difference between firestandorders and standingfireorder tag

difference between firestandorders and standingfireorder tag

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EXit_W0und
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Joined: 22 Dec 2005, 01:33

difference between firestandorders and standingfireorder tag

Post by EXit_W0und »

Neither of these tags are currently active right now.
So i want to know exactly what they do if there is a difference between them before i add these tags to the source code. I already know that standingFireOrder sets the initial fire orders for that unit - e.g hold fire etc.
I'm just not sure about the other one.

If you don't know or aren't sure please don't guess - I'd prefer an experienced mod maker to answer this one.

Cheers
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KDR_11k
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Post by KDR_11k »

IIRC the other tag determines whether the selector is shown in the unit's order menu.
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EXit_W0und
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Post by EXit_W0und »

So it just indicates the fire state in the GUI?
Why doesn't it do both in the first place?
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KDR_11k
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Post by KDR_11k »

No, one indicates the default setting, the other indicates whether the toggle is to be displayed at all.
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EXit_W0und
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Post by EXit_W0und »

Ah cool, for crawling bombs and the like. I've added the first tag (standingfireorder), for movement and fire state but i'll need to have a look at the GUI code thats being developed before i can add the other one.
Theres no point in adding a tag thats tied to the old GUI when the new one is being developed. Thinking this thread should now be moved to dev...
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zwzsg
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Post by zwzsg »

In old TA:

firestandorders=1;
indicate if the unit has the thee-state button to change between hold fire, return fire, fire at will.
Value possibles:
0: the button is not there
1: the button is there

StandingFireOrder=2;
Indicate what is the state of this three-state button when the unit gets born. Note that if the factory that built this unit has this button, then the unit inherit the stance from the factory. So this tag is only actually useful on turrets (turrets are build by cons with no weapon so without this button), for instance in OTA a laser tower will be born on "fire at will" while a bertha will be born on "hold fire".
Values possible:
0: gets born on hold fire
1: gets born on return fire
2: gets born on fire at will

mobilestandorders=1;
Say if the unit has the three state button to choose between "Hold Position", "Maneuver", and "Roam"
Values possible:
0: the button is not there
1: the button is there

StandingMoveOrder=1;
Say what move settings the unit is born with:
0: Hold Position
1: Maneuver
2: Roam

I believe that if the unit is built by something that has the button, then it gets the setting from the builder instead of using the default setting. But maybe instead it's just that structure use their FBI while moving unit use their factory setting, I don't know as in TA no cons has weap... oh wait the comm does! gonna test, brb.... well when the comm is on return fire, the LLT it build are on Fire at will. When the comm is on hold fire, hold position, the factories it build are on fire at will, maneuver. So in TA the difference that makes unit using their FBI setting or their factory setting is being a mobile unit or being a structure. Oh well, not sure it really need to be that way in Spring.
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EXit_W0und
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Post by EXit_W0und »

I've implemented standingFireOrder and standingMoveOrder its in a patch i sent off a week or so ago. It works in spring as you suggested there for ota - factories override individual units start orders. Except i've changed this so that they only override the indivdual unit orders if the factory is set to hold fire or return fire.
In spring contruction units, War engineers & freakersdon't have fire orders so they don't override any of the units they build.

I havn't added the other tags, actually from looking at the menus on crawling bombs i think someone else has already added a tag which does the same thing.
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