[REL] Missile Command 3.0.5

Discussion in 'Released Mods' started by wondible, April 5, 2014.

  1. wondible

    wondible Post Master General

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    Provides limited assistance for managing nuke launchers.

    [​IMG]

    Features

    The Missile Command window can be toggled from the option bar. It will auto open when the first nuke is built, and hide when the game is over.

    Nuke launchers will be registered when they are built. If you have a crash or otherwise miss an event, selecting a launcher will notice it. (The all button should find unregistered nukes)

    The mod has a limited ability to monitor missile state. Unready is shown as a luancher icon, and ready as the missile.

    - Hover over a launcher to show it in the alert PIP.
    - Left-click to select a launcher.
    - Left box select to select multiple launchers.
    - "External site" button jumps to the launcher in the main view.
    - "Copy to PIP" button jumps to the launcher in the the PIP.
    - Close "x" button adds a "Remove" button to confirm removing a problem launcher from the list. Click the "x" again to cancel the remove action without confirming.

    The "Attack" button will select one launcher and set attack mode. After firing a nuke, it will be marked as unready, and the next launcher will be selected. Ready launchers are selected first, and then unready launchers, just in case they were ready and you handn't looked. Allow at least a second between clicks - going too fast may cause a click to register as "clear selection", which will interrupt the process.

    The "All" button will select all nuke launchers, presumeably for an area attack.

    Limitations

    Technically, all we can see is whether the launcher is building something or not; most of the time "not building" means "missile ready", but obviously stopping the factory will look the same. Monitoring only works for launchers that are currently visible, so you may need to pass over the hover previews periodically.

    Additional Credits

    - Options bar icon: @Fr33Lancer

    - https://github.com/JustinLove/missile_command
    - http://wondible.com/pa/missile_command_v3.0.5.zip

    Changes

    ## 3.0.5

    - Fix typo

    ## 3.0.4

    - Fix registration of first launcher built when window is closed
    - Update preview pip api

    ## 3.0.3

    - Small deoptimization to support non-promises from Cover the Line

    ## 3.0.2

    - Launchers under construction should not be shown as ready
    - Update mod icon to reflect current interface



    WIP Thread

    Attached Files:

    Last edited: February 2, 2020
  2. cola_colin

    cola_colin Moderator Alumni

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    wondible likes this.
  3. cptconundrum

    cptconundrum Post Master General

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    This sounds like what I've been doing with tracking pips, but automated. An improvement to the plan would be to intercept nuke launcher create events and automatically set this up instead of waiting for the unit to be selected.
  4. wondible

    wondible Post Master General

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    I want do something with this, but I don't believe a group can be created from an alert.
  5. cptconundrum

    cptconundrum Post Master General

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    You would have to do that auto factory thing and quickly select the alert unit, make the control group, and then go back to the previous selection.
  6. wondible

    wondible Post Master General

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    You would have to do that auto factory thing and quickly select the alert unit, make the control group, and then go back to the previous selection.[/quote]

    More to the point, I don't know how to create a selection given a unit. I'll have to read auto factory.
  7. cptconundrum

    cptconundrum Post Master General

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    Maybe you can't... I thought I've seen a mod do that before but now I'm not so sure.
  8. wondible

    wondible Post Master General

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    Updated OP with current status.
  9. wondible

    wondible Post Master General

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    Posted a zip, which should be a little more accessible. Good enough for PAMM, or still fatally flawed?
  10. wondible

    wondible Post Master General

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    Version 0.2.0

    - More conservative with hover pips to avoid loosing user selection.
    - The mod should remember launcher state. Launchers will be remembered over refresh and changing scenes, such as settings.
    - Window is invisible until a nuke launcher is registered.
    - Tracks created and destroyed events. Added dependecy on Alerts Manager.
    kongkillha likes this.
  11. wondible

    wondible Post Master General

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    Observed some weirdness in my last game, especially bouncing back from the main menu after a disconnect, where the groups got lost. I'll need to check for that case and clear the grouped flag, then see if that clears things up or if there are more issues. Possibly also some sanity checking to see if attempting to select a launcher got the right one.

    Also not getting the jump icon from the created event.
  12. wondible

    wondible Post Master General

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    Version 0.3.0

    - bugfix: Showing jump icon on created events.
    - Prefer location over jump to group so hover works with a selection.
    - Additional checking for valid groups; attempts to clear grouped flag when the game clears it's internal group state.
  13. wondible

    wondible Post Master General

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    Mostly better, but something with the hover is still disrupting the attack command. I'm also losing keyboard shortcuts on occasion, but I haven't done any mod isolation on it.
  14. LavaSnake

    LavaSnake Post Master General

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    wow, you're great at talking to yourself wondible! ;)

    (But really, great job on this mod. It's quite impressive.)
  15. wondible

    wondible Post Master General

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    Yeah, I probably won't do much more once I get it working, since nobody seems to care. Then again once it's not broken I can post to PAMM and it might get more attention.
    philoscience likes this.
  16. zweistein000

    zweistein000 Post Master General

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    @wondible You are awesome! THIS MOD IS EXACTLY WHAT IS WISHED FOR WHEN I MADE THE REQUEST. I JUST NUKED A PLANET BATTLESTAR GALACTICA STYLE: IT WAS GLORIOUS!
    philoscience likes this.
  17. cola_colin

    cola_colin Moderator Alumni

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    I need to remember installing this soon
  18. sypheara

    sypheara Member

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    Amazing add-on, please keep ironing out the bugs! Been waiting for something like this forever.
  19. cola_colin

    cola_colin Moderator Alumni

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    Do I understand correctly that I need to check the checkbox before I can use the launcher to attack? What's the point in that?
  20. wondible

    wondible Post Master General

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    Yes.

    I suppose it could cycle through all the launchers and some of the clicks would be noops. Perhaps it could do the ready ones and then go through the unready ones, just in case they completed and you hadn't looked?

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