List of commands and cheat.

List of commands and cheat.

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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rossoferrari
Posts: 1
Joined: 29 Apr 2005, 16:25

List of commands and cheat.

Post by rossoferrari »

Please help me, exsiste a list complete of commands and cheat of TA Spring?
Thanks to all.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

Added Right Mouse on FPS, it activates Free-Fire mode, AI aims and shoots for you.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

GrOuNd_ZeRo wrote:Added Right Mouse on FPS, it activates Free-Fire mode, AI aims and shoots for you.
So that's what Free Fire is...
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I wish for a free fire mode that insteads is completly manual and let you freely fire wherever you want (including your own units).
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I agree ZW...i'd like a toggle between the three, complete auto-aim, semi-auto aim and free fire...
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Allowing a force fire function to FPS would give a massive advantage to FPS controlling your units at crucial moments, as you would be able to ignore the friendly fire collision detection. Someone could jump into a sentinel during a raid and wipe those incoming flashes without worrying about it not firing half the time because your units are in the way.

Not voicing my opinion on whether it is a good thing or a bad thing; just raising the possible ramifications.
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Fritokane
Posts: 40
Joined: 27 Sep 2005, 16:06

Post by Fritokane »

Warlord Zsinj wrote:words
I completely agree with this man.

There was a reason that units now have a max pitch that they can fire at. Same with why units with missiles have them go nuts at the end of their path. Without these limitations, FPS mode completely breaks the game.

In FPS mode in .50b1, it was entirely possible to use the immolator as a personal bertha, effectively doubling it's range. The radar "wander" didn't matter, as the controller could, at a whim, target where he thinks the enemy is, and fire without worrying about the radar dots, getting perfect range and accuracy.

To a lesser extent, Mortys could be FPSed in 50b1 so that you can fire off the hills in small divide and hit absolutely any target on the map. I managed to take out a guardian this way.

Don't misunderstand me, I don't want the FPS mode to dissapear entirely. I think it adds another level of strategy to the game, as a FPSed unit marching alongside other units is going to be a more effective group than just normal troops.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

hmmm should AI command codes be added to the wiki using spring page? Such as .debugwindow .skip .unskip .verbose etc?
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Aun
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Joined: 31 Aug 2005, 13:00

Post by Aun »

Well have units keep the max pitch, but be able to fire anywhere within their range then (when FPSed).
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

I would add EVERYTHING that has something to do with what happens when you are in a spring game... so yes, even debug stuff... and then when we have too much for 1 page we can break it up into separate pages... stuff like debug should be easy to find, but maybe not right there... you could make a new wiki page for debugging and link to it in the section where the text-commands show up...
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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

i dont think fps mode breaks it so much, but yeah the missles were just dumb before, but think about it, you will lose all your micro when ur in fps mode... you should have a really good reason to go in fps mode.
i personally love fpsing sniper kbots...

a nice feature would be to add squad support, as in you can group togehter say 5 shooters, and they will follow you, and target evrything you target. for this youll need to remove that autotargeting tho.
hm.. OT?
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Warlord Zsinj wrote:Allowing a force fire function to FPS would give a massive advantage to FPS controlling your units at crucial moments, as you would be able to ignore the friendly fire collision detection. Someone could jump into a sentinel during a raid and wipe those incoming flashes without worrying about it not firing half the time because your units are in the way.

Not voicing my opinion on whether it is a good thing or a bad thing; just raising the possible ramifications.
You'd have to explain me how being able to blow your own stuff if you're not careful and how having to precisely aim each shot by yourself gives any advantage to the player that let the sentinel works alone. Because when left alone, the sentinel will pick up targets with pinpoint accuracy, will calculate line of fire to avoid any friendly fire, while instantly find any new target and turn at max turn speed toward it, etc...
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

zwzsg wrote:
Warlord Zsinj wrote:Allowing a force fire function to FPS would give a massive advantage to FPS controlling your units at crucial moments, as you would be able to ignore the friendly fire collision detection. Someone could jump into a sentinel during a raid and wipe those incoming flashes without worrying about it not firing half the time because your units are in the way.

Not voicing my opinion on whether it is a good thing or a bad thing; just raising the possible ramifications.
You'd have to explain me how being able to blow your own stuff if you're not careful and how having to precisely aim each shot by yourself gives any advantage to the player that let the sentinel works alone. Because when left alone, the sentinel will pick up targets with pinpoint accuracy, will calculate line of fire to avoid any friendly fire, while instantly find any new target and turn at max turn speed toward it, etc...
I think he's insinuating that you would be able to shoot around units that are standing in the way, rather then AI deciding that you can't shoot because there's a collision sphere in the way. Rest assured Zsinj, the AI isn't just being stupid, the collision spheres acctually are that big and unaccurate.
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Comp1337
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Post by Comp1337 »

SwiftSpear wrote:
zwzsg wrote:
Warlord Zsinj wrote:Allowing a force fire function to FPS would give a massive advantage to FPS controlling your units at crucial moments, as you would be able to ignore the friendly fire collision detection. Someone could jump into a sentinel during a raid and wipe those incoming flashes without worrying about it not firing half the time because your units are in the way.

Not voicing my opinion on whether it is a good thing or a bad thing; just raising the possible ramifications.
You'd have to explain me how being able to blow your own stuff if you're not careful and how having to precisely aim each shot by yourself gives any advantage to the player that let the sentinel works alone. Because when left alone, the sentinel will pick up targets with pinpoint accuracy, will calculate line of fire to avoid any friendly fire, while instantly find any new target and turn at max turn speed toward it, etc...
I think he's insinuating that you would be able to shoot around units that are standing in the way, rather then AI deciding that you can't shoot because there's a collision sphere in the way. Rest assured Zsinj, the AI isn't just being stupid, the collision spheres acctually are that big and unaccurate.
also, Zw, you get better range when in fps, you can take potshots at defened positions on top of hills better (even if its the friggin eiffeltower up there, it wont shoot a bit up)
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

I want to be able to FPS and kill a couple of my own units when I'm trying to d-gun a bunch of swarming Kbots... I want it to be hard to do... like holding down CTRL-SHIFT-ALT and using F as the fire key instead of clicking or toggeling... etc... also cause it's fun to try to shoot down my own planes for practive...
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Aun
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Joined: 31 Aug 2005, 13:00

Post by Aun »

zwzsg wrote:You'd have to explain me how being able to blow your own stuff if you're not careful and how having to precisely aim each shot by yourself gives any advantage to the player that let the sentinel works alone. Because when left alone, the sentinel will pick up targets with pinpoint accuracy, will calculate line of fire to avoid any friendly fire, while instantly find any new target and turn at max turn speed toward it, etc...
Sometimes Artillery can be stupid; I've found that firing at something on the mountain with a toaster on Small Divide in FPS mode does hell of a lot more damage then letting the AI use it by itself - it aims at the center of the target, sometimes firing over the mountain, while I fire at its base.

Eerk, long sentence :?
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Weaver
Posts: 644
Joined: 07 Jul 2005, 21:15

Post by Weaver »

A friendly fire lock ON OFF option would be nice with a hot key active only in FPS mode. Also showing a different reticule when aiming at or through friendlies would be helpful.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Aun wrote:
zwzsg wrote:You'd have to explain me how being able to blow your own stuff if you're not careful and how having to precisely aim each shot by yourself gives any advantage to the player that let the sentinel works alone. Because when left alone, the sentinel will pick up targets with pinpoint accuracy, will calculate line of fire to avoid any friendly fire, while instantly find any new target and turn at max turn speed toward it, etc...
Sometimes Artillery can be stupid; I've found that firing at something on the mountain with a toaster on Small Divide in FPS mode does hell of a lot more damage then letting the AI use it by itself - it aims at the center of the target, sometimes firing over the mountain, while I fire at its base.

Eerk, long sentence :?
Artillery are very stupid. If you put them on a higher altitude then thier target they get thouroughly confused by a lack of direct LOS and often stop firing all together. When they do fire for some reason high altitude firing to lower altitudes is several times less accurate then normal artillery fire, dispite the fact that from a LOS prespective they are aiming at a WAY bigger target.
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