Transport Unload in a square
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Transport Unload in a square
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
It will be much more use your landing them on beach maps so that some of dont deploy one step to far
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:
The other command that uses a selection map rectangle
(and always uses a rectangle), is deathwait (which is also a
unit selection command).
a circle or a rectangle, and that's the attack-units-by-area
command. It is controlled by 3 settings in ctrlpanel.txt:
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// newAttackMode 1 // enable attack by area selection
// attackRect 1 // use a rectangular selection
// invColorSelect 1 // use color inversion instead of tinting
(and always uses a rectangle), is deathwait (which is also a
unit selection command).
http://acronyms.thefreedictionary.com/IDRC
http://www.acronymdb.com/acronym/IDRC
http://www.acronyms.ch/files/Acronyms.L ... implex.pdf
I Don't Really Care? (in which case, why bother posting?)
http://www.acronymdb.com/acronym/IDRC
http://www.acronyms.ch/files/Acronyms.L ... implex.pdf
I Don't Really Care? (in which case, why bother posting?)
... 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...
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...
thanks!
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!
Isnt that the way it currently works?I'll also make it so that units can be unloaded at any
position suitable to them (maxSlope).
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!
Hey! I scripted those four unload formation shapes! With parametrable spacing and all!
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.
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