moving units in formation

moving units in formation

Requests for features in the spring code.

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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

moving units in formation

Post by emmanuel »

the new cursor "warriorking"like move to an oriented line seems not fully fonctional
1 unit go directly to line without consider green arow is facing or revers
2 unit spac is same if cursor line is large or tiny
3 cursor line hav a max siz (maybee 60 footprint large)
4 factory don t hav use cursor mov_in_line
5 when a nomobil unit is selected mov_cursor/mov_in_line isn t enabl and only a menu order or M key mork
6 cursor need a switch for mov_in_box mov_in_A mov_in_O like "warriorking" with a xz sizing and xyz sizing for vtol
7 path need a memory/start program same earth 2150
Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Re: moving units in formation

Post by Hunter0000 »

emmanuel wrote:the new cursor "warriorking"like move to an oriented line seems not fully fonctional
1 unit go directly to line without consider green arow is facing or revers
2 unit spac is same if cursor line is large or tiny
3 cursor line hav a max siz (maybee 60 footprint large)
4 factory don t hav use cursor mov_in_line
5 when a nomobil unit is selected mov_cursor/mov_in_line isn t enabl and only a menu order or M key mork
6 cursor need a switch for mov_in_box mov_in_A mov_in_O like "warriorking" with a xz sizing and xyz sizing for vtol
7 path need a memory/start program same earth 2150
1. Yup, would be nice if this'd be fixed, but other things are needed more
2. Not too big of a deal, but same as 1. would be nice
3. Iv'e noticiced this too. prehaps it is an abartrarty limit that can be raised?
4. this would be VERY nice
5. THis has been discussed before, and I have seen people say that a unit is randomly selected and it uses its order set, but like you say Ive noticed if a SINGLE non-factory building is selected you no longer have move. this REALLY sucks especialy Iv'e noticed in things like EE where I have cameras all over the battlefield, and when I scramble to respond with all my units to one location I am delayed by the godamn cameras.
6. Similar to 2., would be nice but other things (like 5) should be dealt with first.
7. ? Never played Earth 2150 so I can't comment here =P

Overall these are points that while have been discussed, some specificly should be dealt with if possible, especialy the whole 'building in select' thing because its VERY annoying.
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emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

so about nomobil in select totalA if i remind not resrict this

about earth2150 try it
=>after taspring and warrior king the must of rts

very lot of specials feature some usless or not ended
but a/THE rts feature= you click record menu
and give orders queue
after this click play and that obey :
use = prepar a coordonated assault like load unload with builder behind
and select all
and play memory order
with repeat option
and erase or add an order in list
great but some problem with unbalanced weapon/unit do a only a type of units in all multi on net
real funny game are only friendly lan
exempl never build nuc/rocket/aircraft/boat always big tank with big weapon
another great feature is colect with mining loader and refinery and energy link ...so good not implemented in earth2160=i don t buy it
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

That sounds an awful lot like the "Wait command"
http://taspring.clan-sy.com/wiki/Using_ ... it_.28W.29

But yea, Formations should be fixed. I doupth that units can/will move at custom speeds thou, so i suspect that they will do the old "Move-stop, Move-stop, Move-stop" thing, with the annyoing sounds that comes with it. (ever guarded an adv builder with slower units?)
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

you mean faster units, silly

try 5 farks guarding an advnaced conbot (most common one ive found)

also, if this is implemented, you could have a way of detecting speed and just choosing 2-3 different animations if necessary
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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Cue Smoth, who will explain to you why we cannot change unit speed at will. If he feels like explaining it again.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Felix the Cat wrote:Cue Smoth, who will explain to you why we cannot change unit speed at will. If he feels like explaining it again.
Lol, and here I thought no one listened
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Felix the Cat
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Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

smoth wrote:
Felix the Cat wrote:Cue Smoth, who will explain to you why we cannot change unit speed at will. If he feels like explaining it again.
Lol, and here I thought no one listened
I listened... doesn't mean I agree; I'm in the small minority that values gameplay over graphics in almost all situations. So I'm cool with vaguely strange-looking animations if it means my units can be made to stay in formation.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Felix the Cat wrote:I listened... doesn't mean I agree;
well, typically when I post something people continue on as though I said nothing.
Felix the Cat wrote:II'm in the small minority that values gameplay over graphics in almost all situations.
The reason I fight it soo much is that the modders would be the ones to hear the bitching about the odd animations.
Felix the Cat wrote:So I'm cool with vaguely strange-looking animations if it means my units can be made to stay in formation.
I think the solution lies in a less poorly implemented manner. Althought I already stated my proposed solutions.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Well, units don't move at top speed all the time, they accellerate and decellerate and go slower during turns...
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TechnoTone
Posts: 165
Joined: 23 Aug 2005, 22:02

Post by TechnoTone »

For the problem regarding the selection of non-mobile units with mobile units - some games will automatically filter out non-military units when a group selection is performed. Perhaps Spring could do something similar and filter out non-mobile units when a group of units is (box) selected. Either that or simply allow move commands when both mobile and non-mobile units are selected.

For the problem of unit movement speed and animation speed - could the engine not provide a speed modifier to the movement scripts so that their movement animations could be adjusted accordingly? A float between 0 and 1 with 1 being full speed would seem to me to be a sensible scale to use.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

For the problem regarding the selection of non-mobile units with mobile units - some games will automatically filter out non-military units when a group selection is performed. Perhaps Spring could do something similar and filter out non-mobile units when a group of units is (box) selected. Either that or simply allow move commands when both mobile and non-mobile units are selected.
custom buttons FTW. find the 'custom keys' or w/e in your spring dir (NOT the uikeys.txt) and do a
all selected
remove from selection builders buildings (or however you do it)
set to ctrl m or w/e
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TechnoTone
Posts: 165
Joined: 23 Aug 2005, 22:02

Post by TechnoTone »

Thanks Min3mat. Can't believe I've never spotted that SelectionEditor.exe before.

I now have 2 new entries in my selectkeys.txt file:

Control_V Visible+_Not_Building_Weapons_Idle+_ClearSelection_SelectAll+
Shift_Control_V Visible+_Weapons+_ClearSelection_SelectAll+


p.s. What is FTW?
Last edited by TechnoTone on 19 Jul 2006, 12:05, edited 1 time in total.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

FTW = For the win (Ie, 'It is very good')
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