Provides limited assistance for managing nuke launchers. 1.0 release thread - https://github.com/JustinLove/missile_command ## 2.0.0 - If unpacked RequireJS is good enough for Galactic War, it's good enough for me. - Remove Grunt - Remove depreciated modinfo fields - Convert to panel (supports mod loading in "missile_command") - Replace group tracking with select.byIds - Remove disconnect hook - Data stored in localStorage since panel session is transient - Disable Require.js timeout due to longer game load times with default render process limit. - Replace header toggle with option bar icon - Add button to select all launchers (for area attack) - Set unready state for area attack - Handle Galactic War spec_tag - Loading indicator for panel
After another sleepless night, Missile Command is pretty much back to it's previous level of functionality. What it needs now is an option bar icon and some live-fire testing.
I was thinking about something like : Quick & Dirty image editing using pixlr editor, don't have mad skillz at it either, but if you ever need the file, it is attached. Also, quick suggestion : I would add a button / icon next to the middle one (which is "jump main screen to this launcher") to have it copied into the pip view instead (media\ui\main\game\live_game\img\pip\btn_pip_copy.png)
That (in the established white/blue color palette) or something with the existing nuke icons Interesting. I'd toyed with using the pip instead of alert when it's in event mode, but hadn't considered a full jump.
I almost forgot, but yesterday I noticed the missile panel triggered itself upon seeing a nuke launcher (empty with just attack and all buttons). Would have been normal if it wasn't an enemy one Edit: think it was a skirmish
Would be nice with some actual info on the topics first couple of sentences, on WHAT the mod is. (i know the obsolete thread has the info, but come on, its standard mod thread practice in 2014 to at least tell the reader WHAT it is)