A way to tag a unit as fit for reclaim

A way to tag a unit as fit for reclaim

Requests for features in the spring code.

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YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

A way to tag a unit as fit for reclaim

Post by YokoZar »

Once I start building fusion plants, I like to reclaim my basic solars. I get all the metal back, and when it's put into the fusion plant it's a more efficient use of energy.

What if there was a switch (or a key stroke) that I could tell the interface which would tag a selected unit as "should be scrapped" - it would continue to operate as normal, however friendly nano turrets and patrolling freakers would treat it just like a piece of wreckage and reclaim it for me.

This would cut down on the amount of Self-Destructing for space that people sometimes do. In theory it could be done locally too - you wouldn't even have to send data to other players unless you were comm sharing.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: A way to tag a unit as fit for reclaim

Post by smoth »

shift+clickreclaim+click unit


when they get around to it they will reclaim him....
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: A way to tag a unit as fit for reclaim

Post by el_matarife »

http://springrts.com/mantis/view.php?id=1387

Ticket filed for basically the same topic. As it is now, patrolling behavior basically automatically countermands your or your allies orders. Any unit being reclaimed or resurrected by you or any allied team shouldn't be touched automatically. Feel free to write a widget warning you that "X player is reclaiming your Advanced Solar" with a point on the map, but it shouldn't automatically repair the unit if he's trying to reclaim it.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: A way to tag a unit as fit for reclaim

Post by Pxtl »

Imho, a more generic approach would be lua bindings for patrol command behavior, so that a gadget could be coded to customize the lua patrol/fight behavior of constructors to target the correct objects. After all, a huge problem throught spring is poor management of which tasks and which units are available for patrolling constructors.

You know, which units/wrecks to reclaim, priority, repair, assist resurrect, etc.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: A way to tag a unit as fit for reclaim

Post by Argh »

Imho, a more generic approach would be lua bindings for patrol command behavior
That would be sweet.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: A way to tag a unit as fit for reclaim

Post by lurker »

smoth wrote:shift+clickreclaim+click unit
One click each on every single tiny little unit.
Pxtl wrote:lua bindings for patrol command behavior
What's wrong with the current bindings?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: A way to tag a unit as fit for reclaim

Post by Argh »

What's wrong with the current bindings?
There's nothing wrong with the current bindings, in the sense that the command does what it's supposed to. I think what Pxtl meant is that it'd be great if we could give Patrollers a set of parameters to follow- maybe just a simple re-adjustment of priorities. Then we could have, for example, armed Patrollers who were also healers, where their first priority is fighting the enemy then healing, or the reverse, etc.

And if Lua could see that a Unit hit a Patrol point, then it could trigger other code. That would be enormously powerful.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: A way to tag a unit as fit for reclaim

Post by lurker »

What? Read my post again. Pxtl mentioned adding lua bindings, I asked what was wrong with the current ones. "See that a unit has hit a patrol point" You can do this just fine right now.
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: A way to tag a unit as fit for reclaim

Post by YokoZar »

lurker wrote:What? Read my post again. Pxtl mentioned adding lua bindings, I asked what was wrong with the current ones. "See that a unit has hit a patrol point" You can do this just fine right now.
Is there a lua binding an individual unit can have that says "hey patrolling constructors reclaim me" ?
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: A way to tag a unit as fit for reclaim

Post by Tobi »

The problem with the current AllowCommand binding is that it doesn't get executed for reclaims as part of a fight command or reclaims as part of area reclaim.

Same for other area commands; AllowCommand is only called once for the entire area command, but not for the individual reclaim/repair/etc. commands.
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: A way to tag a unit as fit for reclaim

Post by manolo_ »

lurker wrote:
smoth wrote:shift+clickreclaim+click unit
One click each on every single tiny little unit.
there is already a widget for this (i took it from CA), click reclaim on a unit - make circle and con reclaims all units within that circle (dunno if he will reclaim wrecks)
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: A way to tag a unit as fit for reclaim

Post by el_matarife »

Zerver wrote:This has been fixed already. Will be in next release.

I also added area reclaiming of units and "resurrection patrol" mode.
http://springrts.com/mantis/view.php?id=1387

Well, at least most of the issues here will be fixed. I'm not sure if area unit reclaim is the answer, but it is at least a start.
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