[REL] Commander Health Display v2.7.4 [61250]

Discussion in 'Mod Discussions' started by Raevn, August 14, 2013.

  1. Antiglow

    Antiglow Well-Known Member

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    does not display correctly in new build.
  2. proeleert

    proeleert Post Master General

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    model.allowFireSecondaryWeapon() looks interesting to display here :)
  3. Raevn

    Raevn Moderator Alumni

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    That simply returns true if the selected unit has a secondary fire ability (eg. commander - Uber Cannon), so it can show the Alternate Fire Icon in the command list. ;)
  4. Tripax

    Tripax Member

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    is there a possibility to display an ubercannon status?
  5. burntcustard

    burntcustard Post Master General

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    Fixed for v.61250.

    Feels kind of like a hack, may reduce performance (just a tiny tiny bit?) Line 12 in rCommanderHP.js was added, for those who want to have a look.

    Attached Files:

    DeathByDenim likes this.
  6. proeleert

    proeleert Post Master General

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    Css styles moved to other scenes as well man this is annoying :)
  7. Raevn

    Raevn Moderator Alumni

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    Thanks for finding that, and for making the code cleaner too :)
    For the css though, it a bit neater to just add the file to modinfo.json, so it's loaded at the start and not inline.

    Also added in the icon for the tank commander. I'll switch this over to using the blueprint info framework to get the build pictures and actual HP stats (currently hard coded) once the issues with Macs are sorted out - don't want to make this unusable for those people yet.

    Just testing, then will upload to PAMM.

    Edit: uploaded to PAMM.
    Last edited: February 19, 2014
  8. burntcustard

    burntcustard Post Master General

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    Ah, I didn't think of that! Nice :) Will there be any advantage to using the blueprint framework for HP stats?
  9. cptconundrum

    cptconundrum Post Master General

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    If the blueprint format changes, the fix only needs to be made in one mod instead of all of them.
  10. Raevn

    Raevn Moderator Alumni

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    Or none, because it will automatically pick up the change :)
    cptconundrum likes this.
  11. cola_colin

    cola_colin Moderator Alumni

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    You think you can parse json that has a format yet unknown?
    Cool :p
  12. cptconundrum

    cptconundrum Post Master General

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    His mod actually just sends parsing requests to Mechanical Turk in real time. :D
    LavaSnake likes this.
  13. Raevn

    Raevn Moderator Alumni

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    :p I was referring to if the build pic or HP values change, it would automatically update with the new values.

    Also, shushhhhhh don't give away my secrets
  14. tatsujb

    tatsujb Post Master General

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    Missing com pic in Gamma otherwise functional
  15. proeleert

    proeleert Post Master General

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    Yeah this should be updated to use Blueprint Info Framework...
  16. burntcustard

    burntcustard Post Master General

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    I'll try to figure out how to make this mod "look pretty" and fit in with the new Gamma UI soon (Monday, probably), but I can't guarantee I'll get the commander pic / update to Blueprint Info Framework working. So maybe someone else could work on getting a picture of my "fat raptor" commander I've been choosing into the little square box? :D

    Edit: Nobody move, I'm making progress :)

    Edit: Couldn't figure out the Blueprint Info Framework stuff, so here's a nice-looking version with a fixed (as in constant) commander image. For a quick fix, anyone using this could replace "'<img src="img/build_bar/units/imperial_delta.png"/>' +" in rCommanderHP.js with an image location of their choice. Is it worth putting this on PAMM? It works a lot better than the current version, at least.

    Attached Files:

    Last edited: March 3, 2014
  17. kryovow

    kryovow Well-Known Member

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    not working anymore now, i get stuck at generating planets with this mod activated
    stormingkiwi likes this.
  18. strikejk

    strikejk New Member

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    Same here too
  19. stuart98

    stuart98 Post Master General

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  20. tatsujb

    tatsujb Post Master General

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    any hope for fix?

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