Draggable waypoints

Draggable waypoints

Requests for features in the spring code.

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Gabba
Posts: 319
Joined: 08 Sep 2004, 22:59

Draggable waypoints

Post by Gabba »

Another awesome Supcom feature which would be very useful to have in Spring.
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Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

+awholebunchofnumbers :P
Magus_X
Posts: 69
Joined: 25 Oct 2006, 01:19

Post by Magus_X »

+100000000000000000000
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

+9^9^9^9^9^9^9^9^9^9^9^9^9^9^9^9^9^9^9^9^9^9^9^9^9^9^9
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

2-5+3

Useless. :P
Played various games which had them and never made use of it.
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Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Played SupCom and realized how USEFULL IT IS! and Really want it. For buildings too. That was friggen cool, in SupCom that was.
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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

Just make it filterable. In supcom it is hell trying to select units and dragging rallypoints instead.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

+1 really a nifty feature when you gained some more ground and you want to adjust your factory rallypoints and adjust your fighter patrols.
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Post by pintle »

+1

purely for fighter patrols
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Ling_Lover
Posts: 100
Joined: 26 Sep 2006, 11:50

Post by Ling_Lover »

+1

I'm with pintle here
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Isn't this practically MTR already?
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

Yep! +1!
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Should only be enabled with a key/key combo selected.
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