Rotating unit icons
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Rotating unit icons
Unit icons that appear when you zoom out with added rotation according to the unit. (but only when in LOS or w/e)
Re: Rotating unit icons
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.
Re: Rotating unit icons
better add a direction marker independent of the unit icon.
Re: Rotating unit icons
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.
for example a diamond(square turned 45 degrees) vs a square would be hard to tell apart.
Re: Rotating unit icons
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.)imbaczek wrote:better add a direction marker independent of the unit icon.
Re: Rotating unit icons
To clear up, I meant it as something optional.
Re: Rotating unit icons
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 ;_;
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 ;_;
Re: Rotating unit icons
can be done with a mod option I am pretty sure Trademark. I thought someone did it, maybe they forgot to post the code?
Re: Rotating unit icons
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...
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...
Re: Rotating unit icons
Uhh, do you want permanent or global?
/globallos
/globallos
Re: Rotating unit icons
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 -.-
and not with cheat codes -.-
- CarRepairer
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Re: Rotating unit icons
luaTradeMark 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 -.-
Re: Rotating unit icons
I said when a unit is in LOS.TradeMark wrote:imo its bad idea, too much information, real radars just see a dot...
Re: Rotating unit icons
no not lua, it should be hardcoded game feature which you can turn off/on before launching game...CarRepairer wrote:luaTradeMark 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 -.-
- CarRepairer
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Re: Rotating unit icons
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.TradeMark wrote:no not lua, it should be hardcoded game feature which you can turn off/on before launching game...CarRepairer wrote:luaTradeMark 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 -.-
I'll make you a deal, I'll write it for you if you make me an FFA map to my liking

Re: Rotating unit icons
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...
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...
- CarRepairer
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Re: Rotating unit icons
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:Yeah engine needs it hardcoded, as it already has "com ends" hardcoded, or "limit dgun" etc, same shit. +
No loops needed. Set losstate and losmask when units are created. Or even setunitalwaysvisible.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 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.TradeMark wrote:it needs to me included in every mod
Re: Rotating unit icons
That's the way. Use SetUnitAlwaysVisible(), it's the easiest way, just do it on Create().No loops needed. Set losstate and losmask when units are created. Or even setunitalwaysvisible.
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.
Re: Rotating unit icons
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.
Assuming globallos does work properly.
Re: Rotating unit icons
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
each team has one, very high up, with very high los, so they see al the map. :D