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Tiberium Alliances Battle Simulator V2 (TABS) - Testing - Modding - Fixing

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  • The big window on the small one also appeared to me but I replaced them again and I have not seen another problem, although this is really not a problem.
    Not a part of EA / Envision teams - My comments are only mine.
  • The big window on the small one also appeared to me but I replaced them again and I have not seen another problem, although this is really not a problem.

    yes if you start form scratch you would not see problems.. and box there where always has been
    but you used previous version and move the box around so.. with my new code it relocate where you put it. But relative coords are changed- Previous they where relative to playArea now to bigger window. so the "5" value now start from very left. You can test it removing localstorage saving for movable box and reload the game.
    TABS.SETTINGS.delete("GUI.Window.MoveBox.position")
    
    reload
    CnCTA-SoO-SCRIPT-PACK for Google Chrome - bit.ly/CnCTA-SoO-SCRIPT-PACK
    My GitHUB Scripts Repo - bit.ly/CnCTA-SoO
  • It is understood.
    Not a part of EA / Envision teams - My comments are only mine.
  • nefrontheone
    552 posts Member
    edited February 15
    New version 20.02.19 is working for me in Chrome.
    Activating and deactivating troops. https://prnt.sc/r2shld
    Not a part of EA / Envision teams - My comments are only mine.
  • New version 20.02.19 is working for me in Chrome.
    Activating and deactivating troops.

    ok that is just testing version... i explain:
    I looked into the activate units function .. that was not trivial because it lacks commenting
    TABS has a quite complex code to manage TRANSPORTED and TRANSPORTER units
    As long as i understood it tries to find free spaces in formation and should set FREE units from traNsporters during Group activation basing on many variables and different cases.
    So mainly i destructed those codes to return to native functionality.
    Don't really know how this can be improved.
    I have contacting some expert player friends to understand better.
    We could also add some switch to choose between the two functionality supposing that TABS code works as expected.. not sure about that.

    @nefrontheone
    very last versione (without numbering change) on Git Testing branch has also a new Flip icon.
    Let me know how it looks on GDI

    CnCTA-SoO-SCRIPT-PACK for Google Chrome - bit.ly/CnCTA-SoO-SCRIPT-PACK
    My GitHUB Scripts Repo - bit.ly/CnCTA-SoO
  • New version 20.02.19
    Chrome: Working fine - https://prnt.sc/r2slfb
    Firefox: Working fine
    Always testing something
  • nefrontheone
    552 posts Member
    edited February 15
    @nefrontheone
    very last versione (without numbering change) on Git Testing branch has also a new Flip icon.
    Let me know how it looks on GDI

    This icon? https://prnt.sc/r2sq4g
    Or this icon? https://prnt.sc/r2ss17 <--- AHHH!!!! "Flip icon" hahahahaha, sorry. O:-)
    Not a part of EA / Envision teams - My comments are only mine.
  • For my NOD forces is more red. - https://prnt.sc/r2t0cy
    Always testing something
  • For my NOD forces is more red. - https://prnt.sc/r2t0cy

    yes the background (really border image) is native red for NOD and blue for GDI.. i used native ones and change the inside button.. that now is grey transparent on bottom so should look better on both factions vs previous dark red bottom one.
    CnCTA-SoO-SCRIPT-PACK for Google Chrome - bit.ly/CnCTA-SoO-SCRIPT-PACK
    My GitHUB Scripts Repo - bit.ly/CnCTA-SoO
  • New version 20.02.19
    Chrome: Working fine - https://prnt.sc/r2slfb
    Firefox: Working fine

    heavy testing needed for trasported units only
    CnCTA-SoO-SCRIPT-PACK for Google Chrome - bit.ly/CnCTA-SoO-SCRIPT-PACK
    My GitHUB Scripts Repo - bit.ly/CnCTA-SoO
  • I tested all functions of script, not only transported units.
    Always testing something
  • I tested all functions of script, not only transported units.

    also have a deeper look at what happens when simulating.
    I mean if code is bugging may happen that selected formation is not the formation that go to battle.
    Ex: i have a unit trasported in another. Deactivated trasporter. On simulating could see the unit trasported go to battle alone as it was not on trasport.
    CnCTA-SoO-SCRIPT-PACK for Google Chrome - bit.ly/CnCTA-SoO-SCRIPT-PACK
    My GitHUB Scripts Repo - bit.ly/CnCTA-SoO
  • AH! I understand. No, no tested that because I don't have CPs at this moment.
    My test cases were:
    1) Disable infantry.- All units except those mounted on other vehicles or planes are deactivated
    2) Activate infantry.- All units are activated except those mounted on other vehicles or planes
    3) Disable transport with infantry on board. Infantry units that are on board transport are deactivated
    4) Activate transports with infantry on board. Infantry units that are on board the transports are activated
    This behavior seemed right.
    Always testing something
  • iguanaworld
    363 posts Member
    edited February 15
    New test cases were:
    1) Disable infantry.- All units except those mounted on other vehicles or planes are deactivated and this units attacks when drop the transport.
    2) Disable transport.- All transports deactivates with the infantry onboard and vehicles don't attack nor their units onboard.
    Always testing something
  • Ok so all seems good for now... i will add comments.. try to save old function for later easy readding.
    push in branch new version and then if all ok i will go master and update this Thread. Seems all work is done for now for TABS.
    CnCTA-SoO-SCRIPT-PACK for Google Chrome - bit.ly/CnCTA-SoO-SCRIPT-PACK
    My GitHUB Scripts Repo - bit.ly/CnCTA-SoO
  • New test cases were:
    1) Disable infantry.- All units except those mounted on other vehicles or planes are deactivated and this units attacks when drop the transport.
    2) Disable transport.- All transports deactivates with the infantry onboard and vehicles don't attack nor their units onboard.

    I tested this cases and works right.
    Not a part of EA / Envision teams - My comments are only mine.
  • Ok so all seems good for now... i will add comments.. try to save old function for later easy readding.
    push in branch new version and then if all ok i will go master and update this Thread. Seems all work is done for now for TABS.

    Congratulations, fantastic Work. ;-)
    Not a part of EA / Envision teams - My comments are only mine.
  • found i littel bug in the overlay repositioning.. if you have a script that add something in the infamous top bar.. such as mail scanner that adds a scan button.. the close city button goes under that button if resolution is low ... so i will try hard tricks to avoid this problem in a next version.
    CnCTA-SoO-SCRIPT-PACK for Google Chrome - bit.ly/CnCTA-SoO-SCRIPT-PACK
    My GitHUB Scripts Repo - bit.ly/CnCTA-SoO
  • Ok verifying the problem i saw that was not totally caused by overlay reposition up.. but when a scripts add a button in MenuBar causes misalign on X.. the bar is not centered. So considering alignX doesn'work to fix the problem. i fix adding this code.
    // Fix a problem if new button is added in Menu Bar that cause misalign on center
                                this.MenuBar = qx.core.Init.getApplication().getMenuBar();
                                this.MenuBarButtons = this.MenuBar.getChildren()[1].getChildren().length;
                                if(this.MenuBarButtons > 10 ) {
                                    this.MenuBar.setMarginLeft(-(this.MenuBarButtons-10)*(50));
                                }
    

    so if a button (like SCAN of Mail Basescanner) is added a margin is added to the menu bar

    this center the vie and also remove the problem.
    For now the only scipt that adds a button is Mail Scanner..
    This fix can be left also after we can revert to overlay native position if they fix that in next update.
    CnCTA-SoO-SCRIPT-PACK for Google Chrome - bit.ly/CnCTA-SoO-SCRIPT-PACK
    My GitHUB Scripts Repo - bit.ly/CnCTA-SoO
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