Rotating unit icons

Rotating unit icons

Requests for features in the spring code.

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Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Rotating unit icons

Post by Regret »

Unit icons that appear when you zoom out with added rotation according to the unit. (but only when in LOS or w/e)
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Rotating unit icons

Post by zwzsg »

I do not like that, and even think it would stupid on lots of icon, such as Krogoth icon. So if implemented, make it optional.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Rotating unit icons

Post by imbaczek »

better add a direction marker independent of the unit icon.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Rotating unit icons

Post by smoth »

I would like it for some icons on the mini map but it breaks some icon systems.

for example a diamond(square turned 45 degrees) vs a square would be hard to tell apart.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Rotating unit icons

Post by zwzsg »

imbaczek wrote:better add a direction marker independent of the unit icon.
No, there in't that much room on the minimap. Just add tag rotate=0/1; to \GAMEDATA\ICONTYPES.TDF syntax, let modder decide case by case which is best. (Ok, Regret said zoomed out not minimap, but it's better to keep coherency.)
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Rotating unit icons

Post by Regret »

To clear up, I meant it as something optional.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Rotating unit icons

Post by TradeMark »

wtf., does real radars show direction too?

NO

imo its bad idea, too much information, real radars just see a dot...

If we make radar too high tech, then its like having perfect LOS afterall.

btw, i still want that permanent LOS option in spring, been screaming for it for 3 years now ;_;
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Rotating unit icons

Post by smoth »

can be done with a mod option I am pretty sure Trademark. I thought someone did it, maybe they forgot to post the code?
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Rotating unit icons

Post by TradeMark »

yeah i remember someone modifyed spring code to make possible to make all visible etc, but never told how to use it :d

and it should be an option to every mod, like it was in OTA, so no need to add it yourself in your mod by lua... would work in any mod, without editing mod, thats what i mean...
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Rotating unit icons

Post by lurker »

Uhh, do you want permanent or global?
/globallos
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Rotating unit icons

Post by TradeMark »

i want that every player in the game can see every player in the game without radars etc, permanent LOS

and not with cheat codes -.-
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Rotating unit icons

Post by CarRepairer »

TradeMark wrote:i want that every player in the game can see every player in the game without radars etc, permanent LOS

and not with cheat codes -.-
lua
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Rotating unit icons

Post by Regret »

TradeMark wrote:imo its bad idea, too much information, real radars just see a dot...
I said when a unit is in LOS.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Rotating unit icons

Post by TradeMark »

CarRepairer wrote:
TradeMark wrote:i want that every player in the game can see every player in the game without radars etc, permanent LOS

and not with cheat codes -.-
lua
no not lua, it should be hardcoded game feature which you can turn off/on before launching game...
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Rotating unit icons

Post by CarRepairer »

TradeMark wrote:
CarRepairer wrote:
TradeMark wrote:i want that every player in the game can see every player in the game without radars etc, permanent LOS

and not with cheat codes -.-
lua
no not lua, it should be hardcoded game feature which you can turn off/on before launching game...
No it shouldn't (woah deja vu, we've had this argument before about something else...). Engine should only be modified if lua cannot do something without great difficulty. A simple gadget can do what you're asking with a checkbox exactly the way you want it and can be written in under 5 minutes. Again, the engine does not need a feature bloat when lua can do the task easily and believe me this one is easy.

I'll make you a deal, I'll write it for you if you make me an FFA map to my liking :mrgreen:
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TradeMark
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Joined: 17 Feb 2006, 15:58

Re: Rotating unit icons

Post by TradeMark »

Yeah engine needs it hardcoded, as it already has "com ends" hardcoded, or "limit dgun" etc, same shit. + its more efficient when its not made by some lua loop like foreach(units) make_visible() for every game frame etc lmao.

and if it was made by lua gadget, it needs to me included in every mod, and thats not good, since you need to update every mod then.

You dont even need to write it though, since it was added some time ago (IIRC), just not included in TASClient as a battle option...
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Rotating unit icons

Post by CarRepairer »

TradeMark wrote:Yeah engine needs it hardcoded, as it already has "com ends" hardcoded, or "limit dgun" etc, same shit. +
Some of these are outdated since Spring is an RTS engine, not a TA engine. No need to add every option to the engine that you think of unless it's not doable in lua, see below.
TradeMark wrote:its more efficient when its not made by some lua loop like foreach(units) make_visible() for every game frame etc lmao.
No loops needed. Set losstate and losmask when units are created. Or even setunitalwaysvisible.
TradeMark wrote:it needs to me included in every mod
No because it doesn't apply to every mod. And for those that you want to use it in (such as BA), make a mutator, which will take people 0.04 seconds to download from SD - much less than downloading a map.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Rotating unit icons

Post by Argh »

No loops needed. Set losstate and losmask when units are created. Or even setunitalwaysvisible.
That's the way. Use SetUnitAlwaysVisible(), it's the easiest way, just do it on Create().

Dunno if that will interfere with Cloak, but that's another easy Gadget- intercept the command, turn visibility off, let Cloak run.

Needs to be done with a Gadget, though. Easy mutator.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Rotating unit icons

Post by lurker »

SetUnitAlwaysVisible is the wrong way to do it. It doesn't work on particles. All that has to be done is letting lua run /globallos.

Assuming globallos does work properly.
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Rotating unit icons

Post by hoijui »

i say: satelites for all teams, as CA has(/had?) them.
each team has one, very high up, with very high los, so they see al the map. :D
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