Forged Alliance Forever Forged Alliance Forever Forums 2012-07-29T19:30:29+02:00 /feed.php?f=42&t=1439 2012-07-29T19:30:29+02:00 2012-07-29T19:30:29+02:00 /viewtopic.php?t=1439&p=16659#p16659 <![CDATA[Re: Automatic Nuke Ping]]>

have you contacted ze_pilot about that?

I actually didn't create this mod for myself. While I'd like to see it as part of FAF, it won't really bother me personally if it doesn't get added. If the powers that be (they know who they are) think this is a neat feature, then perhaps they'll add it in (or pester Zep about doing so).

Statistics: Posted by Duck_42 — 29 Jul 2012, 19:30


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2012-07-29T16:47:29+02:00 2012-07-29T16:47:29+02:00 /viewtopic.php?t=1439&p=16652#p16652 <![CDATA[Re: Automatic Nuke Ping]]>
the problem seems to appear without using your mod as well. look here: viewtopic.php?f=3&t=1600&p=16649#p16649

unfortunately i was not able to recreate the problem in a way that i have a log file and game.prefs files to share.... maybe i can do that in the future when the problem occurs again to me.

finally i was able to test your mod by fireing 6 nukes withing 3 seconds. it showed all the pings.
when i fired 6 nukes at the same time, it only showed one ping.
very well done!!!

i don't see any problems with your mod anymore. it is ready to be put into FAF!
have you contacted ze_pilot about that?

Statistics: Posted by eXcalibur — 29 Jul 2012, 16:47


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2012-07-27T19:10:38+02:00 2012-07-27T19:10:38+02:00 /viewtopic.php?t=1439&p=16561#p16561 <![CDATA[Re: Automatic Nuke Ping]]>

i did not have any problems with the f1 menu. i had problems the first time i wanted to try your mod: then i could not press alt+f2 anymore (the cheat windows did not open anymore). i am not sure it was because of your mod, though. the second time i did not have any problems with alt+f2. if others experience the same problem it is worth looking into it, but not right now!


I don't know of any reason why this mod would affect the UI operation. If you can post a game long though, then I can try to track down the problem.



i also noticed that there is no sound "strategic launch detected" anymore. at least when i fire one of my nukes. is this done on purpose? maybe it is the default behaviour and i have not noticed that before, but this sound should definitely be there for all enemy players...


Regarding the "strategic launch detected" sound, AFAIK that only works in multiplayer. If you're testing this in skirmish mode with AIs, that should be the expected behavior. If you were using it in an online game though, post the game.log and I'll see what I can figure out.


the ping appear to be timed though. it was not affected by simspeed. if you cannot make the ping disappear when a nuke hits the spot, then try to have the timing as now, but read the time from the simspeed inicator ingame.


I did notice the issue with the display time. However, this happens with all pings. The folks at GPG didn't sync the ping times with the sim speed. It might be fixable, but if it's not a problem for the rest of the pings, I don't see why it would be an issue for this one.


when uninstalling your mod (deleting the 3 files) and restarting FA the alt+f2 command does not work anymore


That's really weird. If you've removed the mod files, it should be gone. Go ahead and send me (you can post it here or PM it to me if you want) the log file, and I'll take a look at it.

Statistics: Posted by Duck_42 — 27 Jul 2012, 19:10


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2012-07-27T17:57:16+02:00 2012-07-27T17:57:16+02:00 /viewtopic.php?t=1439&p=16556#p16556 <![CDATA[Re: Automatic Nuke Ping]]>
i did not have any problems with the f1 menu. i had problems the first time i wanted to try your mod: then i could not press alt+f2 anymore (the cheat windows did not open anymore). i am not sure it was because of your mod, though. the second time i did not have any problems with alt+f2. if others experience the same problem it is worth looking into it, but not right now!

i noticed that multiple nukes fired only produce one ping. nice.

i also noticed that there is no sound "strategic launch detected" anymore. at least when i fire one of my nukes. is this done on purpose? maybe it is the default behaviour and i have not noticed that before, but this sound should definitely be there for all enemy players...

the ping appear to be timed though. it was not affected by simspeed. if you cannot make the ping disappear when a nuke hits the spot, then try to have the timing as now, but read the time from the simspeed inicator ingame. this way the ping gets show a long time if your game runs with a speed of -9, but shown only a short time if you run the game with +10.

unfortunately i did not try to fire a multiple nukes as fast as i can (e.g. with a delay of 1 second), because of the following problem:

when uninstalling your mod (deleting the 3 files) and restarting FA the alt+f2 command does not work anymore! (even if i copy your files to same location as before)
nothing i did solved this problem, except deleting the Game.prefs file, starting FA again and manually setting all options again!

so there must be deffinitely a problem with your mod and the Game.prefs file. can you confirm my findings?
if not tell me and i can send you a log file and tell you what mods i have installed....

Statistics: Posted by eXcalibur — 27 Jul 2012, 17:57


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2012-07-18T13:13:41+02:00 2012-07-18T13:13:41+02:00 /viewtopic.php?t=1439&p=15969#p15969 <![CDATA[Re: Automatic Nuke Ping]]> Statistics: Posted by Duck_42 — 18 Jul 2012, 13:13


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2012-07-18T05:48:44+02:00 2012-07-18T05:48:44+02:00 /viewtopic.php?t=1439&p=15960#p15960 <![CDATA[Re: Automatic Nuke Ping]]> Has found some glitch - after u pressed f1( window with hotkeys), u cant close it anymore
Tested again & seems its work fine - window closed, mb GUI issue

Statistics: Posted by VIP — 18 Jul 2012, 05:48


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2012-07-04T23:34:39+02:00 2012-07-04T23:34:39+02:00 /viewtopic.php?t=1439&p=15231#p15231 <![CDATA[Re: Automatic Nuke Ping]]>
Auto Nuke Ping.zip

Instructions:
1. Place init_autoping.lua in the FAF bin folder (C:\ProgramData\FAForever\bin on my system)
2. Place AutoNukePing.duckmod in the FAF gamedata folder (C:\ProgramData\FAForever\gamedata on my system).
3. Put the shortcut file anywhere you want and use it to run Forged Alliance.

I've only tested this using skirmish mode with the AI, so there may be some bugs. If you run across something, please let me know.

Statistics: Posted by Duck_42 — 04 Jul 2012, 23:34


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2012-07-04T22:57:25+02:00 2012-07-04T22:57:25+02:00 /viewtopic.php?t=1439&p=15230#p15230 <![CDATA[Re: Automatic Nuke Ping]]> Statistics: Posted by FunkOff — 04 Jul 2012, 22:57


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2012-07-04T22:55:40+02:00 2012-07-04T22:55:40+02:00 /viewtopic.php?t=1439&p=15229#p15229 <![CDATA[Re: Automatic Nuke Ping]]>

Ok, I've forked the Forged Alliance Forever - LUA project on bitbucket, made the changes for this mod, and posted them back up to bitbucket...now what?

Statistics: Posted by Duck_42 — 04 Jul 2012, 22:55


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2012-07-01T21:10:56+02:00 2012-07-01T21:10:56+02:00 /viewtopic.php?t=1439&p=15154#p15154 <![CDATA[Re: Automatic Nuke Ping]]>
Regarding the lifetime of the ping, right now, the one I'm working on is set to 10 seconds. It is doable to make it last for the duration of the missle, but unless I link each missle to a ping marker, it gets really complicated again. As cool as that feature might be, it could cause performance issues if 50 nukes were launched at the same target.

Statistics: Posted by Duck_42 — 01 Jul 2012, 21:10


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2012-06-30T16:58:36+02:00 2012-06-30T16:58:36+02:00 /viewtopic.php?t=1439&p=15113#p15113 <![CDATA[Re: Automatic Nuke Ping]]>
Plasma_Wolf wrote:
There is something else though. With several launchers (or just one sub), nukes can be launched almost simultaneously at several different directions. How should that be dealt with? I wouldn't like to see the ping of 2 nukes at locations that do not have my units in it, whereas the 3rd (or even 4th) would be targeted at places where I am or where I am going.


Well yes, you described the 2% corner case. Whether you have to worry about your units when your opponent is being
hit by 3 nukes is debatable.
ps: IMHO the marker should remain visible for the lifetime of the nuke if thats doable.

Statistics: Posted by rootbeer23 — 30 Jun 2012, 16:58


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2012-06-30T16:12:25+02:00 2012-06-30T16:12:25+02:00 /viewtopic.php?t=1439&p=15111#p15111 <![CDATA[Re: Automatic Nuke Ping]]>
eXcalibur wrote:
it would be helpful indeed, but it could get messy in games like this one:
http://www.youtube.com/watch?v=jLjWP_xG1wk&feature=plcp


X100(whatever) thermo games with >10 nukes at once... yep thats really a scenario that must be considered. :roll:

Just make it a configurable option which is default enabled and the problem is solved.

Statistics: Posted by Karottenrambo — 30 Jun 2012, 16:12


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2012-06-30T15:51:10+02:00 2012-06-30T15:51:10+02:00 /viewtopic.php?t=1439&p=15109#p15109 <![CDATA[Re: Automatic Nuke Ping]]>
rootbeer23 wrote:
keep track of the time you generate a nuke ping and dont generate a new ping until at least 5 seconds have
elapsed. works correctly 95% of the time. if you want to be correct in 3% more cases, allow 2 pings
in 5 seconds, as double launches are not super rare. it does not really need to be accurate in corner cases.

this is wrong.
just don't place new ping if it is going to appear in a certain area around already existing one. pretty simple check

Statistics: Posted by Raging_Squirrel — 30 Jun 2012, 15:51


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2012-06-30T15:37:07+02:00 2012-06-30T15:37:07+02:00 /viewtopic.php?t=1439&p=15108#p15108 <![CDATA[Re: Automatic Nuke Ping]]> Statistics: Posted by Plasma_Wolf — 30 Jun 2012, 15:37


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2012-06-30T13:23:13+02:00 2012-06-30T13:23:13+02:00 /viewtopic.php?t=1439&p=15106#p15106 <![CDATA[Re: Automatic Nuke Ping]]>
Duck_42 wrote:
a nice solution would be to show just one "nuke ping" for every launch order given.
so if there are 10 nukes fired at one target, there should be only one "nuke ping" at the target location and NOT 10.


That could get really complicated...although you do have a point about it possibly being a problem in a game with large numbers of nukes.


keep track of the time you generate a nuke ping and dont generate a new ping until at least 5 seconds have
elapsed. works correctly 95% of the time. if you want to be correct in 3% more cases, allow 2 pings
in 5 seconds, as double launches are not super rare. it does not really need to be accurate in corner cases.

Statistics: Posted by rootbeer23 — 30 Jun 2012, 13:23


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