Teamcolour Footprint

Teamcolour Footprint

Requests for features in the spring code.

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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Teamcolour Footprint

Post by SpikedHelmet »

Hi

I'd like to request someone make a patch that allows for units to have a permament footprint outlined in teamcolour... ATM the footprint only shows when the unit is selected, and it is bright green. What I'd like is for the unselected footprint outline to be always visible (maybe togglable?), be in teamcolour, which switches to the default bright green when unit is selected.

That, or a permanent teamcolour "shade" underneath the unit in the area of it's footprint.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

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

Post by Guessmyname »

Awesome!
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I'd say we include that turned on by default in v0.75 as it looks much better and much more proffesional than the green squares.

Is there a 0.74b3 compatible version?
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Possibly turn down the opacity of the non selected unit circles so you can see more of the terrain underneath, but otherwise that is sex! :-)
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

win
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I don't see the point of teamcolour selection square, since you can only select the units that belongs to you.

However, I've been wanting selection squar color according to health since ... forever.

Where's the .LUA code trepan?
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

The real lua source only works for SVN execs. 0.74b3 LuaUI is quite
limited compared with what SVN LuaUI can do (ex: you can only see
allied units). I did make a 0.74b3 version, but it is not worth releasing
(and having to hear about its limitations numerous times).

zwzsg: you wanna pie chart those platters for health? ;-)
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

A few notes:

1. I made the selection rings blink
(will help differentiate selected units for white teams,
could also use a different color)

2. To do it properly in lua, I'd probably have to add
another rendering stage, DrawWorldPreUnit (which
costs next to nothing if it is not used). The problem is
that the platters should be rendered before cloaked
units, not after. There's also the question of whether
or not they should be visible through terrain (as the
current selection boxes are).

3. It would be better to use rectangles for some buildings,
and to enlarge the platters for aircraft. The latter could
probably be done by using hypot(visX, visY), where visX
and visY are the visual extents or the model (instead of
using the unit radius).

4. If I do release this thing for folks to play with, you can
remove the current selection boxes using:
"unitBox 1 1 1 0" in cmdcolors.txt. As a matter of fact, that's
probably where the feature option would go if included in
the engine.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

trepan wrote:zwzsg: you wanna pie chart those platters for health?
No, I want to remove the team color, and replace it with blue=under contruction, green=full-health, apple-green=little damage, yellow=medium health, orange=heavily damaged, red=crititically endangered, black=dead (for spiraling planes and units running their Killed).

Since it'll be only for selected unit, I hope 74b3 will be enough.
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Zoy64
Posts: 454
Joined: 12 Nov 2006, 00:30

Post by Zoy64 »

i have an idea, what if instead of squares, you would have this symbol of the faction. I.E. under an A.K. that belongs to yellow player, there would be a yellow Core symbol. etc.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Last time I saw a widget try displaying side pics the thing was hardcoded to arm and core, no help for mods that involve other factions.
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