FBI: range1=500; range1rgb=1 0 0;

FBI: range1=500; range1rgb=1 0 0;

Requests for features in the spring code.

Moderator: Moderators

Post Reply
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

FBI: range1=500; range1rgb=1 0 0;

Post by Caydr »

For dummy range circles if shift is held down. Would be useful for units that don't have weapons but still have an applicable range, like jammers. If the color could also be defined, we could have several of them, each representing something different. On same scale as weapon ranges.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

And before someone claims that can be done better by making jammer ranges visible, I'm using a dummy weapon to show the range of a refinery in GINTA. The behaviour is defined through a COB so Spring wouldn't even know that range exists.
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

'twould be great for things like nanotowers with a range that is un-knowable in the game.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Builder range could use a circle displaying it anyway... AFAIK +ranges did show that in OTA.
PRO_Muffy
Posts: 49
Joined: 14 Jul 2006, 02:59

Post by PRO_Muffy »

KDR_11k wrote:Builder range could use a circle displaying it anyway... AFAIK +ranges did show that in OTA.
And if OTA does it, why can't Spring?
:P
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

but I'm thinking Cadyr's suggestion is still the best as it is more flexible for modders :-)
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Truth.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

FizWizz wrote:'twould be great for things like nanotowers with a range that is un-knowable in the game.
This appears to already be there in .73, unless I'm dumber than usual today.
User avatar
VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

Good idea!Perhaps green for nanos, red for jammers blah blah..
VonGratz :wink:
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

It already IS green for nanos.
User avatar
VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Post by VonGratz »

OOOOOOOOOOOOPs :lol:
VonGratz :wink:
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Use custom weapons scripted to never finish their aiming.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

That does slightly influence unit behaviour and doesn't allow assigning different colors to the rings, though. And workarounds suck.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

KDR_11k wrote:That does slightly influence unit behaviour and doesn't allow assigning different colors to the rings, though. And workarounds suck.
Yeah, exactly... using that workaround (which I use extensively already), there's no way to have multiple rings or special-colored rings.

For instance, I might color-code a doomsday machine with a blue ring, a green ring, and a red ring, each showing how far its particular weapons can fire.
Post Reply

Return to “Feature Requests”