next step is figuring out how to track offscreen selection position on camera angle change without using the terrain as reference point... because TraceScreenRay to terrain does nothing when there's no terrain there.
then I'll make selecting in minimap show a white selection box on terrain
You should merge the functionality of 'Z selector' into this widget (When Z is held, only units types that existed in original selection are selected), should be easy as its very similar to your combat filter. Good work btw
ah yeah that shouldn't take very much code... right now I'm working on a better way to calculate the original selection point (right now it depends on terrain, so doesn't work if you start your selection in the sky)
1.22 released: added support for this patch to allow TraceScreenRay in sky, which allows realtime selection when the selection rectangle originates in sky as well as ground
just needs dev approval and a new version of spring released before it's fixed
anybody have any suggestions for sweet new features to add or functionality I should refine? I'm open to implementing anything awesome, even if it takes a bit of work.
I was thinking it'd be possible to extend this to area commands as well... I could start with area reclaim, and hook smart area reclaim into this so dragging your area reclaim would highlight what it was you were going to reclaim, hotkeys could modify for metal/energy/both, and it could have similar behavior to current smart_area_reclaim widget except highlighting features in realtime like this selection engine (I even know how to implement drawing a real area reclaim command in the middle of the queue now... so I can do smart_area_reclaim without command spam too)
Holding shift while clicking a selected unit does not deselect it from the group. This is normal RTS behavior. I suspect this widget would do it with ctrl, but I still keep trying with shift because that's how it works in most games...
*sigh* I'll make it configurable at the top of the widget the current buttons (ctrl/shift) were closer to spring's defaults though (ctrl just deselects now instead of fully inverting selection... I made this change because there was no good way afaik to deselect a chunk out of a big section of mixed selected/deselected units)
Hmm, sounds nice. I'm having some problems getting it to work though (and im a lua noob/normal user). The functions described above don't work, yet when the widget is enabled the normal keys Do I have to add the keys i want to use in? In the user config section?
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