as mexes in contruction or overdrive from eco in construction and compensate with energy build, 87 tries to for-see metal income increases such as mexes in contruction or overdrive from eco in construction and compensate with energy build,
85 blances e and m 88 blances e and m
86 recaps mexes infriendly territory 89 recaps mexes infriendly territory
87 \n 90 \n
88 [spoiler] 91 [spoiler]
89 if also been thinking about GBC and ways to improve it here is the result of that 92 if also been thinking about GBC and ways to improve it here is the result of that
90 \n 93 \n
91 \n 94 \n
92 MAIN 95 MAIN
93 \n 96 \n
94 \n 97 \n
95 LUA @ LUA 98 LUA @ LUA
96 \n 99 \n
97 \n 100 \n
98 \n 101 \n
99 \n 102 \n
100 \n 103 \n
101 https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaUI/Widgets/unit_global_build_command.lua 104 https://github.com/ZeroK-RTS/Zero-K/blob/master/LuaUI/Widgets/unit_global_build_command.lua
102 \n 105 \n
103 \n 106 \n
104 \n 107 \n
105 \n 108 \n
106 \n 109 \n
107 \n 110 \n
108 \n 111 \n
109 Global Build Command , 112 Global Build Command ,
110 \n 113 \n
111 \n 114 \n
112 Hotkeys, edits and GUI 115 Hotkeys, edits and GUI
113 \n 116 \n
114 \n 117 \n
115 \n 118 \n
116 \n 119 \n
117 \n 120 \n
118 \n 121 \n
119 \n 122 \n
120 Quick access of build menu trough XCVB hotkeys. 123 Quick access of build menu trough XCVB hotkeys.
121 \n 124 \n
122 \n 125 \n
123 The build menu is what allows to select what buildings to construct. 126 The build menu is what allows to select what buildings to construct.
124 There are 4 tabs and these 4 keys allow to navigate it XCVB. 127 There are 4 tabs and these 4 keys allow to navigate it XCVB.
125 Normally the menu is accesed by selecting a builder then navigating it is possible. 128 Normally the menu is accesed by selecting a builder then navigating it is possible.
126 This edit would achieve the goal of bypassing the selection of a builder, instead the keys XCVB would be pressed to directly access the build menu and its tabs. 129 This edit would achieve the goal of bypassing the selection of a builder, instead the keys XCVB would be pressed to directly access the build menu and its tabs.
127 \n 130 \n
128 (these keys are used during the game for other reasons, so this ability of directly going to buld menu needs to be accessable (check if this is true) only when either nothing is in the current selection, or when fighting units are being selected) 131 (these keys are used during the game for other reasons, so this ability of directly going to buld menu needs to be accessable (check if this is true) only when either nothing is in the current selection, or when fighting units are being selected)
129 \n 132 \n
130 \n 133 \n
131 \n 134 \n
132 \n 135 \n
133 \n 136 \n
134 Global toggle 137 Global toggle
135 \n 138 \n
136 \n 139 \n
137 A hotkey to turn the widget/script on and off completely. (initialize and shutdown) this will also remove all the queued jobs that were assigned by the widget as it will cleanup before being shutdown. 140 A hotkey to turn the widget/script on and off completely. (initialize and shutdown) this will also remove all the queued jobs that were assigned by the widget as it will cleanup before being shutdown.
138 \n 141 \n
139 ( perhaps / or L ) 142 ( perhaps / or L )
140 \n 143 \n
141 \n 144 \n
142 \n 145 \n
143 \n 146 \n
144 \n 147 \n
145 Selection dependant toggle 148 Selection dependant toggle
146 \n 149 \n
147 \n 150 \n
148 Hotkey to toggle the units state to "included" or "not included", this allows for certain units to not follow the script while other units are still under the control of it. 151 Hotkey to toggle the units state to "included" or "not included", this allows for certain units to not follow the script while other units are still under the control of it.
149 It enables to keep the queues and jobs assigned by the script on the map aswell. 152 It enables to keep the queues and jobs assigned by the script on the map aswell.
150 \n 153 \n
151 There is already a function and a command for this second toggle, it is in the code but it is not bound to a key. line 1026 154 There is already a function and a command for this second toggle, it is in the code but it is not bound to a key. line 1026
152 \n 155 \n
153 A notable behaviour of this toggle hotkey has to be that, when multiple units are selected and their current states of included or not included are different, the state that has the most units in will decide if the action of toggling for this group of selected units will be set them to included or not included. 156 A notable behaviour of this toggle hotkey has to be that, when multiple units are selected and their current states of included or not included are different, the state that has the most units in will decide if the action of toggling for this group of selected units will be set them to included or not included.
154 For example; 5 builders are selected 157 For example; 5 builders are selected
155 3 are included in the script, 2 are not included. 158 3 are included in the script, 2 are not included.
156 Pressing the hotkey to toggle them will result in all units being not included. because the 3 are imposing the state on the group 159 Pressing the hotkey to toggle them will result in all units being not included. because the 3 are imposing the state on the group
157 This is needed because otherwise it is impossible to control the state of included or not for a seleciton of units that have different states. 160 This is needed because otherwise it is impossible to control the state of included or not for a seleciton of units that have different states.
158 \n 161 \n
159 (use / or L) 162 (use / or L)
160 \n 163 \n
161 \n 164 \n
162 \n 165 \n
163 \n 166 \n
164 \n 167 \n
165 Area job removal to be non selection dependant 168 Area job removal to be non selection dependant
166 \n 169 \n
167 \n 170 \n
168 The area job removal command is selection dependant, it is in the lines following 1026 171 The area job removal command is selection dependant, it is in the lines following 1026
169 Its current hotkey is alt+S 172 Its current hotkey is alt+S
170 \n 173 \n
171 Making it non selection dependant would ease its use. 174 Making it non selection dependant would ease its use.
172 \n 175 \n
173 \n 176 \n
174 \n 177 \n
175 \n 178 \n
176 \n 179 \n
177 Remove auto-reclaim jobs 180 Remove auto-reclaim jobs
178 \n 181 \n
179 \n 182 \n
180 This function would add a way of removing all current auto-reclaim jobs. 183 This function would add a way of removing all current auto-reclaim jobs.
181 The hotkey for it would be ctrl+E or alt+E. 184 The hotkey for it would be ctrl+E or alt+E.
182 Clicking then draging the mouse would create a circle, this would enable to remove auto-reclaim in an area instead of all of them. 185 Clicking then draging the mouse would create a circle, this would enable to remove auto-reclaim in an area instead of all of them.
183 \n 186 \n
184 \n 187 \n
185 \n 188 \n
186 \n 189 \n
187 \n 190 \n
188 \n 191 \n
189 Remove auto-repair jobs 192 Remove auto-repair jobs
190 \n 193 \n
191 \n 194 \n
192 Same as above but for auto-repair 195 Same as above but for auto-repair
193 (this is somewhat secondary as auto-repair is rarely used) 196 (this is somewhat secondary as auto-repair is rarely used)
194 The hotkey for it would be either ctrl+R or alt+R. 197 The hotkey for it would be either ctrl+R or alt+R.
195 \n 198 \n
196 \n 199 \n
197 \n 200 \n
198 \n 201 \n
199 \n 202 \n
200 Auto-reclaim jobs in an area 203 Auto-reclaim jobs in an area
201 \n 204 \n
202 \n 205 \n
203 The function of this would be to add auto-reclaim jobs by pressing a hotkey, then clicking and dragging the mouse to form a circle. 206 The function of this would be to add auto-reclaim jobs by pressing a hotkey, then clicking and dragging the mouse to form a circle.
204 The hotkey would be ctrl+E or alt+E 207 The hotkey would be ctrl+E or alt+E
205 \n 208 \n
206 \n 209 \n
207 \n 210 \n
208 \n 211 \n
209 \n 212 \n
210 GUI to see the state of auto-reclaim and Auto-repair 213 GUI to see the state of auto-reclaim and Auto-repair
211 \n 214 \n
212 \n 215 \n
213 A simple panel that changes graphics if auto**** is on or off 216 A simple panel that changes graphics if auto**** is on or off
214 perhaps a indication of how many units are under GBC control would be usefull here too, along with a way of selecting them trough a click on the GUI panel. 217 perhaps a indication of how many units are under GBC control would be usefull here too, along with a way of selecting them trough a click on the GUI panel.
215 \n 218 \n
216 \n 219 \n
217 \n 220 \n
218 \n 221 \n
219 \n 222 \n
220 Factory specific; opt out of GBC for all produced 223 Factory specific; opt out of GBC for all produced
221 \n 224 \n
222 \n 225 \n
223 \n 226 \n
224 This would allow to select a factory, click on a toggle state button in the factory menu, then the units coming out of this factory would not be included in GBC by default, or the contrary. 227 This would allow to select a factory, click on a toggle state button in the factory menu, then the units coming out of this factory would not be included in GBC by default, or the contrary.
225 With a hotkey possibly. 228 With a hotkey possibly.
226 \n 229 \n
227 \n 230 \n
228 \n 231 \n
229 \n 232 \n
230 \n 233 \n
231 Priority command 234 Priority command
232 \n 235 \n
233 \n 236 \n
234 Holding space when issuing any command forces the selected builders to perform that task before being considered by GBC again. 237 Holding space when issuing any command forces the selected builders to perform that task before being considered by GBC again.
235 This is the default game behaviour, when holding space and issuing a command, the builders selected will perform that task before anything that was in there build queue. 238 This is the default game behaviour, when holding space and issuing a command, the builders selected will perform that task before anything that was in there build queue.
236 But for GBC this function is bypassed by the script. 239 But for GBC this function is bypassed by the script.
237 \n 240 \n
238 \n 241 \n
239 \n 242 \n
240 \n 243 \n
241 \n 244 \n
242 \n 245 \n
243 \n 246 \n
244 \n 247 \n
245 rules and checkpoints 248 rules and checkpoints
246 \n 249 \n
247 \n 250 \n
248 \n 251 \n
249 \n 252 \n
250 Collision avoidance 253 Collision avoidance
251 \n 254 \n
252 \n 255 \n
253 The goal here is to ensure that builders under the control of GBC will not suicidie by moving into enemy territory, near enemy units or in range of an enemy defence turret. 256 The goal here is to ensure that builders under the control of GBC will not suicidie by moving into enemy territory, near enemy units or in range of an enemy defence turret.
254 \n 257 \n
255 Perhaps it could be predictive ? if a unit begins moving towards a danger, the said unit will try to go to a safe task instead and consider the danger task again later. 258 Perhaps it could be predictive ? if a unit begins moving towards a danger, the said unit will try to go to a safe task instead and consider the danger task again later.
256 Now if only the danger task is available to complete, this task should be removed from the build queue. 259 Now if only the danger task is available to complete, this task should be removed from the build queue.
257 \n 260 \n
258 Otherwise the behaviour should be that if a builders comes near a danger, it will not go to the task it is currently trying to reach. instead the task is removed from the queue and the unit is retreated near friendly structure (could use the auto chiken function). 261 Otherwise the behaviour should be that if a builders comes near a danger, it will not go to the task it is currently trying to reach. instead the task is removed from the queue and the unit is retreated near friendly structure (could use the auto chiken function).
259 \n 262 \n
260 \n 263 \n
261 \n 264 \n
262 \n 265 \n
263 \n 266 \n
264 \n 267 \n
265 Smart distribution 268 Smart distribution
266 \n 269 \n
267 \n 270 \n
268 When idling, builders are moved around in an attempt to cover the space with builders for a faster response, along with enhanced safety of the builders (if they are grouped and take dmg all might die and no builders are left). 271 When idling, builders are moved around in an attempt to cover the space with builders for a faster response, along with enhanced safety of the builders (if they are grouped and take dmg all might die and no builders are left).
269 The distribution should be homogenous, perhaps with options that can be changed, such as only go in radar range, only where friendly units are, or friendly structures defences or actual base(factory and caretakers), maybe something to ditribute around the edges of the current radar coverage, and perhaps option for ditributing near friendly mexes 272 The distribution should be homogenous, perhaps with options that can be changed, such as only go in radar range, only where friendly units are, or friendly structures defences or actual base(factory and caretakers), maybe something to ditribute around the edges of the current radar coverage, and perhaps option for ditributing near friendly mexes
270 Perhaps these options could be a coefficient that will attract more or less the idle builders towards the specified entities, so it can be tweaked by the user to fit what works for them. 273 Perhaps these options could be a coefficient that will attract more or less the idle builders towards the specified entities, so it can be tweaked by the user to fit what works for them.
271 \n 274 \n
272 \n 275 \n
273 \n 276 \n
274 \n 277 \n
275 \n 278 \n
276 \n 279 \n
277 \n 280 \n
278 Fixes 281 Fixes
279 \n 282 \n
280 \n 283 \n
281 Units dont recognize if they are stuck due to inability to navigate terrain. 284 Units dont recognize if they are stuck due to inability to navigate terrain.
282 They need to be able to see that a task they are trying to reach is not reacheble for this type of builder and avoid those tasks. 285 They need to be able to see that a task they are trying to reach is not reacheble for this type of builder and avoid those tasks.
283 \n 286 \n
284 Sometimes terraforming a structure will result in the terraform being done but the structure not being build following that. 287 Sometimes terraforming a structure will result in the terraform being done but the structure not being build following that.
285 I think moving the buider to the edge of the terraform will fix this (they will be able to see the bottom of the terraform), as the issue is i believe that the builder doesnt believe it can build there because it doesnt see the space inside the terraform and thinks that its still filled with terrain. 288 I think moving the buider to the edge of the terraform will fix this (they will be able to see the bottom of the terraform), as the issue is i believe that the builder doesnt believe it can build there because it doesnt see the space inside the terraform and thinks that its still filled with terrain.
286 \n 289 \n
287 \n 290 \n
288 \n 291 \n
289 \n 292 \n
290 \n 293 \n
291 [/spoiler] 294 [/spoiler]
292 [spoiler] 295 [spoiler]
293 im aware that some of these exist but since people currently using them dont intend of sharing i tought it make sense to make them for the genereal use 296 im aware that some of these exist but since people currently using them dont intend of sharing i tought it make sense to make them for the genereal use
294 [/spoiler] 297 [/spoiler]