Transport Unload in a square

Transport Unload in a square

Requests for features in the spring code.

Moderator: Moderators

Post Reply
User avatar
Abokasee
Posts: 222
Joined: 03 Nov 2006, 21:51

Transport Unload in a square

Post by Abokasee »

Basiclly instead of unloading (or loading) there cargo of unit in circle deployment area, why not have them in a square?

It will be much more use your landing them on beach maps so that some of dont deploy one step to far
Crampman
Posts: 117
Joined: 22 Dec 2005, 12:17

Post by Crampman »

All aeras orders should be square/circle, by example using a switch key. :wink:
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I still stand by my old proposal that unloading units should be done with a menu like the build menu so you can tell it which unit goes where.
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Crampman wrote:All aeras orders should be square/circle, by example using a switch key. :wink:
There's a setting for this behavior in cmdcolors.txt IIRC.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I'd like it if these unload/load areas were visible always even if the transporter isnt selected with shift being held.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

There's only one area type command that can use either a
a circle or a rectangle, and that's the attack-units-by-area
command. It is controlled by 3 settings in ctrlpanel.txt:

Code: Select all

// newAttackMode     1  // enable attack by area selection
// attackRect        1  // use a rectangular selection
// invColorSelect    1  // use color inversion instead of tinting
The other command that uses a selection map rectangle
(and always uses a rectangle), is deathwait (which is also a
unit selection command).
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

IDRC. :(
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Post by ZellSF »

There's a setting for this behavior in cmdcolors.txt IIRC.
IIRC = If I recall correctly.

You said he was wrong, and he answered IDRC. You really shouldn't have needed to look in an abbriviation dictionary to guess he meant "I didn't recall correctly".
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

Quite right, my bad ;-)
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

... back on topic (or at least a little closer):

I've tried a slightly different algorithm for unloading. It uses the transport's
travel direction towards the unloading area to pick the initial unloading
position. It then sweeps back and forth across across the circular area
tangential to the intersection with the first location . It seems to work fairly
well, corrects the unit-outside-the-map problem, and is probably a little
faster then random placement (air transports), and top down placement
(non-air transports). I'll also make it so that units can be unloaded at any
position suitable to them (maxSlope).

P.S. Shame on me for thinking that LM would bother posting "I Don't Really
Care". It's not his style. Guess I've had too much contact with Springers who
do make such posts...
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

Nice! 8)
trepan wrote:Guess I've had too much contact with Springers who
do make such posts...


+1 :|
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

thanks!
I'll also make it so that units can be unloaded at any
position suitable to them (maxSlope).
Isnt that the way it currently works?


At times the unload possition is too far for naval tranports.. when that happens.. the unload place can be "recalculated" ... or at least force the unit to leave that order and continue , if i recall well, this transport ships just "jam" in that sutiations.


oh... just occured to me.. what happens with hover transports? at times, with hover transports... not all the times, but at times, its not very possible to determine the "incoming vector" with anticipation. this is beacuse the terrain sometimes forces the hover to (and bc of the big groundplate) take strange routes....

If the unload is done "from the middle" ... scattering to the sides... seems more possible to determine, in this case, where the units will end.

I will make tests once i can use those changes and post about it.

thanks!
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

I DO care! Good to see the outside of the map bug is fixed, it may be exploitable...
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

LordMatt wrote:I DO care! Good to see the outside of the map bug is fixed, it may be exploitable...
I've seen people hide their commander off the map.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

question did this make it into .74b3???
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

no, it did not.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Hey! I scripted those four unload formation shapes! With parametrable spacing and all!

Code: Select all

      ooo   		
    oxxxo     +++++++++   +++++  ooooooo
  ox213xo   +ooooooo+   ooooo  oxxxxxo
 ox4   5xo   +oxxxxxo+   xxxxx   ox213xo
 ox6   7xo   +ox546xo+   97680   ox405xo
  ox809xo   +ox213xo+   42135   ox687xo
    oxxxo                                       oxxxxxo
      ooo                                         ooooooo
But I guess that is irrelevant since I'm talking about some script forced hard unload, while you're talking about the regular unload with the interface and engine. I'd like to say maybe the code to draw those formation could simply been moved from BOS to CPP, save that my code was written with the goal of saving variables and not of being easy to read understand and maintain, plus it's interweaved with TA specific script bits to check if the unit followed etc... Not to mention the main problem of how the player would select the shape remains.
Post Reply

Return to “Feature Requests”