New Mod: UI Party

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Re: New Mod: UI Party

Postby nine2 » 27 Aug 2016, 06:28

MeSaber and TA: The answer to both of your problems (GroundFire and RepeatAlways) is Watch Units must also be turned on. There was no way for you to know that, my UI sucks... sorry. I wrote this post a week ago but mustn't to submit it.

ZeRen: I can put that in the next release for you
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Re: New Mod: UI Party

Postby Heaven » 02 Oct 2016, 01:47

Could you add the option to start the game in "friend & foe recognition mode" to UI Party please?

It's the mode that colors all enemy strategic symbols in red, all own in blue and all allied in green.
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Re: New Mod: UI Party

Postby nine2 » 02 Oct 2016, 02:39

Sure, will be a while
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Re: New Mod: UI Party

Postby Fast-Thick-Pants » 11 Dec 2016, 17:34

Hi, big fan :)

Would it be possible to have 'select land direct-fire units on screen' and 'select land indirect-fire units on screen' buttons?
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Re: New Mod: UI Party

Postby nine2 » 12 Dec 2016, 03:09

Yes and very good idea. Will be a while
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Re: New Mod: UI Party

Postby SpoCk0nd0pe » 14 Jan 2017, 15:06

I got more requests :)

(dunno if some of this is already possible, I'm pretty noob trying to optimise my workflow and stumbled upon stuff)

Factory related:

Could you add a button to add single units into a factory that is on repeat? So that the mix continues to be produced, you just add in a few single units that get deleted from the queue when they are done?

Could you make factories soft stop instead of hard stop when removing or giving the assist commands?

Could you make lower tech factories automatically get the necessary upgrades when assisting higher tech factories?

General build queue related:

Could you add a key to hold down to give any command next in queue, keeping the rest of the queue?
E.g. you notice you should have moved your builder in the queue, add the command without redoing the whole queue and build flak as the next unit without having to drag it around in the factory queue.
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Re: New Mod: UI Party

Postby nine2 » 15 Jan 2017, 00:20

Hi spock,

Nice ideas man. None of those are easy for me to make though. Maybe someone else knows how to do it but for me it would be too hard at this point.
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Re: New Mod: UI Party

Postby Ejsstiil » 28 Jan 2017, 22:27

Amazing mod, thanks :) !!!

One thing, could be possible to not block mouse wheel when cursor is over the UI Party components?
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Re: New Mod: UI Party

Postby Heaven » 13 Mar 2017, 22:20

An unfinished code segment for inverted split screen UI Party:

Some people want their UI elements and start sequence on the right screen, with their strategic overview on the left screen. I used to be one of them, but I gave up and rearranged the furniture in my room instead. However:

CookieNoob has modified the AlternateStartSequence function so that the zoom on the ACU happens on the right screen. If anyone would like to continue modifying UI party for the right screen as main screen, you can use this as a starting point. All that's left to do is moving the bottom panels and the eco & multifunction panel to the right screen, as well as implementing the on-spawn-selection of the ACU and land factory.

Great work once more, CookieNoob, and sankyu for everything you have been doing for all of us :D

Code: Select all
function AlternateStartSequence()

    -- normal stuff
    import('/modules/hotbuild.lua').init()
    EnableWorldSounds()
    local avatars = GetArmyAvatars()
    if avatars and avatars[1]:IsInCategory("COMMAND") then
        local armiesInfo = GetArmiesTable()
        local focusArmy = armiesInfo.focusArmy
        local playerName = armiesInfo.armiesTable[focusArmy].nickname
        avatars[1]:SetCustomName(playerName)
    end
    import('/lua/UserMusic.lua').StartPeaceMusic()
    if not import('/lua/ui/campaign/campaignmanager.lua').campaignMode then
        import('/lua/ui/game/score.lua').CreateScoreUI()
    end

    PlaySound( Sound { Bank='AmbientTest', Cue='AMB_Planet_Rumble_zoom'} )

    ForkThread(function()
       
        -- earlier unlock input
        if not IsNISMode() then
            import('/lua/ui/game/worldview.lua').UnlockInput()
        end

        -- split screen
        if UIP.GetSetting("startSplitScreen") then
            local Borders = import('/lua/ui/game/borders.lua')
            Borders.SplitMapGroup(true, true)
            import('/lua/ui/game/worldview.lua').Expand() -- required to initialize something else there is a crash
        end

        -- required else just zoom into middle all the time
        if UIP.GetSetting("zoomPopOverride") then
            WaitSeconds(0)
            import('/modules/zoompopper.lua').Init()
        end

        -- 1nd cam zoom out
        local cam1 = GetCamera("WorldCamera")
        cam1:SetZoom(cam1:GetMaxZoom(),0)
        cam1:RevertRotation() -- UIZoomTo does something funny

        -- 2nd cam zoom out
        if UIP.GetSetting("startSplitScreen") then
            local cam2 = GetCamera("WorldCamera2")
            cam2:SetZoom(cam2:GetMaxZoom(),0)
            cam2:RevertRotation() -- UIZoomTo does something funny
            cam1 = cam2
        end

        -- need to wait before ui can hide, so slip in artistic camera transition
        WaitSeconds(1)

        if not GetReplayState() then
            if not UIP.GetSetting("startSplitScreen") then
            -- singlescreen: left cam glides towards acu
                UIZoomTo(avatars, 1.2)
                WaitSeconds(1)
                cam1:SetZoom(import('/modules/zoompopper.lua').GetPopLevel(),0.1) -- different zoom level to usual, not as close
                WaitSeconds(0)
                cam1:RevertRotation() -- UIZoomTo does something funny
            else
            -- right cam glides towards acu
                local marker ={
                    ['type'] = 'cameraposition' ,
                    ['position'] = avatars[1]:GetPosition(),
                    ['orientation'] = {3.141593, 1.092327, 0.0},
                }
                cam1:SnapTo(marker.position, marker.orientation, cam1:GetMaxZoom())
                cam1:SetZoom(import('/modules/zoompopper.lua').GetPopLevel(),2.5) -- different zoom level to usual, not as close
                cam1:RevertRotation()
            end
        end
       
        -- select acu & start placing fac
        WaitSeconds(0)
        AddSelectUnits(avatars)
        import('/modules/hotbuild.lua').buildAction('Builders')


    end)

    -- normal stuff
    if Prefs.GetOption('skin_change_on_start') != 'no' then
        local focusarmy = GetFocusArmy()
        local armyInfo = GetArmiesTable()
        if focusarmy >= 1 then
            local factions = import('/lua/factions.lua').Factions
            if factions[armyInfo.armiesTable[focusarmy].faction+1].DefaultSkin then
                UIUtil.SetCurrentSkin(factions[armyInfo.armiesTable[focusarmy].faction+1].DefaultSkin)
            end
        end
    end

end

To clarify, this replaces the old function AlternateStartSequence() in UI Party v11's gamemain.lua, NOT the entire gamemain.lua.
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Re: New Mod: UI Party

Postby cel00 » 01 Apr 2017, 21:22

I can't get get dual screen setup to work can someone help me?
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